Merge pull request #14 from SemvdH/feature/guesedWord

[ADDITION] added a new property to the user (may be removed later on)…
This commit is contained in:
SemvdH
2020-10-23 15:51:30 +02:00
committed by GitHub
3 changed files with 39 additions and 18 deletions

View File

@@ -23,6 +23,7 @@ namespace Server.Models
private NetworkStream stream;
private byte[] buffer = new byte[2048];
private byte[] totalBuffer = new byte[2048];
private string _randomWord = "";
private int totalBufferReceived = 0;
private Dictionary<System.Timers.Timer, int> lobbyTimers;
public User User { get; set; }
@@ -148,6 +149,11 @@ namespace Server.Models
message = textMsg
};
if (textMsg == _randomWord && !string.IsNullOrEmpty(_randomWord))
{
Debug.WriteLine($"[SERVERCLIENT] word has been guessed! {User.Username} + Word: {_randomWord}");
}
//Sends the incomming message to be broadcast to all of the clients inside the current lobby.
serverCom.SendToLobby(serverCom.GetLobbyForUser(User), JSONConvert.GetMessageToSend(JSONConvert.MESSAGE, packet));
break;
@@ -269,11 +275,11 @@ namespace Server.Models
ServerCommunication.INSTANCE.sendToAll(JSONConvert.ConstructLobbyListMessage(ServerCommunication.INSTANCE.lobbies.ToArray()));
OnMessageReceivedOk = () =>
{
_randomWord = JSONConvert.SendRandomWord("WordsForGame.json");
serverCom.sendToAll(JSONConvert.GetMessageToSend(JSONConvert.RANDOMWORD, new
{
id = serverCom.GetLobbyForUser(User).ID,
word = JSONConvert.SendRandomWord("WordsForGame.json")
word = _randomWord
}));
OnMessageReceivedOk = null;
};