Beispiel #1
0
 /// <summary>
 /// Different gamespy server will have different sending method, every instance has to override the send method to create his sending method
 /// </summary>
 /// <param name="packet"></param>
 /// <param name="message"></param>
 public virtual void Send(UDPPacket packet, string message)
 {
     SendAsync(packet, message);
     //Check This correctness
     Release(packet.AsyncEventArgs);
 }
Beispiel #2
0
 public virtual void Send(UDPPacket packet, byte[] message)
 {
     SendAsync(packet, message);
 }
Beispiel #3
0
 /// <summary>
 /// When a new connection is established, the parent class is responsible for
 /// processing the connected client
 /// </summary>
 /// <param name="packet">A udppacket object that wraps message in byte format</param>
 protected abstract void ProcessAccept(UDPPacket packet);