partial void ImplSendMessage(NetMessage msg, ReliabilityMode reliable, BroadcastMode broadcast)
        {
            var lmsg = Manager.Room.PlayerServer.CreateMessage(msg.Data.Length);

            msg.Clone(lmsg);
            NetMessage.RecycleMessage(msg);

            int seq;
            var method = reliable.PlayerDelivery(out seq);

            switch (broadcast)
            {
            case BroadcastMode.All:
                if (_observersAndOwner.Count > 0)
                {
                    Manager.Room.PlayerServer.SendMessage(lmsg, _observersAndOwner, method, seq);
                }
                break;

            case BroadcastMode.Others:
                if (_observers.Count > 0)
                {
                    Manager.Room.PlayerServer.SendMessage(lmsg, _observers, method, seq);
                }
                break;

            case BroadcastMode.Owner:
                Manager.Room.PlayerServer.SendMessage(lmsg, Owner.Connection, method, seq);
                break;

            default:
                throw new NotImplementedException();
            }
        }
Exemple #2
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        partial void ImplementationSendMessage(NetMessage msg, ReliabilityMode mode)
        {
            var lmsg = Room.PlayerServer.CreateMessage(msg.Data.Length);

            msg.Clone(lmsg);
            NetMessage.RecycleMessage(msg);

            int seq;
            var method = mode.PlayerDelivery(out seq);

            Room.PlayerServer.SendMessage(lmsg, Connection, method, seq);
        }
        partial void ImplSendToAllPlayersExcept(Player player, NetMessage msg, ReliabilityMode mode)
        {
            var lmsg = PlayerServer.CreateMessage(msg.Data.Length);

            msg.Clone(lmsg);
            NetMessage.RecycleMessage(msg);

            int seq;
            var method = mode.PlayerDelivery(out seq);

            PlayerServer.SendToAll(lmsg, player.Connection, method, seq);
        }
        partial void ImplSend(NetMessage msg, ReliabilityMode mode, bool recycle)
        {
            var lmsg = Server.PlayerServer.CreateMessage(msg.Data.Length);

            msg.Clone(lmsg);
            if (recycle)
            {
                NetMessage.RecycleMessage(msg);
            }

            int seq;
            var method = mode.PlayerDelivery(out seq);

            Server.PlayerServer.SendMessage(lmsg, Connection, method, seq);
        }
        partial void ImplSendMessage(NetMessage msg, ReliabilityMode mode)
        {
            var lmsg = _room.PlayerServer.CreateMessage(msg.Data.Length);

            msg.Clone(lmsg);
            NetMessage.RecycleMessage(msg);

            int seq;
            var method = mode.PlayerDelivery(out seq);

            if (seq == 2)
            {
                seq = 3;           //don't use player channel...
            }
            _room.PlayerServer.SendToAll(lmsg, null, method, seq);
        }
        partial void ImplSendExcept(NetMessage msg, Player player, ReliabilityMode mode)
        {
            var lmsg = Manager.Room.PlayerServer.CreateMessage(msg.Data.Length);

            msg.Clone(lmsg);
            NetMessage.RecycleMessage(msg);

            int seq;
            var method = mode.PlayerDelivery(out seq);
            var conns  = _observersAndOwner.Where(c => c != player.Connection).ToArray();

            if (conns.Length == 0)
            {
                return;
            }
            Manager.Room.PlayerServer.SendMessage(lmsg, conns, method, seq);
        }
        partial void ImplSendMessage(NetMessage msg, List <Player> players, ReliabilityMode mode)
        {
            var lmsg = Manager.Room.PlayerServer.CreateMessage(msg.Data.Length);

            msg.Clone(lmsg);
            NetMessage.RecycleMessage(msg);

            int seq;
            var method = mode.PlayerDelivery(out seq);
            var conns  = new List <NetConnection>(players.Count);

// ReSharper disable once LoopCanBeConvertedToQuery  - speed
            foreach (var p in players)
            {
                conns.Add(p.Connection);
            }
            if (conns.Count == 0)
            {
                return;
            }
            Manager.Room.PlayerServer.SendMessage(lmsg, conns, method, seq);
        }