Closed vsupalov closed 11 years ago
I started implementing this, along with a clientside player class and splitting the "player" message into smaller individual messages. I do the latter because with one big "player" message used for everything, the client would have to keep track of states.
I think this is already working by now.
Make the user interface respect what the server says -> if it's not your turn, you should not be able to move cards (?)