public void SendScriptMessage(PacketWriter stream, NetPriority priority, NetReliability reliability) { if (stream == null) { throw new ArgumentNullException(nameof(stream)); } GameClient.SendScriptMessage(stream, priority, reliability); }
public void SendScriptMessage(PacketWriter writer, NetPriority priority, NetReliability reliability) { if (writer == null) { throw new ArgumentNullException(nameof(writer)); } Logger.Log(Logger.LOG_INFO, $"Send Script message to '{SystemAddress}'"); BaseClient.SendScriptMessage(writer, priority, reliability); }
internal void Send(byte[] data, int length, NetPriority pp, NetReliability pr, char orderingChannel) { if (!this.isCreated) { throw new Exception("Client has disconnected."); } GameServer.ServerInterface.Send(data, length, (PacketPriority)pp, (PacketReliability)pr, (char)this.ID /*'\0'/*orderingChannel*/, this.guid, false); }
internal static void Send(PacketWriter stream, NetPriority pp, NetReliability pr, char orderingChannel = '\0') { clientInterface.Send(stream.GetData(), stream.GetLength(), (PacketPriority)pp, (PacketReliability)pr, orderingChannel, clientInterface.GetSystemAddressFromIndex(0), false); sentBytes += stream.GetLength(); }
public static void SendScriptMessage(PacketWriter stream, NetPriority priority, NetReliability reliability) { Send(stream, priority, reliability, 'M'); }
/// <summary> Only use if you know what you're doing. </summary> public void SendScriptMessage(byte[] data, int length, NetPriority pr, NetReliability rl) { this.Send(data, length, pr, rl, 'M'); }
public void SendScriptMessage(PacketWriter stream, NetPriority pr, NetReliability rl) { this.Send(stream, pr, rl, 'M'); }
internal void Send(PacketWriter stream, NetPriority pp, NetReliability pr, char orderingChannel) { this.Send(stream.GetData(), stream.GetLength(), pp, pr, orderingChannel); }
/// <summary> Only use if you know what you're doing. </summary> public void SendScriptMessage(byte[] data, int length, NetPriority priority, NetReliability reliability) { this.BaseClient.SendScriptMessage(data, length, priority, reliability); }
public void SendScriptMessage(PacketWriter stream, NetPriority priority, NetReliability reliability) { this.BaseClient.SendScriptMessage(stream, priority, reliability); }
public static void SendScriptCommand(PacketWriter stream, NetPriority priority) { GameClient.Send(stream, priority, NetReliability.Unreliable, 'C'); }