public void SendWorld(int playerId) { var player = Players[playerId]; //Send(new PauseGamePacket //{ // Reason = $"{player.Username} is downloading the world", // ExceptID = playerId //}); Log.WriteLine("Sending world to player " + playerId); IsSendingWorld = true; byte[] world = World.Serialize(); Packet packet = new WorldDataPacket { Data = world }; var msg = packet.GetMessage(Server); PacketLog.LogSend(packet); player.Connection.SendMessage(msg, NetDeliveryMethod.ReliableOrdered, 0); player.Connection.SendMessage(CircuitStatePacket.Build(true).GetMessage(Server), NetDeliveryMethod.ReliableOrdered, 0); }
public void Send(Packet packet, NetDeliveryMethod delivery = NetDeliveryMethod.ReliableOrdered) { packet.SenderID = this.PlayerID; PacketLog.LogSend(packet); Client.SendMessage(packet.GetMessage(Client), delivery); }
public void Broadcast(Packet packet, NetDeliveryMethod delivery) { PacketLog.LogSend(packet); Network.ProcessPacket(packet, 0); var msg = packet.GetMessage(Server); Server.SendToAll(msg, delivery); }