private void UpdateNetwork() { stNet.Restart(); //UpdatePackets(true, null, null); lock (messages) { server.ReadMessages(messages); List <NetIncomingMessage> mss = messages; for (int i = 0; i < mss.Count; i++) { NetIncomingMessage m = mss[i]; switch (m.MessageType) { case NetIncomingMessageType.Data: PacketType pk = (PacketType)m.ReadByte(); packetHandler.ReadPacket(pk, m); //UpdatePackets(false, m, messages); mss.Remove(m); server.Recycle(m); break; } } } //if (timerUpdate++ > 20) { //timerUpdate = 0; } //else if(timerUpdate == 20) { ServerPacketSender.UpdatePlayers(world, db); ServerPacketSender.UpdateNpcs(world); } stNet.Stop(); netTime = stNet.Elapsed; }