public void Execute() { if (m_player.CurrentRoom != null) { m_player.CurrentRoom.RemovePlayerUnsafe(m_player); } BaseWaitingRoom room = RoomMgr.WaitingRoom; if (room.AddPlayer(m_player)) { BaseRoom[] list = RoomMgr.Rooms; List <BaseRoom> tempList = new List <BaseRoom>(); //int maxRoomInList = 7; for (int i = 0; i < list.Length; i++) { if (!list[i].IsEmpty) { tempList.Add(list[i]); //m_player.Out.SendUpdateRoomList(list[i]); } } m_player.Out.SendUpdateRoomList(tempList); GamePlayer[] players = room.GetPlayersSafe(); foreach (GamePlayer p in players) { if (p != m_player) { m_player.Out.SendSceneAddPlayer(p); } } } }
public void Execute() { if (this.m_player != null) { if (this.m_player.CurrentRoom != null) { RoomMgr.ExitRoom(this.m_player.CurrentRoom, this.m_player); } BaseWaitingRoom room = RoomMgr.WaitingRoom; if (room.AddPlayer(this.m_player)) { List <BaseRoom> list = RoomMgr.GetWaitingRoom(this.m_hallType, 0, 9, 0); this.m_player.Out.SendUpdateRoomList(list); GamePlayer[] players = room.GetPlayersSafe(); GamePlayer[] array = players; for (int i = 0; i < array.Length; i++) { GamePlayer p = array[i]; if (p != this.m_player) { this.m_player.Out.SendSceneAddPlayer(p); } } } } }
public void Execute() { //if (m_player.CurrentRoom != null) // m_player.CurrentRoom.RemovePlayer(m_player); BaseWaitingRoom room = RoomMgr.WaitingRoom; room.RemovePlayer(m_player); //if (room.AddPlayer(m_player)) //{ // BaseRoom[] list = RoomMgr.Rooms; // for (int i = 0; i < list.Length; i++) // { // if (!list[i].IsEmpty) // { // m_player.Out.SendUpdateRoomList(list[i]); // } // } // GamePlayer[] players = room.GetPlayersSafe(); // foreach (GamePlayer p in players) // { // if (p != m_player) // { // m_player.Out.SendSceneAddPlayer(p); // } // } //} }
public static bool Setup(int maxRoom) { maxRoom = ((maxRoom < 1) ? 1 : maxRoom); RoomMgr.m_thread = new Thread(new ThreadStart(RoomMgr.RoomThread)); RoomMgr.m_actionQueue = new Queue <IAction>(); RoomMgr.m_rooms = new BaseRoom[maxRoom]; for (int i = 0; i < maxRoom; i++) { RoomMgr.m_rooms[i] = new BaseRoom(i + 1); } RoomMgr.m_waitingRoom = new BaseWaitingRoom(); return(true); }
public static bool Setup(int maxRoom) { maxRoom = maxRoom < 1 ? 1 : maxRoom; m_thread = new Thread(new ThreadStart(RoomThread)); m_actionQueue = new Queue<IAction>(); m_rooms = new BaseRoom[maxRoom]; for (int i = 0; i < maxRoom; i++) { m_rooms[i] = new BaseRoom(i + 1); } m_waitingRoom = new BaseWaitingRoom(); return true; }
public void Execute() { if (this.m_player.CurrentRoom != null) { this.m_player.CurrentRoom.RemovePlayerUnsafe(this.m_player); } BaseWaitingRoom waitingRoom = RoomMgr.WaitingRoom; if (waitingRoom.AddPlayer(this.m_player)) { BaseRoom[] rooms = RoomMgr.Rooms; List <BaseRoom> list = new List <BaseRoom>(); for (int i = 0; i < rooms.Length; i++) { if (!rooms[i].IsEmpty) { if (this.m_player.ScreenStyle == 1 && (rooms[i].RoomType == eRoomType.Match || rooms[i].RoomType == eRoomType.Freedom)) { list.Add(rooms[i]); } if (this.m_player.ScreenStyle == 2 && (rooms[i].RoomType == eRoomType.Dungeon || rooms[i].RoomType == eRoomType.Freshman)) { list.Add(rooms[i]); } } } this.m_player.Out.SendUpdateRoomList(list); GamePlayer[] playersSafe = waitingRoom.GetPlayersSafe(); GamePlayer[] array = playersSafe; for (int j = 0; j < array.Length; j++) { GamePlayer gamePlayer = array[j]; if (gamePlayer != this.m_player) { this.m_player.Out.SendSceneAddPlayer(gamePlayer); } } } }
public void Execute() { BaseWaitingRoom room = RoomMgr.WaitingRoom; room.RemovePlayer(m_player); }
public void Execute() { BaseWaitingRoom waitingRoom = RoomMgr.WaitingRoom; waitingRoom.RemovePlayer(this.m_player); }