Beispiel #1
0
        private void Send(BasePacket packet, IEnumerable <ConnectedClient> clients)
        {
            List <SocketPacketPair> listOfPacketsToSend = new List <SocketPacketPair>();

            foreach (var client in clients)// this should be improved. I try to save the results and then do them all at once. Prevents locks.
            {
                BasePacket bp = IntrepidSerialize.ReplicatePacket(packet);
                listOfPacketsToSend.Add(new SocketPacketPair(client.SocketId, bp));
            }
            lock (containersLock)
            {
                foreach (var item in listOfPacketsToSend)
                {
                    containers.outgoingPackets.Enqueue(item);
                }
            }
            IntrepidSerialize.ReturnToPool(packet);
        }
Beispiel #2
0
    private void SendChangeBehavior(ServerPlayer[] playerInRange, Behavior behavior)
    {
        if (playerInRange.Length > 0)
        {
            NPC_BTState packet = IntrepidSerialize.TakeFromPool(PacketType.NPC_BTState) as NPC_BTState;
            packet.guid.Copy(behavior.id);

            if (packet == null)
            {
                return;
            }

            packet.entityId = EntityId;

            previousState = (NPC_BTState)IntrepidSerialize.ReplicatePacket(packet);

            Server.Send(packet, playerInRange.Select(e => e.EntityId));
        }
    }