public void OnNewPlayer(GameClient client, JoinBNetGameMessage message) { client.BnetClient = GameManager.AvailableGames[(ulong)message.GameId].Clients.FirstOrDefault(); if (client.BnetClient == null) { Logger.Warn("Couldn't find bnet client for joined client/player!"); return; } client.BnetClient.InGameClient = client; var player = new Player(client, this.Universe, client.BnetClient.CurrentToon); client.Player = player; this.Players.Add(player); player.Greet(message); }
public void OnNewPlayer(GameClient client, JoinBNetGameMessage message) { // a hackish way to get client.BnetClient in context -- pretends games has only one client in. when we're done with implementing bnet completely, will get this sorted out. /raist client.BnetClient = GameManager.AvailableGames[(ulong)message.GameId].Clients.FirstOrDefault(); if (client.BnetClient == null) { Logger.Warn("Couldn't find bnet client for joined client/player!"); return; } client.BnetClient.InGameClient = client; var player = new Player(client, this.Universe, client.BnetClient.CurrentToon); client.Player = player; this.Players.Add(player); player.Greet(message); }