Example #1
0
        // Note:  Technically, all the clients need is a list of entities IDs
        // and they could be passed within a single packet which would save bandwidth.
        // But this works too and is simpler.

        // TODO: Develop TCP networking capability, as UDP is not reliable enough in
        // this case.  (For now, let's just send the packets 5X)
        private static void RemoveEntities(object sender, EntitiesRemovedEventAgs e)
        {
            List <Entity> entitiesToRemove = e.EntitiesRemoved;

            for (int i = 0; i < 5; i++)
            {
                foreach (Entity entity in entitiesToRemove)
                {
                    EntityPacket packet = new EntityPacket(entity);
                    ConnectionManager.SendToAllGamers(packet);
                }
            }
        }
Example #2
0
        // Note:  Technically, all the clients need is a list of entities IDs
        // and they could be passed within a single packet which would save bandwidth.
        // But this works too and is simpler.

        // TODO: Develop TCP networking capability, as UDP is not reliable enough in
        // this case.  (For now, let's just send the packets 5X)
        private async void RemoveEntities(object sender, EntitiesRemovedEventAgs e)
        {
            List <Entity> entitiesToRemove = e.EntitiesRemoved;

            for (int i = 0; i < 5; i++)
            {
                foreach (Entity entity in entitiesToRemove)
                {
                    EntityPacket packet = new EntityPacket(entity);
                    await _connectionManager.SendPacketToAllClients(packet);
                }
            }
        }
Example #3
0
        private async void EntitiesRemoved(object sender, EntitiesRemovedEventAgs e)
        {
            DeadEntitiesPacket packet = new Network.DeadEntitiesPacket(e.EntitiesRemoved);

            await SendUDPPacketToAllPlayers(packet);
        }