private void SendToAll(CoreMessage msg) { byte[] buffer = msg.CreateBuffer(); GameServerPacket packet = new GameServerPacket(msg.Message); packet.Write(buffer); Game.SendToAll(packet); }
private void SendToAll(CoreMessage msg) { byte[] buffer = msg.CreateBuffer(); GamePacketWriter packet = GamePacketFactory.Create(msg.Message); packet.Write(buffer); Game.SendToAll(packet); }
private void SendToAll(CoreMessage msg, int length) { if (length == 0) { Game.SendToAll(GamePacketFactory.Create(msg.Message)); return; } msg.Reader.ReadBytes(length); SendToAll(msg); }
private void OnSet(CoreMessage msg) { msg.Reader.ReadBytes(4); byte[] raw = msg.Reader.ReadBytes(4); GamePacketWriter packet = GamePacketFactory.Create(GameMessage.Set); packet.Write(0); packet.Write(raw); Game.SendToAll(packet); }
private void SendToAll(CoreMessage msg, int length) { if (length == 0) { Game.SendToAll(new GameServerPacket(msg.Message)); return; } msg.Reader.ReadBytes(length); SendToAll(msg); }
private void OnSet(CoreMessage msg) { msg.Reader.ReadBytes(4); byte[] raw = msg.Reader.ReadBytes(4); GameServerPacket packet = new GameServerPacket(GameMessage.Set); packet.Write(0); packet.Write(raw); Game.SendToAll(packet); }
private void OnConfirmCards(CoreMessage msg) { int player = msg.Reader.ReadByte(); int count = msg.Reader.ReadByte(); msg.Reader.ReadBytes(count * 7); byte[] buffer = msg.CreateBuffer(); GamePacketWriter packet = GamePacketFactory.Create(msg.Message); packet.Write(buffer); if ((CardLocation)buffer[7] == CardLocation.Hand) { Game.SendToAll(packet); } else { Game.CurPlayers[player].Send(packet); } }
private void OnHint(CoreMessage msg) { int type = msg.Reader.ReadByte(); int player = msg.Reader.ReadByte(); msg.Reader.ReadInt32(); byte[] buffer = msg.CreateBuffer(); GamePacketWriter packet = GamePacketFactory.Create(msg.Message); packet.Write(buffer); switch (type) { case 1: case 2: case 3: case 4: case 5: Game.CurPlayers[player].Send(packet); break; case 6: case 7: case 8: case 9: Game.SendToAllBut(packet, player); break; case 10: if (Game.IsTag) { Game.CurPlayers[player].Send(packet); } else { Game.SendToAll(packet); } break; } }