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NetworkConnection.HandleBytes moved into TransportReceive
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f68119d614
commit
06a334e6dd
@ -180,6 +180,39 @@ internal virtual bool SendBytes( byte[] bytes, int channelId = Channels.DefaultR
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return TransportSend(channelId, bytes, out byte error);
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}
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public override string ToString()
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{
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return string.Format("hostId: {0} connectionId: {1} isReady: {2}", hostId, connectionId, isReady);
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}
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internal void AddToVisList(NetworkIdentity identity)
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{
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visList.Add(identity);
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// spawn uv for this conn
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NetworkServer.ShowForConnection(identity, this);
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}
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internal void RemoveFromVisList(NetworkIdentity identity, bool isDestroyed)
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{
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visList.Remove(identity);
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if (!isDestroyed)
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{
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// hide uv for this conn
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NetworkServer.HideForConnection(identity, this);
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}
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}
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internal void RemoveObservers()
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{
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foreach (NetworkIdentity identity in visList)
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{
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identity.RemoveObserverInternal(this);
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}
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visList.Clear();
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}
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// handle this message
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// note: original HLAPI HandleBytes function handled >1 message in a while loop, but this wasn't necessary
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// anymore because NetworkServer/NetworkClient.Update both use while loops to handle >1 data events per
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@ -187,7 +220,7 @@ internal virtual bool SendBytes( byte[] bytes, int channelId = Channels.DefaultR
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// -> in other words, we always receive 1 message per Receive call, never two.
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// -> can be tested easily with a 1000ms send delay and then logging amount received in while loops here
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// and in NetworkServer/Client Update. HandleBytes already takes exactly one.
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protected void HandleBytes(byte[] buffer)
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public virtual void TransportReceive(byte[] buffer)
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{
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// unpack message
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NetworkReader reader = new NetworkReader(buffer);
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@ -232,44 +265,6 @@ protected void HandleBytes(byte[] buffer)
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}
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}
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public override string ToString()
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{
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return string.Format("hostId: {0} connectionId: {1} isReady: {2}", hostId, connectionId, isReady);
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}
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internal void AddToVisList(NetworkIdentity identity)
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{
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visList.Add(identity);
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// spawn uv for this conn
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NetworkServer.ShowForConnection(identity, this);
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}
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internal void RemoveFromVisList(NetworkIdentity identity, bool isDestroyed)
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{
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visList.Remove(identity);
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if (!isDestroyed)
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{
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// hide uv for this conn
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NetworkServer.HideForConnection(identity, this);
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}
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}
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internal void RemoveObservers()
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{
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foreach (NetworkIdentity identity in visList)
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{
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identity.RemoveObserverInternal(this);
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}
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visList.Clear();
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}
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public virtual void TransportReceive(byte[] bytes)
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{
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HandleBytes(bytes);
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}
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public virtual bool TransportSend(int channelId, byte[] bytes, out byte error)
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{
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error = 0;
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