private void IPropagateBuffer() { Game_PropagateBuffer buffer = new Game_PropagateBuffer(); buffer.Read(fStream); bool handled = false; //TODO: Handle specific NetMessages // Later.... try { if (BufferPropagated != null) BufferPropagated(buffer.fBuffer, handled); } catch (NotSupportedException) { //Unhandled buffer logic needed here... } }
public void PropagateBuffer(ushort pCre, byte[] buf) { Game_PropagateBuffer buffer = new Game_PropagateBuffer(); buffer.fBuffer = buf; buffer.fMsgType = (uint)pCre; ResetIdleTimer(); lock (fStream) { fStream.BufferWriter(); fStream.WriteUShort((ushort)GameCli2Srv.PropagateBuffer); buffer.Write(fStream); fStream.FlushWriter(); } }