/// <summary>
 /// Example of sending to a custom message to the server.
 ///
 /// Server could be replaced by known peer Id etc.
 /// </summary>
 /// <param name="intent">Choice of delivery intent ie Reliable, Fast etc. </param>
 /// <param name="payload">Custom payload to send with message</param>
 public void SendMessage(int opcode, DeliveryIntent intent, string payload)
 {
     UnityEngine.Debug.Log("SendMessage");
     Client.SendMessage(Client.NewMessage(opcode)
                        .WithDeliveryIntent(intent)
                        .WithTargetPlayer(Constants.PLAYER_ID_SERVER)
                        .WithPayload(StringToBytes(payload)));
 }
예제 #2
0
    public void SendMessage(bool fast, int opCode, String str, int target)
    {
        RTMessage      msg    = realtimeClient.NewMessage(opCode);
        DeliveryIntent intent = fast ? DeliveryIntent.Fast : DeliveryIntent.Reliable;

        Byte[] payload = StringToBytes(str);
        realtimeClient.SendMessage(msg.WithDeliveryIntent(intent).WithPayload(payload).WithTargetPlayer(target));
    }