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

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using System;
#if ENABLE_UNET
namespace UnityEngine.Networking
{
// a server's connection TO a LocalClient.
// sending messages on this connection causes the client's handler function to be invoked directly
class ULocalConnectionToClient : NetworkConnection
{
LocalClient m_LocalClient;
public LocalClient localClient { get { return m_LocalClient; } }
public ULocalConnectionToClient(LocalClient localClient)
{
address = "localClient";
m_LocalClient = localClient;
}
protected override bool SendBytes(byte[] bytes, int channelId)
{
m_LocalClient.InvokeBytesOnClient(bytes, channelId);
return true;
}
}
// a localClient's connection TO a server.
// send messages on this connection causes the server's handler function to be invoked directly.
internal class ULocalConnectionToServer : NetworkConnection
{
public ULocalConnectionToServer()
{
address = "localServer";
}
protected override bool SendBytes(byte[] bytes, int channelId)
{
if (bytes.Length == 0)
{
if (LogFilter.logError) { Debug.LogError("LocalConnection:SendBytes cannot send zero bytes"); }
return false;
}
return NetworkServer.InvokeBytes(this, bytes, channelId);
}
}
}
#endif //ENABLE_UNET