void SendUDPMessage(string message)
    {
        udpClient = new MobiledgeXUDPClient(udpHost, udpSendPort);
        udpClient.Send(message);

        //You can send binary also
        //byte[] messageBinary = Encoding.ASCII.GetBytes(message);
        //udpClient.Send(messageBinary);
    }
Example #2
0
 /// <summary>
 /// Sends a UDP Message from local player to other room members, can be used only after the game starts (OnGameStart())
 /// <para>
 /// on the player manager that inherits from NetworkedPlayer use
 /// <b>public override void OnMessageReceived</b>  to get the forwarded message
 /// </para>
 /// <para>
 /// <b>UDP Messages are limited to 508 bytes</b> if you want to exceed that make sure you slice and reassemble your buffer
 /// </para>
 /// </summary>
 /// <param name="gameplayEvent">the GamePlay Event to be forwarded to other room members</param>
 public static void SendUDPMessage(GamePlayEvent gameplayEvent)
 {
     gameplayEvent.roomId   = gameSession.roomId;
     gameplayEvent.senderId = gameSession.playerId;
     if (udpClient.run)
     {
         udpClient.Send(gameplayEvent.ToJson());
     }
     else
     {
         Debug.LogError("EdgeMultiplay: Error in sending UDP Message");
     }
 }