/// <summary> /// Different gamespy server will have different sending method, every instance has to override the send method to create his sending method /// </summary> /// <param name="packet"></param> /// <param name="message"></param> public virtual void Send(UDPPacket packet, string message) { SendAsync(packet, message); //Check This correctness Release(packet.AsyncEventArgs); }
public virtual void Send(UDPPacket packet, byte[] message) { SendAsync(packet, message); }
/// <summary> /// When a new connection is established, the parent class is responsible for /// processing the connected client /// </summary> /// <param name="packet">A udppacket object that wraps message in byte format</param> protected abstract void ProcessAccept(UDPPacket packet);