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sbox-public/engine/Sandbox.Engine/Systems/Networking/System/NetworkSystem.Send.cs
s&box team 71f266059a Open source release
This commit imports the C# engine code and game files, excluding C++ source code.

[Source-Commit: ceb3d758046e50faa6258bc3b658a30c97743268]
2025-11-24 09:05:18 +00:00

85 lines
2.6 KiB
C#

namespace Sandbox.Network;
internal partial class NetworkSystem
{
/// <summary>
/// Send a message to all connections. You can optionally pass in a filter to determine who actually receives the message.
/// </summary>
/// <param name="msg">The message to send.</param>
/// <param name="minimumState">The minumum state the connection must be to receive the message.</param>
/// <param name="filter">If specified, the connection must pass this filter to receive the message.</param>
/// <param name="flags">Network message flags that may dictate how the message is sent.</param>
public void Broadcast( ByteStream msg, Connection.ChannelState minimumState = Connection.ChannelState.Snapshot, Connection.Filter? filter = null, NetFlags flags = NetFlags.Reliable )
{
IEnumerable<Connection> availableConnections = Networking.IsHost ? _connections : Connection.All;
if ( Connection is not null )
{
availableConnections = availableConnections
.Append( Connection )
.Distinct();
}
foreach ( var c in availableConnections )
{
if ( c == Connection.Local )
continue;
if ( c.State < minimumState )
continue;
if ( filter.HasValue && !filter.Value.IsRecipient( c ) )
continue;
c.SendRawMessage( msg, flags );
}
}
/// <summary>
/// Broadcast a packed message to all connections.
/// </summary>
internal void Broadcast<T>( T msg, Connection.ChannelState minimumState = Connection.ChannelState.Snapshot,
Connection.Filter? filter = null, NetFlags flags = NetFlags.Reliable )
{
var bs = ByteStream.Create( 32 );
bs.Write( InternalMessageType.Packed );
TypeLibrary.ToBytes( msg, ref bs );
Broadcast( bs, minimumState );
bs.Dispose();
}
/// <summary>
/// Get a list of connections that meet a specific criteria.
/// </summary>
/// <param name="minimumState">The minumum state the connection must be to receive the message.</param>
/// <param name="filter">If specified, the connection must pass this filter to receive the message.</param>
public IEnumerable<Connection> GetFilteredConnections( Connection.ChannelState minimumState = Connection.ChannelState.Snapshot, Connection.Filter? filter = null )
{
IEnumerable<Connection> availableConnections = Networking.IsHost ? _connections : Connection.All;
if ( Connection is not null )
{
availableConnections = availableConnections
.Append( Connection )
.Distinct();
}
foreach ( var c in availableConnections )
{
if ( c == Connection.Local )
continue;
if ( c.State < minimumState )
continue;
if ( filter.HasValue && !filter.Value.IsRecipient( c ) )
continue;
yield return c;
}
}
}