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SendDataMessage(buffer, recipients, deliveryOption);
Sends a data message to the specified players. This is a more advanced overload for sending data messages, allowing the developer more control over how the message is sent.
Syntax
public void PlayFabMultiplayerManager.Get().SendDataMessage(byte[] buffer, IEnumerable<PlayFabPlayer> recipients, DeliveryOption deliveryOption);
Parameters
Parameters
buffer IntPtr
A pointer to the buffer containing the data to send.
recipients IEnumerable<PlayFabPlayer>
The players to send the data message to. If the collection of players is empty, the data message will be broadcast to all players.
deliveryOption DeliveryOption
Options specifying how to deliver the message.
Return value
None.
SendDataMessage(buffer, bufferSize, recipients, deliveryOption);
Sends a data message to the specified players using the specified delivery options. The most advanced method for sending data messages, allowing the developer more control over how the message is sent.
Syntax
public void PlayFabMultiplayerManager.Get().SendDataMessage(byte[] buffer, IEnumerable<PlayFabPlayer> recipients, DeliveryOption deliveryOption);
Parameters
buffer IntPtr
A pointer to the buffer containing the data to send.
bufferSize uint
The size of the buffer.
recipients IEnumerable<PlayFabPlayer>
The players to send the data message to. If the collection of players is empty, the data message will be broadcast to all players.
deliveryOption DeliveryOption
Options specifying how to deliver the message.
Sample
...
byte[] buffer = Encoding.ASCII.GetBytes("Hello");
IntPtr unmanagedPointer = Marshal.AllocHGlobal(buffer.Length);
Marshal.Copy(buffer, 0, unmanagedPointer, buffer.Length);
PlayFabMultiplayerManager.Get().SendDataMessage(unmanagedPointer, (uint)buffer.Length, remotePlayers, DeliveryOption.Guaranteed);
Marshal.FreeHGlobal(unmanagedPointer);
...
Return value
None.