public void SendMessage(MultiPlayerMessage message) { message.Sender = message.Sender ?? ServerId; lock (connectionsLock) { var client = GetClient(message.Recipient); try { if (client == null) { throw new Exception($"The client {message.Recipient} is not connected at the moment"); } else { serverNetworkProvider.SendMessageToClient(message.Serialize(), client); } } catch (Exception ex) { Error.Fire(ex.ToString()); Undeliverable.Fire(new UndeliverableEvent() { Message = message, Exception = ex }); throw; } } }
public bool TrySendMessage(MultiPlayerMessage message) { try { message.Sender = ClientId; clientNetworkProvider.SendMessage(message.Serialize()); return(true); } catch (Exception ex) { return(false); } }
public void SendMessage(MultiPlayerMessage message) { message.Sender = ClientId; clientNetworkProvider.SendMessage(message.Serialize()); }