private static Packet DoAction(DataPayload payload) { var dataPayload = new DataPayload(receiverId: payload.ReceiverId, payload: payload.Payload); return(new Packet(RealTimeHandler.PlayerHash, RealTimeConst.ActionPrivateMessage, GProtocolSendType.Reliable, dataPayload.Serialize())); }
internal static void AddToQueue(DataPayload dataPayload) { try { var payload = dataPayload.Serialize(); if (GsSerializer.Object.GetSendQueueBufferSize(_sendQueue) + payload.Length <= RealTimeConst.MaxPacketBeforeSize && _sendQueue.Count <= MaxQueueSize) { _sendQueue?.Enqueue(payload); } else { DebugUtil.LogError(typeof(ObserverCompacterUtil), DebugLocation.RealTime, "AddToQueue", new GameServiceException("Send Queue is Full")); } } catch (Exception e) { e.LogException(typeof(ObserverCompacterUtil), DebugLocation.RealTime, "AddToQueue"); } }
private static Packet DoAction(DataPayload payload) { return(new Packet(RealTimeHandler.PlayerHash, RealTimeConst.ActionEvent, GProtocolSendType.Reliable, payload.Serialize())); }