Esempio n. 1
0
        public void StartInfoQuery()
        {
            Debug.Assert(m_State == SQPClientState.Idle);
            StartTime = NetworkUtils.stopwatch.ElapsedMilliseconds;

            var writer = new ByteOutputStream(m_Buffer);
            var req    = new ChallangeRequest();

            req.ToStream(ref writer);

            m_Socket.SendTo(m_Buffer, writer.GetBytePosition(), SocketFlags.None, m_Server);
            m_State = SQPClientState.WaitingForChallange;
        }
Esempio n. 2
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        unsafe public void StartInfoQuery(SQPQuery q)
        {
            GameDebug.Assert(q.m_State == SQPClientState.Idle);

            q.StartTime = NetworkUtils.stopwatch.ElapsedMilliseconds;

            var writer = new DataStreamWriter(m_Buffer.Length, Unity.Collections.Allocator.Temp);
            var req    = new ChallangeRequest();

            req.ToStream(ref writer);

            writer.CopyTo(0, writer.Length, ref m_Buffer);
            m_Socket.SendTo(m_Buffer, writer.Length, SocketFlags.None, q.m_Server);
            q.m_State = SQPClientState.WaitingForChallange;
        }
Esempio n. 3
0
        public unsafe void StartInfoQuery()
        {
            Debug.Assert(m_State == SQPClientState.Idle);
            StartTime = m_Timer.ElapsedMilliseconds;

            var writer = new DataStreamWriter(BufferSize, Allocator.Temp);
            var req    = new ChallangeRequest();

            req.ToStream(ref writer);

            writer.CopyTo(0, writer.Length, ref m_Buffer);
            m_Socket.SendTo(m_Buffer, writer.Length, SocketFlags.None, m_Server);
            m_State = SQPClientState.WaitingForChallange;
            writer.Dispose();
        }