/// <summary> /// Pulls the commands from the server and propagates them to the game objects /// </summary> void PullCommands() { FlushCommandsRequest flushCommandsRequest = new FlushCommandsRequest(); flushCommandsRequest.ClientId = GameManager.SESSION_ID; FlushCommandsResponse flushCommandsResponse = client.flushCommands(flushCommandsRequest); foreach (GameCommand gameCommand in flushCommandsResponse.Commands) { PropagateCommand(gameCommand); } }
public void Read(TProtocol iprot) { iprot.IncrementRecursionDepth(); try { TField field; iprot.ReadStructBegin(); while (true) { field = iprot.ReadFieldBegin(); if (field.Type == TType.Stop) { break; } switch (field.ID) { case 0: if (field.Type == TType.Struct) { Success = new FlushCommandsResponse(); Success.Read(iprot); } else { TProtocolUtil.Skip(iprot, field.Type); } break; default: TProtocolUtil.Skip(iprot, field.Type); break; } iprot.ReadFieldEnd(); } iprot.ReadStructEnd(); } finally { iprot.DecrementRecursionDepth(); } }