public void SendMessage(IGameMessage gameMessage) { NetOutgoingMessage om = this.netServer.CreateMessage(); om.Write((byte)gameMessage.MessageType); gameMessage.Encode(om); this.netServer.SendToAll(om, NetDeliveryMethod.ReliableUnordered); }
public void SendMessageOrdered(IGameMessage gameMessage) { NetOutgoingMessage om = client.CreateMessage(); om.Write((byte) gameMessage.MessageType); gameMessage.Encode(om); client.SendMessage(om, NetDeliveryMethod.ReliableOrdered); }
public override void SendMessage(IGameMessage _IGameMessage, GameMessageImportance _Importance) { NetOutgoingMessage om = netServer.CreateMessage(); om.Write((byte)_IGameMessage.MessageType); _IGameMessage.Encode(om); netServer.SendToAll(om, _Importance == GameMessageImportance.VeryImportant ? NetDeliveryMethod.ReliableOrdered : NetDeliveryMethod.Unreliable); // ReliableUnordered }
/// <summary> /// The send message. /// </summary> /// <param name="gameMessage"> /// The game message. /// </param> public void SendMessage(IGameMessage gameMessage) { NetOutgoingMessage om = this.NetServer.CreateMessage(); om.Write((byte)gameMessage.MessageType); gameMessage.Encode(om); this.NetServer.SendToAll(om, NetDeliveryMethod.ReliableUnordered); }
/// <summary> /// The send message. /// </summary> /// <param name="gameMessage"> /// The game message. /// </param> public void SendMessage(IGameMessage gameMessage) { NetOutgoingMessage om = this.netServer.CreateMessage(); om.Write((byte)gameMessage.MessageType); gameMessage.Encode(om); //TODO update SendToAll to SendToAll + exception overload this.netServer.SendToAll(om, NetDeliveryMethod.ReliableUnordered); }
public override void SendMessage(IGameMessage gameMessage, GameMessageImportance _Importance) { NetOutgoingMessage om = netClient.CreateMessage(); om.Write((byte)gameMessage.MessageType); gameMessage.Encode(om); netClient.SendMessage(om, _Importance == GameMessageImportance.VeryImportant ? NetDeliveryMethod.ReliableOrdered : NetDeliveryMethod.Unreliable); // ReliableUnordered }
public void SendMessageOrdered(IGameMessage gameMessage) { NetOutgoingMessage om = client.CreateMessage(); om.Write((byte)gameMessage.MessageType); gameMessage.Encode(om); client.SendMessage(om, NetDeliveryMethod.ReliableOrdered); }
public void SendMessageToSingleClient(IGameMessage gameMessage, NetConnection recipient) { NetOutgoingMessage om = this.NetServer.CreateMessage(); om.Write((byte)gameMessage.MessageType); gameMessage.Encode(om); this.NetServer.SendMessage(om, recipient, NetDeliveryMethod.ReliableOrdered); //this.NetServer.SendToAll(om, NetDeliveryMethod.ReliableUnordered); }
public override void SendMessageToClient(IGameMessage _IGameMessage, Client _Client) { NetOutgoingMessage om = netServer.CreateMessage(); om.Write((byte)_IGameMessage.MessageType); _IGameMessage.Encode(om); foreach (NetConnection connection in this.netServer.Connections) { if (connection.RemoteEndPoint == _Client.IPEndPoint) { this.netServer.SendMessage(om, connection, NetDeliveryMethod.ReliableOrdered); // ReliableUnordered // Unreliable break; } } }
public void SendMessageOrdered(IGameMessage gameMessage) { try { NetOutgoingMessage om = server.CreateMessage(); om.Write((byte)gameMessage.MessageType); gameMessage.Encode(om); Connection.SendMessage(om, NetDeliveryMethod.ReliableOrdered, 0); } catch (System.Exception ex) { Logger.Error(ex.ToString()); } }
public void SendMessage(IGameMessage gameMessage) { try { NetOutgoingMessage om = server.CreateMessage(); om.Write((byte) gameMessage.MessageType); gameMessage.Encode(om); Connection.SendMessage(om, NetDeliveryMethod.ReliableUnordered, 0); } catch (Exception ex) { Logger.Error(ex.ToString()); } }