Beispiel #1
0
        public override bool SendMsg(MsgPacker msg, MsgFlags flags, int clientId)
        {
            if (msg == null)
            {
                return(false);
            }

            var packet = new Chunk()
            {
                ClientId = clientId,
                DataSize = msg.Size(),
                Data     = msg.Data(),
                Flags    = SendFlags.None,
            };

            if (flags.HasFlag(MsgFlags.Vital))
            {
                packet.Flags |= SendFlags.Vital;
            }
            if (flags.HasFlag(MsgFlags.Flush))
            {
                packet.Flags |= SendFlags.Flush;
            }

            if (!flags.HasFlag(MsgFlags.NoRecord))
            {
                // TODO demo record
            }

            if (flags.HasFlag(MsgFlags.NoSend))
            {
                return(true);
            }

            if (clientId == -1)
            {
                for (var i = 0; i < Clients.Length; i++)
                {
                    if (Clients[i].State == ServerClientState.InGame &&
                        Clients[i].Quitting == false)
                    {
                        packet.ClientId = i;
                        NetworkServer.Send(packet);
                    }
                }
            }
            else
            {
                NetworkServer.Send(packet);
            }

            return(true);
        }
Beispiel #2
0
        public override bool SendMsgEx(MsgPacker msg, MsgFlags flags, int clientId, bool system)
        {
            if (msg == null)
            {
                return(false);
            }

            var packet = new NetworkChunk()
            {
                ClientId = clientId,
                DataSize = msg.Size(),
                Data     = msg.Data(),
            };

            packet.Data[0] <<= 1;
            if (system)
            {
                packet.Data[0] |= 1;
            }

            if (flags.HasFlag(MsgFlags.VITAL))
            {
                packet.Flags |= SendFlags.VITAL;
            }
            if (flags.HasFlag(MsgFlags.FLUSH))
            {
                packet.Flags |= SendFlags.FLUSH;
            }

            if (!flags.HasFlag(MsgFlags.NOSEND))
            {
                if (clientId == -1)
                {
                    for (var i = 0; i < Clients.Length; i++)
                    {
                        if (Clients[i].State != ServerClientState.IN_GAME)
                        {
                            continue;
                        }

                        packet.ClientId = i;
                        NetworkServer.Send(packet);
                    }
                }
                else
                {
                    NetworkServer.Send(packet);
                }
            }

            return(true);
        }