public void HandleOnCommunicationServer(Messages.CommunicationServer.IConnection connection, Messages.CommunicationServer.IReceiver receiver = null) { IReceiver rec = connection.Receivers.Find(p => p.Id == this.playerId); var serializer = new Messages.XmlHandling.Serializer(this); rec.SendMessage(serializer.Serialize()); }
public void HandleOnCommunicationServer(Messages.CommunicationServer.IConnection server, IReceiver receiver) { var serializer = new Messages.XmlHandling.Serializer(this); var gameId = receiver.GameId; var game = server.Games[gameId]; game.GameMaster.SendMessage(serializer.Serialize()); }
public void HandleOnCommunicationServer(Messages.CommunicationServer.IConnection server, IReceiver receiver) { var player = server.Receivers.Find(p => p.Id == this.playerId); if (player == null) { return; } player.GameId = receiver.GameId; var serializer = new Messages.XmlHandling.Serializer(this); player.SendMessage(serializer.Serialize()); server.Games[receiver.GameId].Players.Add(player); }
public void HandleOnCommunicationServer(Messages.CommunicationServer.IConnection server, IReceiver receiver) { var serializer = new Messages.XmlHandling.Serializer(this); List <IReceiver> receivers = new List <IReceiver>(); foreach (Player p in this.Players) { receivers.Add(server.Receivers.Find(r => r.Id == p.id)); } var rec = server.Receivers.Find(r => r.Id == this.playerId); string msg = serializer.Serialize(); rec.SendMessage(msg); }
public void HandleOnCommunicationServer(Messages.CommunicationServer.IConnection server, Messages.CommunicationServer.IReceiver receiver) { var game = server.CreateGame(receiver, this); if (game == null) { var msg = new RejectGameRegistration(); var serializer = new Messages.XmlHandling.Serializer(msg); receiver.SendMessage(serializer.Serialize()); } else { var msg = new ConfirmGameRegistration(game.GameId); var serializer = new Messages.XmlHandling.Serializer(msg); receiver.SendMessage(serializer.Serialize()); } }
public void HandleOnCommunicationServer(Messages.CommunicationServer.IConnection server, IReceiver receiver) { lock (server.PlayerCountLock) { server.PlayerCount++; receiver.Id = server.PlayerCount; } this.playerId = receiver.Id; this.playerIdSpecified = true; var gameList = server.Games.Where(g => g.Value.GameName == this.gameName).ToList(); if (gameList.Count == 1) { var game = gameList[0].Value; var serializer = new Messages.XmlHandling.Serializer(this); game.GameMaster.SendMessage(serializer.Serialize()); } //else send reject message when defined in specification }
// Handling is not done public void HandleOnCommunicationServer(Messages.CommunicationServer.IConnection server, IReceiver receiver) { var serializer = new Messages.XmlHandling.Serializer(this); string msg = serializer.Serialize(); try { ulong gameId = receiver.GameId; var game = server.Games[gameId]; foreach (var rec in game.Players) { rec.SendMessage(msg); } server.Receivers.Remove(receiver); server.Games.Remove(gameId); }catch (Exception) { Console.WriteLine("Error while notifying other clients, gm disconnected"); } }
public void HandleOnCommunicationServer(Messages.CommunicationServer.IConnection server, IReceiver receiver) { //gameid == 0 -> player is not assigned to any game if (receiver.GameId == 0) { server.Receivers.Remove(receiver); return; } var serializer = new Messages.XmlHandling.Serializer(this); string msg = serializer.Serialize(); ulong gameId = receiver.GameId; var game = server.Games[gameId]; game.Players.Remove(receiver); server.Receivers.Remove(receiver); try { foreach (var player in game.Players) { if (player.Status == true) { player.SendMessage(msg); } } game.GameMaster.SendMessage(msg); if (game.Players.Count == 0) { server.Games.Remove(game.GameId); } } catch (Exception) { Console.WriteLine("Error while notifying other clients"); } Console.WriteLine("Games: {0}", game.Players.Count); }