private Packet GenerateJoinPacket() { var packet = Packet.Obtain(); EventSerializer.SerializeIntoBuffer(packet.Buffer, Event.Join); packet.Buffer.Flush(); return(packet); }
private Packet GenerateInputPacket() { var packet = Packet.Obtain(); EventSerializer.SerializeIntoBuffer(packet.Buffer, Event.Input); packet.Buffer.PutInt(_id); _playerInput.SerializeIntoBuffer(packet.Buffer); packet.Buffer.Flush(); return(packet); }
private void SendHits() { var packet = Packet.Obtain(); EventSerializer.SerializeIntoBuffer(packet.Buffer, Event.Hit); var shoots = _playerInput.GetShootsNotProcessedByServer(); packet.Buffer.PutInt(_id); packet.Buffer.PutInt(shoots.Count); foreach (var shoot in shoots) { packet.Buffer.PutInt(shoot.Key); packet.Buffer.PutInt(shoot.Value.Hitted); } packet.Buffer.Flush(); Logger.Log("C: Sending hits", false, "cyan"); StartCoroutine(SendPacketAddingLatency(packet)); }