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

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#if ENABLE_UNET
using System.Collections.Generic;
namespace UnityEngine.Networking
{
sealed class LocalClient : NetworkClient
{
struct InternalMsg
{
internal byte[] buffer;
internal int channelId;
}
List<InternalMsg> m_InternalMsgs = new List<InternalMsg>();
List<InternalMsg> m_InternalMsgs2 = new List<InternalMsg>();
NetworkServer m_LocalServer;
bool m_Connected;
NetworkMessage s_InternalMessage = new NetworkMessage();
public override void Disconnect()
{
ClientScene.HandleClientDisconnect(m_Connection);
if (m_Connected)
{
PostInternalMessage(MsgType.Disconnect);
m_Connected = false;
}
m_AsyncConnect = ConnectState.Disconnected;
m_LocalServer.RemoveLocalClient(m_Connection);
}
internal void InternalConnectLocalServer(bool generateConnectMsg)
{
m_LocalServer = NetworkServer.instance;
m_Connection = new ULocalConnectionToServer(m_LocalServer);
SetHandlers(m_Connection);
m_Connection.connectionId = m_LocalServer.AddLocalClient(this);
m_AsyncConnect = ConnectState.Connected;
SetActive(true);
RegisterSystemHandlers(true);
if (generateConnectMsg)
{
PostInternalMessage(MsgType.Connect);
}
m_Connected = true;
}
internal override void Update()
{
ProcessInternalMessages();
}
// Called by the server to set the LocalClient's LocalPlayer object during NetworkServer.AddPlayer()
internal void AddLocalPlayer(PlayerController localPlayer)
{
if (LogFilter.logDev) Debug.Log("Local client AddLocalPlayer " + localPlayer.gameObject.name + " conn=" + m_Connection.connectionId);
m_Connection.isReady = true;
m_Connection.SetPlayerController(localPlayer);
var uv = localPlayer.unetView;
if (uv != null)
{
ClientScene.SetLocalObject(uv.netId, localPlayer.gameObject);
uv.SetConnectionToServer(m_Connection);
}
// there is no SystemOwnerMessage for local client. add to ClientScene here instead
ClientScene.InternalAddPlayer(uv, localPlayer.playerControllerId);
}
private void PostInternalMessage(byte[] buffer, int channelId)
{
InternalMsg msg = new InternalMsg();
msg.buffer = buffer;
msg.channelId = channelId;
m_InternalMsgs.Add(msg);
}
private void PostInternalMessage(short msgType)
{
NetworkWriter writer = new NetworkWriter();
writer.StartMessage(msgType);
writer.FinishMessage();
PostInternalMessage(writer.AsArray(), 0);
}
private void ProcessInternalMessages()
{
if (m_InternalMsgs.Count == 0)
{
return;
}
// new msgs will get put in m_InternalMsgs2
List<InternalMsg> tmp = m_InternalMsgs;
m_InternalMsgs = m_InternalMsgs2;
// iterate through existing set
for (int i = 0; i < tmp.Count; i++)
{
var msg = tmp[i];
if (s_InternalMessage.reader == null)
{
s_InternalMessage.reader = new NetworkReader(msg.buffer);
}
else
{
s_InternalMessage.reader.Replace(msg.buffer);
}
s_InternalMessage.reader.ReadInt16(); //size
s_InternalMessage.channelId = msg.channelId;
s_InternalMessage.conn = connection;
s_InternalMessage.msgType = s_InternalMessage.reader.ReadInt16();
m_Connection.InvokeHandler(s_InternalMessage);
connection.lastMessageTime = Time.time;
}
// put m_InternalMsgs back and clear it
m_InternalMsgs = tmp;
m_InternalMsgs.Clear();
// add any newly generated msgs in m_InternalMsgs2 and clear it
m_InternalMsgs.AddRange(m_InternalMsgs2);
m_InternalMsgs2.Clear();
}
// called by the server, to bypass network
internal void InvokeHandlerOnClient(short msgType, MessageBase msg, int channelId)
{
// write the message to a local buffer
NetworkWriter writer = new NetworkWriter();
writer.StartMessage(msgType);
msg.Serialize(writer);
writer.FinishMessage();
InvokeBytesOnClient(writer.AsArray(), channelId);
}
// called by the server, to bypass network
internal void InvokeBytesOnClient(byte[] buffer, int channelId)
{
PostInternalMessage(buffer, channelId);
}
}
}
#endif //ENABLE_UNET