BeardedManStudios.Network.Networking.WriteCustom C# (CSharp) Method

WriteCustom() public static method

TODO
public static WriteCustom ( uint id, BeardedManStudios.Network.NetWorker netWorker, BMSByte data, NetworkingPlayer target, bool reliableUDP = false ) : void
id uint Unique identifier to be used
netWorker BeardedManStudios.Network.NetWorker The NetWorker(Socket) to write with
data BMSByte Data to send over
target NetworkingPlayer
reliableUDP bool If this be a reliable UDP
return void
		public static void WriteCustom(uint id, NetWorker netWorker, BMSByte data, NetworkingPlayer target, bool reliableUDP = false)
		{
			if (!netWorker.IsServer)
				throw new NetworkException("Currently this overload of WriteCustom is only supported being called on the server.");

			if (netWorker is CrossPlatformUDP)
			{
				netWorker.Write(id, target, new NetworkingStream(ProtocolType.UDP).Prepare(
					netWorker, NetworkingStream.IdentifierType.Custom, null, data, NetworkReceivers.Others, reliableUDP, id
				), reliableUDP);
			}
			else
			{
				netWorker.Write(target, new NetworkingStream(ProtocolType.TCP).Prepare(
					netWorker, NetworkingStream.IdentifierType.Custom, null, data, NetworkReceivers.Others, reliableUDP, id
				));
			}
		}
		#endregion

Same methods

Networking::WriteCustom ( uint id, BeardedManStudios.Network.NetWorker netWorker, BMSByte data, bool reliableUDP = false, NetworkReceivers recievers = NetworkReceivers.All ) : void
Networking::WriteCustom ( uint id, ushort port, BMSByte data, NetworkReceivers recievers = NetworkReceivers.All ) : void