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78 lines
2.4 KiB
Markdown
78 lines
2.4 KiB
Markdown
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# Messages Overview
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General description of Messages
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- **AddPlayerMessage**
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This is passed to handler functions registered for the AddPlayer built-in message.
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- **EmptyMessage**
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A utility class to send a network message with no contents.
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```cs
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using UnityEngine;
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using Mirror;
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public class Test
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{
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void SendNotification()
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{
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var msg = new EmptyMessage();
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NetworkServer.SendToAll(667, msg);
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}
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}
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```
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- **ErrorMessage**
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This is passed to handler functions registered for the SYSTEM_ERROR built-in message.
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- **IntegerMessage**
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A utility class to send simple network messages that only contain an integer.
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```cs
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using UnityEngine;
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using Mirror;
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public class Test
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{
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void SendValue(int value)
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{
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var msg = new IntegerMessage(value);
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NetworkServer.SendToAll(MsgType.Scene, msg);
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}
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}
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```
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- **NotReadyMessage**
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This is passed to handler functions registered for the SYSTEM_NOT_READY built-in message.
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- **PeerAuthorityMessage**
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Information about a change in authority of a non-player in the same network game.
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This information is cached by clients and used during host-migration.
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- **PeerInfoMessage**
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Information about another participant in the same network game.
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This information is cached by clients and used during host-migration.
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- **PeerInfoPlayer**
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A structure used to identify player object on other peers for host migration.
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- **PeerListMessage**
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Internal UNET message for sending information about network peers to clients.
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- **ReadyMessage**
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This is passed to handler functions registered for the SYSTEM_READY built-in message.
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- **ReconnectMessage**
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This network message is used when a client reconnect to the new host of a game.
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- **RemovePlayerMessage**
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This is passed to handler funtions registered for the SYSTEM_REMOVE_PLAYER built-in message.
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- **StringMessage**
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This is a utility class for simple network messages that contain only a string.
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This example sends a message with the name of the Scene.
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```cs
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using UnityEngine;
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using Mirror;
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public class Test
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{
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void SendSceneName(string sceneName)
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{
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var msg = new StringMessage(sceneName);
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NetworkServer.SendToAll(MsgType.Scene, msg);
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}
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}
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```
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