def join(self, client: Client) -> bool: if not self.in_lobby: return False self.guests.append(client) client.current_game = self return True
async def action_create_lobby(cls, _msg, client: Client) -> Optional[AbstractState]: code = client.game_handler.room_code_handler.create_new_game_code() game = Game(code, client) logging.info(f"Created new lobby, code: {game.code}") client.game_handler.add_game(game) client.current_game = game return HostingLobbyState()