internal void MovePlayer(NetIncomingMessage msg) { int msgLength = msg.ReadInt32(); byte[] msgContents = msg.ReadBytes(msgLength); PlayerMoveMessage moveMsg = (PlayerMoveMessage)SerializationHandler.ByteArrayToObject(msgContents); PlayerMove move = moveMsg.move; // TODO Do something with this gameServer.sendMsgToAll(moveMsg); }
internal void AddPlayer(NetIncomingMessage msg) { int msgLength = msg.ReadInt32(); byte[] msgContents = msg.ReadBytes(msgLength); PlayerJoinMessage joinMsg = (PlayerJoinMessage)SerializationHandler.ByteArrayToObject(msgContents); PlayerAttributes player = new PlayerAttributes(joinMsg.name, joinMsg.playerID, joinMsg.isHost, new Vector2(joinMsg.posX, joinMsg.posY)); game.GameData.players.Add(player); }
internal void MovePlayer(NetIncomingMessage msg) { int msgLength = msg.ReadInt32(); byte[] msgContents = msg.ReadBytes(msgLength); PlayerMoveMessage moveMsg = (PlayerMoveMessage)SerializationHandler.ByteArrayToObject(msgContents); PlayerMove move = moveMsg.move; if (game.GameData.clientsPlayerID != moveMsg.playerID) { game.GameData.getPlayer(moveMsg.playerID).currentMove = move; } }
public void PlayerJoined(NetIncomingMessage msg) { int msgLength = msg.ReadInt32(); byte[] msgContents = msg.ReadBytes(msgLength); PlayerJoinMessage joinMsg = (PlayerJoinMessage)SerializationHandler.ByteArrayToObject(msgContents); PlayerAttributes player = new PlayerAttributes(joinMsg.name, joinMsg.playerID, joinMsg.isHost); player.position = game.GameData.getSpawnPos(); game.GameData.players.Add(player); gameServer.clientList.Add(new ClientInfo(msg.SenderConnection, player)); logger.Debug("Player with name " + player.playerName + " added"); ClientPlayerUpdate(); }