/// <summary> /// Buffer: /// int PacketNum; /// </summary> private static void HandleQueueStop(ClientTCP client, byte[] data) { Queue.StopSearch(client); foreach (ClientTCP friend in client.friends) { SendDataTCP.SendFriendChange(client, friend); } }
/// <summary> /// Buffer: /// int PacketNum; /// int matchType; /// string race; /// </summary> private static void HandleQueueStart(ClientTCP client, byte[] data) { PacketBuffer buffer = new PacketBuffer(); buffer.WriteBytes(data); buffer.ReadInteger(); Queue.StartSearch(client, buffer.ReadInteger(), buffer.ReadString()); foreach (ClientTCP friend in client.friends) { SendDataTCP.SendFriendChange(client, friend); } buffer.Dispose(); }
/// <summary> /// Buffer: /// int PacketNum; /// int sceneIndex; /// </summary> public static void SendMatchFound(BaseGameRoom room) { PacketBuffer buffer = new PacketBuffer(); buffer.WriteInteger((int)ServerPackets.SMatchFound); buffer.WriteInteger((int)room.roomType); foreach (ClientTCP player in room.playersTCP) { foreach (ClientTCP friend in player.friends) { SendDataTCP.SendFriendChange(player, friend); } } ServerTCP.SendDataToRoomPlayers(room, buffer.ToArray()); buffer.Dispose(); }