public void SendMessage(IGameMessage gameMessage)
        {
            NetOutgoingMessage om = this.netServer.CreateMessage();
            om.Write((byte)gameMessage.MessageType);
            gameMessage.Encode(om);

            this.netServer.SendToAll(om, NetDeliveryMethod.ReliableUnordered);
        }
Beispiel #2
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        public void SendMessageOrdered(IGameMessage gameMessage)
        {
            NetOutgoingMessage om = client.CreateMessage();
            om.Write((byte) gameMessage.MessageType);
            gameMessage.Encode(om);

            client.SendMessage(om, NetDeliveryMethod.ReliableOrdered);
        }
        public override void SendMessage(IGameMessage _IGameMessage, GameMessageImportance _Importance)
        {
            NetOutgoingMessage om = netServer.CreateMessage();
            om.Write((byte)_IGameMessage.MessageType);
            _IGameMessage.Encode(om);

            netServer.SendToAll(om, _Importance == GameMessageImportance.VeryImportant ? NetDeliveryMethod.ReliableOrdered : NetDeliveryMethod.Unreliable); // ReliableUnordered
        }
Beispiel #4
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        /// <summary>
        /// The send message.
        /// </summary>
        /// <param name="gameMessage">
        /// The game message.
        /// </param>
        public void SendMessage(IGameMessage gameMessage)
        {
            NetOutgoingMessage om = this.NetServer.CreateMessage();

            om.Write((byte)gameMessage.MessageType);
            gameMessage.Encode(om);

            this.NetServer.SendToAll(om, NetDeliveryMethod.ReliableUnordered);
        }
Beispiel #5
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        /// <summary>
        /// The send message.
        /// </summary>
        /// <param name="gameMessage">
        /// The game message.
        /// </param>
        public void SendMessage(IGameMessage gameMessage)
        {
            NetOutgoingMessage om = this.netServer.CreateMessage();

            om.Write((byte)gameMessage.MessageType);
            gameMessage.Encode(om);
            //TODO update SendToAll to SendToAll + exception overload
            this.netServer.SendToAll(om, NetDeliveryMethod.ReliableUnordered);
        }
Beispiel #6
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        public override void SendMessage(IGameMessage gameMessage, GameMessageImportance _Importance)
        {
            NetOutgoingMessage om = netClient.CreateMessage();

            om.Write((byte)gameMessage.MessageType);
            gameMessage.Encode(om);

            netClient.SendMessage(om, _Importance == GameMessageImportance.VeryImportant ? NetDeliveryMethod.ReliableOrdered : NetDeliveryMethod.Unreliable); // ReliableUnordered
        }
Beispiel #7
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        public void SendMessageOrdered(IGameMessage gameMessage)
        {
            NetOutgoingMessage om = client.CreateMessage();

            om.Write((byte)gameMessage.MessageType);
            gameMessage.Encode(om);

            client.SendMessage(om, NetDeliveryMethod.ReliableOrdered);
        }
Beispiel #8
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        public void SendMessageToSingleClient(IGameMessage gameMessage, NetConnection recipient)
        {
            NetOutgoingMessage om = this.NetServer.CreateMessage();

            om.Write((byte)gameMessage.MessageType);
            gameMessage.Encode(om);

            this.NetServer.SendMessage(om, recipient, NetDeliveryMethod.ReliableOrdered);
            //this.NetServer.SendToAll(om, NetDeliveryMethod.ReliableUnordered);
        }
 public override void SendMessageToClient(IGameMessage _IGameMessage, Client _Client)
 {
     NetOutgoingMessage om = netServer.CreateMessage();
     om.Write((byte)_IGameMessage.MessageType);
     _IGameMessage.Encode(om);
     foreach (NetConnection connection in this.netServer.Connections)
     {
         if (connection.RemoteEndPoint == _Client.IPEndPoint)
         {
             this.netServer.SendMessage(om, connection, NetDeliveryMethod.ReliableOrdered); // ReliableUnordered // Unreliable
             break;
         }
     }
 }
Beispiel #10
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        public void SendMessageOrdered(IGameMessage gameMessage)
        {
            try
            {
                NetOutgoingMessage om = server.CreateMessage();
                om.Write((byte)gameMessage.MessageType);
                gameMessage.Encode(om);

                Connection.SendMessage(om, NetDeliveryMethod.ReliableOrdered, 0);
            }
            catch (System.Exception ex)
            {
                Logger.Error(ex.ToString());
            }
        }
        public override void SendMessageToClient(IGameMessage _IGameMessage, Client _Client)
        {
            NetOutgoingMessage om = netServer.CreateMessage();

            om.Write((byte)_IGameMessage.MessageType);
            _IGameMessage.Encode(om);
            foreach (NetConnection connection in this.netServer.Connections)
            {
                if (connection.RemoteEndPoint == _Client.IPEndPoint)
                {
                    this.netServer.SendMessage(om, connection, NetDeliveryMethod.ReliableOrdered); // ReliableUnordered // Unreliable
                    break;
                }
            }
        }
Beispiel #12
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        public void SendMessage(IGameMessage gameMessage)
        {
            try
            {
                NetOutgoingMessage om = server.CreateMessage();
                om.Write((byte) gameMessage.MessageType);
                gameMessage.Encode(om);

                Connection.SendMessage(om, NetDeliveryMethod.ReliableUnordered, 0);
            }
            catch (Exception ex)
            {
                Logger.Error(ex.ToString());
            }
        }