예제 #1
0
 public override void Dispose()
 {
     TileUpdates = null;
     EntityUpdates.Clear();
     Entities.Clear();
     CalculatedSightCircle.Clear();
     AwaitingProjectiles.Clear();
     AckedProjectiles.Clear();
     ShotProjectiles.Clear();
     AwaitingAoes.Clear();
     ShootAEs.Clear();
     AwaitingGoto.Clear();
     PrivateSVs.Clear();
     SpeedHistory.Clear();
     base.Dispose();
 }
예제 #2
0
        public void SendNewTick()
        {
            List <ObjectStatus> statuses = new List <ObjectStatus>();

            foreach (Entity en in Entities)
            {
                if (EntityUpdates[en.Id] != en.UpdateCount)
                {
                    statuses.Add(en.GetObjectStatus(true));
                    EntityUpdates[en.Id] = en.UpdateCount;
                }
            }

            Client.Send(GameServer.NewTick(statuses, PrivateSVs));
            PrivateSVs.Clear();
            AwaitingMoves++;
        }