public void Send(OutPacket packet) { byte[] data = packet.Finalize(); // TODO: switch to asynchronous send lock (SendLock) connection.Client.Send(data); Interlocked.Add(ref transferred, data.Length); Interlocked.Add(ref sent, data.Length); }
public void Send(OutPacket packet) { byte[] data = packet.Finalize(); // TODO: switch to asynchronous send lock (SendLock) connection.Client.Send(data); Interlocked.Add(ref transferred, data.Length); Interlocked.Add(ref sent, data.Length); //Game.UI.LogLine(string.Format("Sent packet {0}", packet.Header.Command)); }
public void Send(OutPacket packet) { LastOutOpcode = packet.Header.Command; byte[] data = packet.Finalize(authenticationCrypto); try { connection.Client.Send(data, 0, data.Length, SocketFlags.None); } catch (ObjectDisposedException ex) { } catch (EndOfStreamException ex) { } Interlocked.Add(ref transferred, data.Length); Interlocked.Add(ref sent, data.Length); }
public void Send(OutPacket packet) { lastOutPacket = packet; byte[] data = packet.Finalize(authenticationCrypto); try { connection.Client.BeginSend(data, 0, data.Length, SocketFlags.None, null, null); } catch (ObjectDisposedException ex) { Game.UI.LogException(ex); } catch (EndOfStreamException ex) { Game.UI.LogException(ex); } Interlocked.Add(ref transferred, data.Length); Interlocked.Add(ref sent, data.Length); }
public void Send(OutPacket packet) { LastOutOpcode = packet.Header.Command; byte[] data = packet.Finalize(authenticationCrypto); try { connection.Client.Send(data, 0, data.Length, SocketFlags.None); } catch(ObjectDisposedException ex) { Game.UI.LogException(ex); } catch(EndOfStreamException ex) { Game.UI.LogException(ex); } Interlocked.Add(ref transferred, data.Length); Interlocked.Add(ref sent, data.Length); }
public void Send(OutPacket packet) { byte[] data = packet.Finalize(); // TODO: switch to asynchronous send lock (SendLock) connection.Client.Send(data); Interlocked.Add(ref transferred, data.Length); Interlocked.Add(ref sent, data.Length); }
public void Send(OutPacket packet) { byte[] data = packet.Finalize(); // TODO: switch to asynchronous send lock (SendLock) connection.Client.Send(data); Interlocked.Add(ref transferred, data.Length); Interlocked.Add(ref sent, data.Length); //Game.UI.LogLine(string.Format("Sent packet {0}", packet.Header.Command)); }