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; }
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; }
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(); }