private void FirePlayerJoined(bool isFromCentralServer, bool isFromContentServer, bool result, string msg, ClientServerOutboundConnection con, CharacterInfo player, Game g, PropertyBag parms) { if (PlayerJoinedInvoker != null) { PlayerJoinedInvoker(isFromCentralServer, isFromContentServer, result, msg, con, player, g, parms); } }
private void FirePlayerRemoved(string msg, ClientServerOutboundConnection con, CharacterInfo player, Game g, PropertyBag parms) { if (PlayerRemovedInvoker != null) { PlayerRemovedInvoker(msg, con, player, g, parms); } }
private void FireContentCreateGameRequestResolved(bool result, string msg, ClientServerOutboundConnection con, Game g) { if (ContentCreateGameRequestResolvedInvoker != null) { ContentCreateGameRequestResolvedInvoker(result, msg, con, g); } }
private void FireJoinGameResolved(bool result, string msg, ClientServerOutboundConnection con, Game g) { if (JoinGameResolvedInvoker != null) { JoinGameResolvedInvoker(result, msg, con, g); } }
private void OnGameServer_PlayerJoined(bool isFromCentralServer, bool isFromContentServer, bool success, string msg, ClientServerOutboundConnection sender, CharacterInfo player, Game theGame, PropertyBag parms) { FirePlayerJoinedGame(false, true, success, msg, sender, player, theGame, parms); }
private void OnGameServer_PlayerRemoved(string msg, ClientServerOutboundConnection sender, CharacterInfo player, Game theGame, PropertyBag parms) { FirePlayerRemovedFromGame(msg, sender, player, theGame, parms); }
void OnGameServer_JoinResult(bool result, string msg, ClientServerOutboundConnection sender, Game g) { FireGameServerJoinGameResolved(result, msg, sender, g); }
private void OnGameServer_CreateGameRequestResolved(bool success, string msg, ClientServerOutboundConnection sender, Game newGame) { FireContentGameCreationRequestResolved(success, msg, sender, newGame); }
private void OnCentralServer_PlayerJoined(bool isFromCentralServer, bool isFromContentServer, bool success, string msg, ClientServerOutboundConnection sender, CharacterInfo player, Game theGame, PropertyBag parms) { if (theGame == null) { msg += "Unknow game: null"; success = false; } if (success) { m_PendingGameToJoin = theGame; } FirePlayerJoinedGame(true, false, success, msg, sender, player, theGame, parms); // let's disconnect from central and join the GS, if Central says it's okay. if (success) { Log.LogMsg("Successfully joined a game. Waiting for transfer confirmation. "); } else { Log.LogMsg("Failed to join content instance. " + msg); } }
private void OnCentralServer_CreateGameRequestResolved(bool success, string msg, ClientServerOutboundConnection sender, Game newGame) { if (success && newGame != null) { m_PendingGameToJoin = newGame; } FireCentralGameCreationRequestResolved(success, msg, sender, newGame); }
private void FireCentralCreateGameRequestResolved(bool result, string msg, ClientServerOutboundConnection con, Game newGame) { if (CentralCreateGameRequestResolvedInvoker != null) { CentralCreateGameRequestResolvedInvoker(result, msg, con, newGame); } }