Here are the examples of the csharp api System.Collections.Generic.List.Remove(short) taken from open source projects. By voting up you can indicate which examples are most useful and appropriate.
5 Examples
19
Source : APNode.cs
with MIT License
from adrenak
with MIT License
from adrenak
void Network_OnMessageReceived(NetworkEvent e, bool reliable) {
var data = e.GetDataAsByteArray();
var message = Message.Deserialize(data);
var packet = Packet.Deserialize(message.bytes);
// Try to look for reserved keywords
if (packet != null && packet.Tag.StartsWith("reserved")) {
switch (packet.Tag) {
case Packet.ReservedTags.ClientJoined:
if (CurrentMode == Mode.Client) {
var cid = packet.Payload.ToShort();
Peers.Add(cid);
OnClientJoined?.Invoke(cid);
}
break;
case Packet.ReservedTags.ClientLeft:
if (CurrentMode == Mode.Client) {
var cid = packet.Payload.ToShort();
Peers.Remove(cid);
OnClientLeft?.Invoke(cid);
}
break;
case Packet.ReservedTags.ClientSetID:
if (CurrentMode == Mode.Client) {
ID = packet.Payload.ToShort();
OnReceiveID?.Invoke(ID);
}
break;
case Packet.ReservedTags.ServerClosed:
Reset();
OnRemoteServerClosed?.Invoke();
break;
}
return;
}
// If we were an intended recipient
if (message.recipients.Contains(ID)) {
if (packet != null)
OnPacketReceived?.Invoke(message.sender, packet);
else
OnBytesReceived?.Invoke(message.sender, message.bytes);
}
// If we're a server, forward the message to the intended
// recipients, except ourselves
if (CurrentMode == Mode.Server) {
foreach (var recipient in message.recipients) {
if (recipient != 0) {
if (packet == null) {
packet = new Packet();
packet.WithPayload(message.bytes);
}
var m = new Message {
sender = message.sender,
recipients = new short[] { recipient },
bytes = packet.Serialize()
};
network.SendData(
id: new ConnectionId(recipient),
data: m.Serialize(),
offset: 0,
len: m.Serialize().Length,
reliable: reliable
);
}
}
}
}
19
Source : APNode.cs
with MIT License
from adrenak
with MIT License
from adrenak
void Network_OnDisconnection(NetworkEvent e) {
if (CurrentMode == Mode.Server) {
Peers.Remove(e.ConnectionId.id);
// Using a reserved tag, we let all the other clients know
// that a client has left
var tag = Packet.ReservedTags.ClientLeft;
var packet = new Packet().WithTag(tag)
.WithPayload(e.ConnectionId.id.GetBytes());
SendPacket(Peers, packet, true);
OnClientLeft?.Invoke(e.ConnectionId.id);
}
else if (CurrentMode == Mode.Client) {
Reset();
OnDisconnected?.Invoke();
}
}
19
Source : CardCollection.cs
with MIT License
from Arefu
with MIT License
from Arefu
public void Remove(short cardId)
{
CardIds.Remove(cardId);
}
19
Source : CardCollection.cs
with MIT License
from Arefu
with MIT License
from Arefu
public void RemoveAll(short cardId)
{
while (CardIds.Remove(cardId))
{
}
}
19
Source : JCS_PacketLostPreventer.cs
with BSD 3-Clause "New" or "Revised" License
from MapleStoryUnity
with BSD 3-Clause "New" or "Revised" License
from MapleStoryUnity
private void TrackPacket()
{
if (JCS_NetworkSettings.GetGameSocket() != null &&
!JCS_NetworkSettings.GetGameSocket().IsConnected())
return;
mResendTimer += Time.deltaTime;
if (mResendTimer < mResendTime)
return;
// reset timer.
mResendTimer = 0;
/* First check if the packet responded? Remove it if
already responded. */
{
for (int index = 0; index < mWaitingPacketIds.Count; ++index)
{
JCS_Packet packet = mWaitingPackets[index];
short packetId = mWaitingPacketIds[index];
if (mRespondPacketIds.Contains(packetId))
{
// responded, so remove it.
mWaitingPacketIds.Remove(packetId);
mWaitingPackets.Remove(packet);
}
}
}
// cleanup the respond packet id.
mRespondPacketIds.Clear();
/* Resend the packet if necessary. */
for (int index = 0; index < mWaitingPackets.Count; ++index)
{
JCS_Packet packet = mWaitingPackets[index];
// re-send the packet
JCS_NetworkSettings.GetGameSocket().SendPacket(packet.GetBytes());
}
}