using DataBase.Entity; using System; using System.Collections.Generic; using System.Linq; using System.Net.Sockets; using System.Net; using System.Text; using System.Threading.Tasks; using Shared.DTO; using System.ComponentModel; namespace Server { public class Room : INotifyPropertyChanged { public Room(string id, bool availaible) { Id = id; Availaible = availaible; } public bool Availaible { get; set; } public event PropertyChangedEventHandler? PropertyChanged; public string Id { get; set; } public Player playerHost; public Player playerJoin; public int Port { get; set; } public int nbPlayer = 0; public bool maxPlayer { get { return nbPlayer >= 2; } set { if (nbPlayer >= 2) { maxPlayer = true; NotifyPropertyChanged("Ready"); } } } protected void NotifyPropertyChanged(string propertyName) { PropertyChanged?.Invoke(this, new PropertyChangedEventArgs(propertyName)); } public void ReceiveMessages(UdpClient clientSocket,Player player) { IPEndPoint remoteEndPoint = new IPEndPoint(IPAddress.Any, 0); while (true) { byte[] receivedData = clientSocket.Receive(ref remoteEndPoint); string receivedMessage = Encoding.ASCII.GetString(receivedData); Console.WriteLine("Received from " + remoteEndPoint.ToString() + ": " + receivedMessage); while (true) //score { //cordinate paddel receivedData = clientSocket.Receive(ref remoteEndPoint); receivedMessage = Encoding.ASCII.GetString(receivedData); } } } } }