/// <summary> /// 向玩家发送单个玩家的IP,枪械情况 /// </summary> /// <param name="ip"></param> /// <param name="info"></param> public void SendPlayrMessageInfo(string ip, PlayerInfoMessage info) { byte[] bytes = PlayerInfoMessage.GetBytes(info); NetworkMessage sendM = new NetworkMessage(17, NetworkTools.GetLocalIP(), bytes); SendMsg(ip, NetworkConstent.UDPClientPort, NetworkMessage.GetBytes(sendM)); }
/// <summary> /// 发送可以开始 /// </summary> public void SendWaitStart() { //byte[] bytes = RoomPlayerInfoMessage.GetBytes(new RoomPlayerInfoMessage("", true)); byte[] bytes = PlayerInfoMessage.GetBytes(playerInfo); SendMsg(RoomSingle.roomIP, NetworkConstent.UDPServerPort, NetworkMessage.GetBytes(new NetworkMessage(10, NetworkTools.GetLocalIP(), bytes))); }
/// <summary> /// 向房间内的玩家发送开始游戏请求 /// </summary> public void SendOtherPlayerStartGame() { RoomSingle.AddPlayer(playerInfo); byte[] infos = PlayerInfoMessage.GetBytes(RoomSingle.GetInfos()[NetworkTools.GetLocalIP()]); byte[] bytes = NetworkMessage. GetBytes(new NetworkMessage(13, NetworkTools.GetLocalIP(), infos)); foreach (var ip in playerData.GetPlayersInfo().Keys) { SendMsg(ip, NetworkConstent.UDPClientPort, bytes); } }