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path: root/Client/Assembly-CSharp/InnerNet/InnerNetServer.cs
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Diffstat (limited to 'Client/Assembly-CSharp/InnerNet/InnerNetServer.cs')
-rw-r--r--Client/Assembly-CSharp/InnerNet/InnerNetServer.cs10
1 files changed, 5 insertions, 5 deletions
diff --git a/Client/Assembly-CSharp/InnerNet/InnerNetServer.cs b/Client/Assembly-CSharp/InnerNet/InnerNetServer.cs
index f0b37a1..56f048b 100644
--- a/Client/Assembly-CSharp/InnerNet/InnerNetServer.cs
+++ b/Client/Assembly-CSharp/InnerNet/InnerNetServer.cs
@@ -396,13 +396,13 @@ namespace InnerNet
switch (this.GameState)
{
case GameStates.NotStarted:
- this.HandleNewGameJoin(client);
+ this.HandleNewGameJoin(client); //host向其他玩家分发所有玩家的连接数据
break;
default:
{
MessageWriter messageWriter2 = MessageWriter.Get(SendOption.Reliable);
- messageWriter2.StartMessage(1);
- messageWriter2.Write(2);
+ messageWriter2.StartMessage(1); // JoinGame
+ messageWriter2.Write(2);
messageWriter2.EndMessage();
client.Connection.Send(messageWriter2);
messageWriter2.Recycle();
@@ -507,8 +507,8 @@ namespace InnerNet
try
{
this.WriteJoinedMessage(client, messageWriter2, true);
- client.Connection.Send(messageWriter2);
- this.BroadcastJoinMessage(client, messageWriter2);
+ client.Connection.Send(messageWriter2); // ->client
+ this.BroadcastJoinMessage(client, messageWriter2); // 所有玩家
}
catch
{