Exemplo n.º 1
0
    public override void ServerSend(int connectionId, int channelId, ArraySegment <byte> segment)
    {
        // TODO: Optimize
        bool tryDirectConnect = directConnectModule != null;

        if (tryDirectConnect)
        {
            int clientID;
            if (connectedDirectClients.TryGetBySecond(connectionId, out clientID))
            {
                directConnectModule.ServerSend(clientID, segment, channelId);
                return;
            }
        }

        ServerSendData(connectedRelayClients.GetBySecond(connectionId), segment, channelId);
    }
Exemplo n.º 2
0
    public override bool ServerSend(List <int> connectionIds, int channelId, ArraySegment <byte> segment)
    {
        // TODO: Optimize
        bool tryDirectConnect = directConnectModule != null;

        if (tryDirectConnect)
        {
            int clientID;
            if (connectedDirectClients.TryGetBySecond(connectionIds[0], out clientID))
            {
                return(directConnectModule.ServerSend(clientID, segment, channelId));
            }
        }

        ServerSendData(connectedRelayClients.GetBySecond(connectionIds[0]), segment, channelId);
        return(false);
    }
    public override bool ServerSend(List <int> connectionIds, int channelId, ArraySegment <byte> segment)
    {
        // TODO: Optimize
        List <ushort> clients          = new List <ushort>();
        List <int>    directClients    = new List <int>();
        bool          tryDirectConnect = directConnectModule != null;

        for (int i = 0; i < connectionIds.Count; i++)
        {
            if (tryDirectConnect)
            {
                int clientID = 0;
                if (connectedDirectClients.TryGetBySecond(connectionIds[i], out clientID))
                {
                    directClients.Add(clientID);
                    continue;
                }
            }
            clients.Add(connectedRelayClients.GetBySecond(connectionIds[i]));
            // Including more than 10 client ids per single packet to the relay server could get risky with MTU so less risks if we split it into chunks of 1 packet per 10 players its sending to the server
            if (clients.Count >= 10)
            {
                ServerSendData(clients, segment, channelId);
                clients.Clear();
            }
        }

        if (clients.Count > 0)
        {
            ServerSendData(clients, segment, channelId);
        }

        if (directClients.Count > 0)
        {
            directConnectModule.ServerSend(directClients, segment, channelId);
        }

        return(true);
    }