public static void TransmitPacket(MemoryStream m, int connectionId) { m.Position = 0; SocketSender.SendPacket(m, connectionId); // Decode it //m.Position = 0; //LiteNetworkingGenerated.PacketReader.ReadPacket(m); }
public static void ProcessRecieve() { while (true) { int recHostId; int connectionId; int channelId; byte[] recBuffer = new byte[1024]; int bufferSize = 1024; int dataSize; byte error; NetworkEventType recData = NetworkTransport.Receive(out recHostId, out connectionId, out channelId, recBuffer, bufferSize, out dataSize, out error); //if (recData != NetworkEventType.Nothing) Debug.Log("Recieve : " + recData); switch (recData) { case NetworkEventType.Nothing: return; case NetworkEventType.ConnectEvent: { if (LobbyConnector.connectionId == connectionId) { //my connect request was approved Debug.Log("On connect socces!!!"); LobbyConnector.OnConnectSuccess(); } else { // another user connected Debug.Log("On Player Joined"); LobbyConnector.OnPlayerJoined(connectionId); } break; }; case NetworkEventType.DataEvent: { //DispersePacket(new MemoryStream(recBuffer));3 if (LobbyConnector.isServer) { foreach (int connection in LobbyConnector.connectedClients) { if (connection != connectionId) { SocketSender.SendPacket(new System.IO.MemoryStream(recBuffer, 0, recBuffer.Length, false, true), connection); } } LitePacket.executingClient = LobbyConnector.connectionToPlayer[connectionId]; Networking.localPacketPlayer = Networking.GetPlayer(LitePacket.executingClient); } LiteNetworkingGenerated.PacketReader.ReadPacket(new System.IO.MemoryStream(recBuffer, 0, recBuffer.Length, false, true)); break; }; case NetworkEventType.DisconnectEvent: { if (LobbyConnector.connectionId == connectionId) { // cant connect to server } else { // someone disconnected LobbyConnector.OnPlayerDisconnect(connectionId); } break; } case NetworkEventType.BroadcastEvent: break; } } }