internal static void PlayerStillConnectedUDP(byte clientID, Packet packet) { try { PlayerServer player = Server.ClientDictionary[clientID].Player; player.LastPacketReceivedUDP(DateTime.Now.TimeOfDay); ServerSend.PlayerConnectedAcknAndPingUDP(clientID, player.Latency2WayMSUDP, player.GetLatencyIDUDP()); } catch (Exception e) { OutputPacketError(clientID, e); } }
internal static void PlayerPingAckUDP(byte clientID, Packet packet) { try { byte latencyIDUDP = packet.ReadByte(); PlayerServer player = Server.ClientDictionary[clientID].Player; player.LastPacketReceivedUDP(DateTime.Now.TimeOfDay); player.PingAckUDP(latencyIDUDP); } catch (Exception e) { OutputPacketError(clientID, e); } }