public static void Process(List<Message> listOfMessages)
{
foreach (var element in listOfMessages)
{
switch (element.Type)
{
case MessageType.OpponentSurrendered:
Utils.Print("Opponent Surrendered");
CurrentUser.CurrentGame = null;
break;
case MessageType.YouLoose:
Utils.Print("Check and Mate! You loose.");
CurrentUser.CurrentGame = null;
break;
case MessageType.YouWin:
Utils.Print("Check and Mate! You win!");
CurrentUser.CurrentGame = null;
break;
case MessageType.Pat:
Utils.Print("Pat! Game is over.");
CurrentUser.CurrentGame = null;
break;
case MessageType.GameDraw:
Utils.Print("Game draw.");
CurrentUser.CurrentGame = null;
break;
case MessageType.OpponentAcceptedPeace:
Utils.Print("Opponent accepted peace. Game is over.");
CurrentUser.CurrentGame = null;
break;
case MessageType.OpponentDeclinedPeace:
Utils.Print("Opponent declined peace.");
break;
case MessageType.GameIsReady:
Utils.Print("Game found, ID: " + element.Text);
CurrentUser.Searching = false;
CurrentUser.CurrentGame = Convert.ToInt32(element.Text);
break;
case MessageType.OpponentRequestPeace:
Utils.Print("Opponent request peace.");
Utils.Print("You argee? (yes/no):");
CurrentUser.NeedPeaseAnswer = true;
break;
case MessageType.OpponentJoinedGame:
Utils.Print("Opponent joined the game.");
break;
case MessageType.CheckToOpponent:
Utils.Print("You make Check.");
break;
case MessageType.CheckToYou:
Utils.Print("You have Check!");
break;
case MessageType.OpponentAbandonedGame:
Utils.Print("Opponent abandoned the game.");
CurrentUser.CurrentGame = null;
break;
case MessageType.OpponentLostConnection:
Utils.Print("Opponent lost connection.");
CurrentUser.CurrentGame = null;
break;
case MessageType.ChatMessage:
Utils.Print(element.Text);
break;
case MessageType.OpponentMove:
Utils.Print("Opponent make move: " + element.Text);
break;
default:
Utils.Print("Unexpected message type.");
break;
}
}
}