Esempio n. 1
0
 /// <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);
 }