Пример #1
0
        public void Send(FrameStream frame, bool reliable = false, NetworkingPlayer skipPlayer = null)
        {
            if (frame.Receivers == Receivers.AllBuffered || frame.Receivers == Receivers.OthersBuffered)
            {
                bufferedMessages.Add(frame);
            }

            lock (Players)
            {
                foreach (NetworkingPlayer player in Players)
                {
                    if (!commonServerLogic.PlayerIsReceiver(player, frame, ProximityDistance, skipPlayer, ProximityModeUpdateFrequency))
                    {
                        continue;
                    }

                    try
                    {
                        Send(player, frame, reliable);
                    }
                    catch
                    {
                        Disconnect(player, true);
                    }
                }
            }
        }
Пример #2
0
        public void Send(FrameStream frame, bool reliable = false, NetworkingPlayer skipPlayer = null)
        {
            if (frame.Receivers == Receivers.AllBuffered || frame.Receivers == Receivers.OthersBuffered)
            {
                bufferedMessages.Add(frame);
            }

            lock (Players)
            {
                for (int i = 0; i < Players.Count; i++)
                {
                    NetworkingPlayer player = Players[i];

                    if (!commonServerLogic.PlayerIsReceiver(player, frame, ProximityDistance, skipPlayer))
                    {
                        continue;
                    }

                    try
                    {
                        Send(player, frame, reliable);
                    }
                    catch (Exception e)
                    {
                        Logging.BMSLog.LogException(e);
                        Disconnect(player, true);
                    }
                }
            }
        }
        /// <summary>
        /// Goes through all of the currently connected players and send them the frame
        /// </summary>
        /// <param name="frame">The frame to send to all of the connected players</param>
        public void SendAll(FrameStream frame, NetworkingPlayer skipPlayer = null)
        {
            if (frame.Receivers == Receivers.AllBuffered || frame.Receivers == Receivers.OthersBuffered)
            {
                bufferedMessages.Add(frame);
            }

            lock (Players)
            {
                foreach (NetworkingPlayer player in Players)
                {
                    if (!commonServerLogic.PlayerIsReceiver(player, frame, ProximityDistance, skipPlayer))
                    {
                        continue;
                    }

                    try
                    {
                        Send(player.TcpClientHandle, frame);
                    }
                    catch
                    {
                        Disconnect(player, true);
                    }
                }
            }
        }