public void SendCompletePacket(byte[] data, bool OnlyInServer)
 {
     if (_connection != null)
     {
         _connection.SendCompletePacket(data);
     }
     else if (!OnlyInServer && (_status.serverId != 255 && _status.serverId != ConfigGS.serverId))
     {
         Game_SyncNet.SendCompleteBytes(player_id, data, _status.serverId);
     }
 }
Beispiel #2
0
 public void SendCompletePacket(byte[] data, bool OnlyInServer)
 {
     if (this._connection != null)
     {
         this._connection.SendCompletePacket(data);
     }
     else
     {
         if (OnlyInServer || this._status.serverId == byte.MaxValue || (int)this._status.serverId == ConfigGS.serverId)
         {
             return;
         }
         Game_SyncNet.SendCompleteBytes(this.player_id, data, (int)this._status.serverId);
     }
 }