public void Send(string sData) { if (sData == null) { return; } DBSend.Set(sData); }
public void Send(byte[] data) { if (data == null) { return; } DBSend.Write(data); }
private bool Send() { byte[] data; if (SLClient == null || DBSend == null || !SLClient.Connected || DBSend.IsAllRead || !DBSend.Read(out data)) { return(false); } byte[] result_data = TcpAsyncCommon.CreatePacket(data, PacketMode);// result.ToArray(); if (result_data.IsNullOrEmpty()) { return(false); } int sent = 0; int size = result_data.Length; SendTimeout.Reset(); do { int packet = size - sent; if (packet > TcpAsyncServer.PacketSizeTCP) { packet = TcpAsyncServer.PacketSizeTCP; } try { sent += SLClient.Send(result_data, sent, packet, SocketFlags.None); //Thread.Sleep(1); } catch (Exception ex) { Exceptions.Write(ex); this.StopClient(); return(false); } if (SendTimeout.IsTriggered) { return(false); } }while (sent < size); return(true); }
void Update() { timeDelta += Time.deltaTime; // check periodically if (timeDelta > checkFreq) { timeDelta = 0.0f; targetSet = GameObject.FindGameObjectsWithTag(countTag); // update set of objects if (targetSet.Length == countAmount) { DBSend.Score(GameState.Singleton.score); DBSend.ActionTrace(GameState.Singleton.actionTrace); Application.LoadLevel(Application.loadedLevel); // restart level } } }
private bool Send() { if (!SLClient.Connected || !DBSend.IsDataAvalaible) { return(false); } string sData = DBSend.Get(false); //Don't increment data, becouse it is not certain at this point, if it will be send if (sData == null) { return(false); } sData.Replace(@"\", @"\\"); sData = sData + TcpAsyncCommon.EOM; byte[] baData = Encoding.ASCII.GetBytes(sData); if (baData.Length > 1024) { throw new Exception("Exception in Send() method, packet size is to large."); } try { SLClient.Send(baData); } catch { return(false); } DBSend.IndexerIcrement(); //Increment indexer, becouse data was successfully send. return(true); }