private void ProcessPackets() { if (UnityClient.PacketsToProccess.Count > 0) { var packetsToProcess = UnityClient.PacketsToProccess.ToArray(); // Not an asset, just process the packet var packet = UnityClient.PacketsToProccess[0]; ClientEvents.Call(packet); UnityClient.PacketsToProccess.RemoveAt(0); } }
private void ProcessPackets() { if (UnityClient.PacketsToProccess.Count > 0) { // Are we recieving an asset ? (We wait to recieve it all to process other stuff) var missingAssets = AssetHandler.WaitingForAssets.ToArray(); var packetsToProcess = UnityClient.PacketsToProccess.ToArray(); // Not an asset, just process the packet var packet = UnityClient.PacketsToProccess[0]; Debug.Log("Calling " + packet.GetType().Name); ClientEvents.Call(packet); UnityClient.PacketsToProccess.RemoveAt(0); Debug.Log("Called"); } }