Beispiel #1
0
        private void SendNewInputToClients(NetworkInstance caller, InputPacket packet)
        {
            var msgMgr  = caller.GetMessageManager();
            var msgData = msgMgr.Create(InputMsgToClientsId);

            packet.WriteTo(msgData);

            m_NetworkMessageSystem.InstantSendToAllDefault(caller, msgData, DeliveryMethod.Unreliable);
        }
Beispiel #2
0
        private void SendNewInputToServer(NetworkEntity entity, InputPacket packet)
        {
            var msgMgr  = GameServerManagement.Main.LocalInstance.GetMessageManager();
            var msgData = msgMgr.Create(InputMsgToServerId);

            packet.WriteTo(msgData);

            m_NetworkMessageSystem.InstantSendToAllDefault(entity.GetNetworkInstance(), msgData, DeliveryMethod.Unreliable);
        }
        private void SendNewInputToClients(NetworkInstance caller, InputPacket packet)
        {
            if (!IsConnectedOrHosting)
            {
                return;
            }

            var msgMgr  = caller.GetMessageManager();
            var msgData = msgMgr.Create(InputMsgToClientsId);

            packet.WriteTo(msgData);

            m_NetworkMessageSystem.InstantSendToAllDefault(caller, msgData, DeliveryMethod.ReliableUnordered);
        }
        private void SendNewInputToServer(NetworkEntity entity, InputPacket packet)
        {
            if (!IsConnectedOrHosting)
            {
                return;
            }

            var msgMgr  = GameServerManagement.Main.LocalInstance.GetMessageManager();
            var msgData = msgMgr.Create(InputMsgToServerId);

            packet.WriteTo(msgData);

            m_NetworkMessageSystem.InstantSendToAllDefault(entity.GetNetworkInstance(), msgData, DeliveryMethod.ReliableUnordered);
        }