private void BufferEvent(BufferedEvent bufferedEvent) { if (bufferedEvents.Count > 512) { //should normally never happen //a client could potentially spam events with a much higher character state ID //than the state of their character and/or stop sending character inputs, //so we'll drop some events to make sure no-one blows up our buffer bufferedEvents.RemoveRange(0, 256); } bufferedEvents.Add(bufferedEvent); }
private void BufferEvent(BufferedEvent bufferedEvent) { if (bufferedEvents.Count > 512) { //should normally never happen //a client could potentially spam events with a much higher character state ID //than the state of their character and/or stop sending character inputs, //so we'll drop some events to make sure no-one blows up our buffer DebugConsole.Log("Excessive amount of events in a client's event buffer. The client may be spamming events or their event IDs might be out of sync. Dropping events..."); bufferedEvents.RemoveRange(0, 256); } bufferedEvents.Add(bufferedEvent); }
void ReturnEvent(BufferedEvent evnt) { m_eventPool.Push(evnt); }
void ReturnEvent(BufferedEvent evnt) { m_eventPool.Push(evnt); }