/// <summary> /// Send a packet to all players /// </summary> private void SendMulticast(NetworkCommand cmd, int int1, int int2, string message) { try { // Send back to all clients NetworkData backData = new NetworkData(0, cmd, int1, int2, message); byte[] d = backData.ToByte(); multicaster.Send(d, d.Length, remoteIpEP); } catch { } }
/// <summary> /// Send a packet to only one player /// </summary> private void SendToOneClient(int playerId, NetworkCommand cmd, int int1, int int2, string message) { try { // Send back to all clients, but only the playerId will process it (TODO: may be improved) NetworkData backData = new NetworkData(playerId, cmd, int1, int2, message); byte[] d = backData.ToByte(); multicaster.Send(d, d.Length, remoteIpEP); } catch { } }
/// <summary> /// Send a packet to the server /// </summary> private void SendPacket(NetworkCommand cmd, int int1, int int2, string message) { NetworkData data = new NetworkData(LocalPlayerId, cmd, int1, int2, message); byte[] packet = data.ToByte(); client.Send(packet, packet.Length); }