public void SendSnapShot() { if (roomstate == 0) { return; } PlayerSyncDatas syncs = new PlayerSyncDatas(); foreach (Player player in players.Values) { syncs.datas.Add(player.sync); } foreach (Player player in players.Values) { GSrv.Send(MessageType.Snapshot, GSrv.Serialize <PlayerSyncDatas>(syncs), player.connection, NetDeliveryMethod.UnreliableSequenced); } }
public void SnapshotHandler(NetConnection connection, object data) { PlayerSyncDatas datas = GCli.Deserialize <PlayerSyncDatas>((byte[])data); Players.UpdatePlayerSyncData(datas.datas); }