public void SaveData() { Chunk chunk = GetComponent <Chunk>(); string compressedData = ChunkDataFiles.CompressData(chunk); WriteChunkData(chunk.ChunkIndex, compressedData); }
public void SendVoxelData(NetworkPlayer player, int chunkx, int chunky, int chunkz) { // >> You can check whether the request for voxel data is valid here << // if (true) { Chunk chunk = ChunkManager.SpawnChunkFromServer(chunkx, chunky, chunkz).GetComponent <Chunk>(); // get the chunk (spawn it if it's not spawned already) chunk.lifetime = 0f; // refresh the chunk's lifetime string data = ChunkDataFiles.CompressData(chunk); // get data from the chunk and compress it byte[] dataBytes = GetBytes(data); // convert to byte array (sending strings over RPC doesn't work too well) GetComponent <NetworkView>().RPC("ReceiveVoxelData", player, chunkx, chunky, chunkz, dataBytes); // send compressed data to the player who requested it // } }