/// <summary> /// Send an update to the server that acknowledges that this client completed an update frame /// and informs it of any input that was given by this client /// </summary> internal void sendFrameUpdate(FrameInput input) { NetOutgoingMessage outMsg = netClient.CreateMessage(); outMsg.Write((byte)NetDataType.FrameUpdate); input.serialize(outMsg); netClient.SendMessage(outMsg, NetDeliveryMethod.ReliableOrdered); }
private void relayFrameInput(NetIncomingMessage inMsg) { FrameInput input = new FrameInput(); input.deserialize(inMsg); //Write it to a new packet NetOutgoingMessage outMsg = netServer.CreateMessage(); outMsg.Write((byte)NetDataType.FrameUpdate); input.serialize(outMsg); netServer.SendToAll(outMsg, NetDeliveryMethod.ReliableOrdered); }