/// <summary> /// Send Message To Client /// </summary> /// <param name="msg">GameMessage</param> /// <param name="client">Client we want to send. Send to all connected client if it's null</param> public void SendMessage(GameMessage msg) { NetOutgoingMessage om = this._client.CreateMessage(); var b = SerializeTools.Serialize(msg); om.Write(b); om.Encrypt(this._algo); if (this._client.ConnectionStatus == NetConnectionStatus.Connected) { this._client.SendMessage(om, this._client.ServerConnection, NetDeliveryMethod.ReliableOrdered); } }
/// <summary> /// Send Message To Client /// </summary> /// <param name="msg">GameMessage</param> /// <param name="client">Client we want to send. Send to all connected client if it's null</param> public void SendMessage(GameMessage msg, NetConnection client = null) { NetOutgoingMessage om = this._server.CreateMessage(); var b = SerializeTools.Serialize(msg); om.Write(b); om.Encrypt(this._algo); Console.ForegroundColor = ConsoleColor.Cyan; var clientId = client is null ? "All" : NetUtility.ToHexString(client.RemoteUniqueIdentifier); Console.WriteLine($" Send Message To {clientId}::MsgCode:{(Int32)msg.MsgCode},Content:{msg.Content}"); Console.ResetColor(); this._server.SendMessage(om, client, NetDeliveryMethod.ReliableOrdered); }