// Send a time/keepalive packet func (game *Game) sendTimeUpdate() { buf := new(bytes.Buffer) proto.ServerWriteTimeUpdate(buf, game.time) // The "keep-alive" packet to client(s) sent here as well, as there // seems no particular reason to send time and keep-alive separately // for now. proto.WriteKeepAlive(buf) game.multicastPacket(buf.Bytes(), nil) }
// Send a time/keepalive packet func (game *Game) sendTimeUpdate() { buf := new(bytes.Buffer) proto.ServerWriteTimeUpdate(buf, game.time) game.multicastPacket(buf.Bytes(), nil) }