SendTo() public method

public SendTo ( Server.Network.NetState state ) : void
state Server.Network.NetState
return void
Esempio n. 1
0
        public static void CloseAndSendGump(NetState ns, Gump g, params Type[] types)
        {
            if (ns == null)
                return;

            for (int i = 0; i < types.Length; ++i)
                ns.Send(new CloseGump(Gump.GetTypeID(types[i]), 0));

            g.SendTo(ns);
            /*ns.AddGump( g );
            Packet[] packets = new Packet[types.Length + 1];
            for ( int i = 0; i < types.Length; ++i )
            packets[i] = new CloseGump( Gump.GetTypeID( types[i] ), 0 );
            packets[types.Length] = (Packet) typeof( Gump ).InvokeMember( "Compile", BindingFlags.NonPublic | BindingFlags.Instance | BindingFlags.InvokeMethod, null, g, null, null );
            bool compress = ns.CompressionEnabled;
            ns.CompressionEnabled = false;
            ns.Send( BindPackets( compress, packets ) );
            ns.CompressionEnabled = compress;*/
        }
Esempio n. 2
0
 public bool SendGump( Gump g, bool throwOnOffline )
 {
     if ( m_NetState != null )
     {
         g.SendTo( m_NetState );
         return true;
     }
     else if ( throwOnOffline )
     {
         throw new MobileNotConnectedException( this, "Gump could not be sent." );
     }
     else
     {
         return false;
     }
 }
Esempio n. 3
0
        public bool SendGump( Gump g, bool throwOnOffline = false )
        {
            if ( m_Client == null )
            {
                if ( throwOnOffline )
                    throw new MobileNotConnectedException( this, "Gump could not be sent." );

                return false;
            }

            g.SendTo( m_Client );
            return true;
        }