Final-Bomber  0.1
Bomberman/Dynablaster remake in C# using XNA.
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DataProcessing.cs
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1 using FBLibrary.Core;
2 using Lidgren.Network;
3 
4 namespace FBServer.Host
5 {
6  partial class GameServer
7  {
8  void DataProcessing(NetIncomingMessage message, ref Client client)
9  {
10  switch (message.ReadByte())
11  {
12  case (byte)RMT.NeedMap:
13  Program.Log.Info("[Client #" + client.ClientId + "]Need map !");
14  ReceiveNeedMap(client);
15  break;
16  case (byte)RMT.Ready:
17  Program.Log.Info("[Client #" + client.ClientId + "]Is ready !");
18  ReceiveReady(client, message.ReadString(), message.ReadString());
19  break;
20  case (byte)RMT.MoveDown:
21  Program.Log.Info("[Client #" + client.ClientId + "]Want to move down !");
22  ReceiveMovePlayer(client, LookDirection.Down);
23  break;
24  case (byte)RMT.MoveLeft:
25  Program.Log.Info("[Client #" + client.ClientId + "]Want to move left !");
26  ReceiveMovePlayer(client, LookDirection.Left);
27  break;
28  case (byte)RMT.MoveRight:
29  Program.Log.Info("[Client #" + client.ClientId + "]Want to move right !");
30  ReceiveMovePlayer(client, LookDirection.Right);
31  break;
32  case (byte)RMT.MoveUp:
33  Program.Log.Info("[Client #" + client.ClientId + "]Want to move up !");
34  ReceiveMovePlayer(client, LookDirection.Up);
35  break;
36  case (byte)RMT.Standing:
37  Program.Log.Info("[Client #" + client.ClientId + "]Want to stay here !");
38  ReceiveMovePlayer(client, LookDirection.Idle);
39  break;
40  case (byte)RMT.PlaceBomb:
41  Program.Log.Info("[Client #" + client.ClientId + "]Want to place bomb !");
42  ReceiveBombPlacing(client);
43  break;
44  }
45  }
46  }
47 }