- Server instead of receiving 255 bytes, receives 1 byte at a time. When no more data is received it sends to the player. More efficient, less memory usage, no possibility of data cutoff.

This commit is contained in:
u8sand_cp 2010-07-29 07:54:50 -07:00
parent 7b0d761879
commit 631ce62e73

View file

@ -94,14 +94,20 @@ namespace MudEngine.Networking
private void ReceiveThread(object obj)
{
int sub = (int)obj;
List<byte> buffer = new List<byte>();
while (stage == 2 && players[sub].IsActive)
{
try
{
byte[] buf = new byte[255];
byte[] buf = new byte[1];
int recved = players[sub].client.Receive(buf);
if(recved > 0)
players[sub].Receive(buf);
if (recved > 0)
buffer.Add(buf[0]);
else if (buffer.Count > 0)
{
players[sub].Send(buffer.ToArray());
buffer.Clear();
}
}
catch (Exception) // error receiving, close player
{