/// <summary> /// Sends message to server, when not connected, it connects. /// Register ServerDisconnected to handle connection errors. /// Register ServerConnected to handle connection success. /// </summary> public NetSendResult SendServer <T>(ref T multiplayerEvent) where T : struct, IMyEvent { ConnectServer(); if (m_serverConnection != null) { return(m_peer.Send(ref multiplayerEvent, m_serverConnection, NetDeliveryMethod.ReliableOrdered, 0)); } return(NetSendResult.FailedNotConnected); }