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

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using System;
#if ENABLE_UNET
namespace UnityEngine.Networking
{
// Handles network messages on client and server
public delegate void NetworkMessageDelegate(NetworkMessage netMsg);
// Handles requests to spawn objects on the client
public delegate GameObject SpawnDelegate(Vector3 position, NetworkHash128 assetId);
// Handles requests to unspawn objects on the client
public delegate void UnSpawnDelegate(GameObject spawned);
// built-in system network messages
// original HLAPI uses short, so let's keep short to not break packet header etc.
// => use .ToString() to get the field name from the field value
// => we specify the short values so it's easier to look up opcodes when debugging packets
public enum MsgType : short
{
// internal system messages - cannot be replaced by user code
ObjectDestroy = 1,
Rpc = 2,
ObjectSpawn = 3,
Owner = 4,
Command = 5,
LocalPlayerTransform = 6,
SyncEvent = 7,
UpdateVars = 8,
SyncList = 9,
ObjectSpawnScene = 10,
SpawnFinished = 12,
ObjectHide = 13,
LocalClientAuthority = 15,
LocalChildTransform = 16,
// used for profiling
UserMessage = 0,
HLAPIMsg = 28,
LLAPIMsg = 29,
// public system messages - can be replaced by user code
Connect = 32,
Disconnect = 33,
Error = 34,
Ready = 35,
NotReady = 36,
AddPlayer = 37,
RemovePlayer = 38,
Scene = 39,
Animation = 40,
AnimationParameters = 41,
AnimationTrigger = 42,
Highest = 47
}
public class NetworkMessage
{
public const int MaxMessageSize = (64 * 1024) - 1;
public short msgType;
public NetworkConnection conn;
public NetworkReader reader;
public int channelId;
public static string Dump(byte[] payload, int sz)
{
string outStr = "[";
for (int i = 0; i < sz; i++)
{
outStr += (payload[i] + " ");
}
outStr += "]";
return outStr;
}
public TMsg ReadMessage<TMsg>() where TMsg : MessageBase, new()
{
var msg = new TMsg();
msg.Deserialize(reader);
return msg;
}
public void ReadMessage<TMsg>(TMsg msg) where TMsg : MessageBase
{
msg.Deserialize(reader);
}
}
public enum Version
{
Current = 1
}
public class Channels
{
public const int DefaultReliable = 0;
public const int DefaultUnreliable = 1;
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// moved IsSequenced etc. functions here because it's better than in NetworkConnection
public static bool IsSequencedQoS(QosType qos)
{
return (qos == QosType.ReliableSequenced || qos == QosType.UnreliableSequenced);
}
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public static bool IsReliableQoS(QosType qos)
{
return (qos == QosType.Reliable || qos == QosType.ReliableFragmented || qos == QosType.ReliableSequenced || qos == QosType.ReliableStateUpdate);
}
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public static bool IsUnreliableQoS(QosType qos)
{
return (qos == QosType.Unreliable || qos == QosType.UnreliableFragmented || qos == QosType.UnreliableSequenced || qos == QosType.StateUpdate);
}
}
}
#endif //ENABLE_UNET