TCP_Send() private method

private TCP_Send ( IntPtr client, string message, int size ) : int
client IntPtr
message string
size int
return int
Esempio n. 1
0
 private static void Send(string packet)
 {
     if (NetworkingManager.TCP_Send(packet, 256) < 0)
     {
         Debug.Log("[Debug]: SelectTeam(): Packet sending failed\n");
     }
 }
Esempio n. 2
0
    /*---------------------------------------------------------------------------------------------------------------------
    *  -- METHOD: PlayerDied
    *  --
    *  -- DATE: March 25th, 2016
    *  --
    *  -- REVISIONS: N/A
    *  --
    *  -- DESIGNER: Carson Roscoe
    *  --
    *  -- PROGRAMMER: Carson Roscoe
    *  --
    *  -- INTERFACE: void PlayerDied(void)
    *  --
    *  -- RETURNS: void
    *  --
    *  -- NOTES:
    *  -- Handles our player dying, sending out a packet telling everyone we have died, sending to the server a "Game Over"
    *  -- packet if our player is the aman, colourizing the screen and overall cleanup in regards to our player.
    *  ---------------------------------------------------------------------------------------------------------------------*/
    public void PlayerDied()
    {
        GameData.EnemyTeamKillCount++;
        NetworkingManager.send_next_packet(DataType.Killed, GameData.MyPlayer.PlayerID, new List <Pair <string, string> >(), Protocol.TCP);
        GameData.PlayerPosition.Remove(GameData.MyPlayer.PlayerID);
        GameData.GameState = GameState.Dying;
        HUD_Manager.instance.colourizeScreen.PlayerDied();
        Debug.Log("You have died");
        instance.player = null;
        if (GameData.MyPlayer.PlayerID == GameData.AllyKingID)
        {
            NetworkingManager.TCP_Send(NetworkingManager.send_next_packet(DataType.Lobby, 10, new List <Pair <string, string> >(), Protocol.NA), 512);
            GameLost();
        }

        if (GameData.MyPlayer.PlayerID == GameData.EnemyKingID)
        {
            NetworkingManager.TCP_Send(NetworkingManager.send_next_packet(DataType.Lobby, 10, new List <Pair <string, string> >(), Protocol.NA), 512);
            GameWon();
        }
    }