public void OnServerPacket(byte[] inValue) { LibCommon.Network.Types.GameMessage msg = new LibCommon.Network.Types.GameMessage(); ThriftMessageSerialize.DeSerializeCompact(msg, inValue); ClientQueue.Enqueue(msg); }
public override void SendCommandRemote(QueueType inQueue, LibCommon.Network.Types.GameMessage inEvent) { byte[] msg = ThriftMessageSerialize.SerializeCompact(inEvent); if (inQueue == QueueType.Client) { if (string.IsNullOrEmpty(inEvent.NetworkId)) { //_internalNetwork.BroadcastAll(NetworkUtils.SerializeEvent(inEvent)); _internalNetwork.BroadcastAll(msg); ClientQueue.Enqueue(inEvent); } else { Debug.Log(inEvent.NetworkId); if (inEvent.NetworkId == "-1") { ClientQueue.Enqueue(inEvent); } else { _internalNetwork.SendPacketToClient(inEvent.NetworkId, msg); } } } else { _internalNetwork.SendToServer(msg); } }
public void OnClientPacket(byte[] inValue, string inId) { LibCommon.Network.Types.GameMessage msg = new LibCommon.Network.Types.GameMessage(); ThriftMessageSerialize.DeSerializeCompact(msg, inValue); msg.NetworkId = inId; ServerQueue.Enqueue(msg); }
public override void SendCommandLocal(QueueType inQueue, LibCommon.Network.Types.GameMessage inEvent) { switch (inQueue) { case QueueType.Client: ClientQueue.Enqueue(inEvent); break; case QueueType.Server: ServerQueue.Enqueue(inEvent); break; } }
public override void SendCommandRemote(QueueType inQueue, LibCommon.Network.Types.GameMessage inEvent) { byte[] msg = ThriftMessageSerialize.SerializeCompact(inEvent); if (inQueue == QueueType.Client) { ClientQueue.Enqueue(inEvent); } else { _internalNetwork.SendToServer(msg); } }
public override void SendCommandLocal(QueueType inQueue, LibCommon.Network.Types.GameMessage inEvent) { if (inQueue == QueueType.Client) { ClientQueue.Enqueue(inEvent); } else { if (inQueue == QueueType.Server) { ServerQueue.Enqueue(inEvent); } } }
public override LibCommon.Network.Types.GameMessage PopCommand(QueueType inQueue) { LibCommon.Network.Types.GameMessage ee = null; switch (inQueue) { case QueueType.Client: ee = ClientQueue.Dequeue(); break; case QueueType.Server: ee = ServerQueue.Dequeue(); break; } return(ee); }