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);
        }