Mirror/Unity-Technologies-networking/Runtime/ChannelPacket.cs

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#if ENABLE_UNET
using System;
namespace UnityEngine.Networking
{
// This is used by the ChannelBuffer when buffering traffic.
// Unreliable channels have a single ChannelPacket, Reliable channels have single "current" packet and a list of buffered ChannelPackets
struct ChannelPacket
{
public ChannelPacket(int packetSize, bool isReliable)
{
m_Position = 0;
m_Buffer = new byte[packetSize];
m_IsReliable = isReliable;
}
public void Reset()
{
m_Position = 0;
}
public bool IsEmpty()
{
return m_Position == 0;
}
public void Write(byte[] bytes, int numBytes)
{
Array.Copy(bytes, 0, m_Buffer, m_Position, numBytes);
m_Position += numBytes;
}
public bool HasSpace(int numBytes)
{
return m_Position + numBytes <= m_Buffer.Length;
}
public bool SendToTransport(NetworkConnection conn, int channelId)
{
byte error;
bool result = true;
if (!conn.TransportSend(m_Buffer, (ushort)m_Position, channelId, out error))
{
if (m_IsReliable && error == (int)NetworkError.NoResources)
{
// handled below
}
else
{
if (LogFilter.logError) { Debug.LogError("Failed to send internal buffer channel:" + channelId + " bytesToSend:" + m_Position); }
result = false;
}
}
if (error != 0)
{
if (m_IsReliable && error == (int)NetworkError.NoResources)
{
// this packet will be buffered by the containing ChannelBuffer, so this is not an error
#if UNITY_EDITOR
UnityEditor.NetworkDetailStats.IncrementStat(
UnityEditor.NetworkDetailStats.NetworkDirection.Outgoing,
MsgType.HLAPIResend, "msg", 1);
#endif
return false;
}
if (LogFilter.logError) { Debug.LogError("Send Error: " + (NetworkError)error + " channel:" + channelId + " bytesToSend:" + m_Position); }
result = false;
}
m_Position = 0;
return result;
}
int m_Position;
byte[] m_Buffer;
bool m_IsReliable;
}
}
#endif //ENABLE_UNET