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); }
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); }