IMessageBase renamed to NetworkMessage

This commit is contained in:
vis2k 2020-07-30 23:03:43 +02:00
parent 034fed74a1
commit 0fb7bdacff
22 changed files with 89 additions and 83 deletions

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@ -3,7 +3,7 @@
namespace Mirror.Authenticators
{
public struct AuthRequestMessage : IMessageBase
public struct AuthRequestMessage : NetworkMessage
{
// use whatever credentials make sense for your game
// for example, you might want to pass the accessToken if using oauth
@ -15,7 +15,7 @@ public void Serialize(NetworkWriter writer) {}
public void Deserialize(NetworkReader reader) {}
}
public struct AuthResponseMessage : IMessageBase
public struct AuthResponseMessage : NetworkMessage
{
public byte code;
public string message;

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@ -18,8 +18,8 @@ namespace Mirror.Discovery
[DisallowMultipleComponent]
[HelpURL("https://mirror-networking.com/docs/Components/NetworkDiscovery.html")]
public abstract class NetworkDiscoveryBase<Request, Response> : MonoBehaviour
where Request : IMessageBase, new()
where Response : IMessageBase, new()
where Request : NetworkMessage, new()
where Response : NetworkMessage, new()
{
public static bool SupportedOnThisPlatform { get { return Application.platform != RuntimePlatform.WebGLPlayer; } }

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@ -1,6 +1,6 @@
namespace Mirror.Discovery
{
public struct ServerRequest : IMessageBase
public struct ServerRequest : NetworkMessage
{
// Weaver will generate serialization
public void Serialize(NetworkWriter writer) {}

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@ -3,7 +3,7 @@
namespace Mirror.Discovery
{
public struct ServerResponse : IMessageBase
public struct ServerResponse : NetworkMessage
{
// The server that sent this
// this is a property so that it is not serialized, but the

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@ -51,7 +51,7 @@ internal static class Weaver
public static TypeReference NetworkConnectionType;
public static TypeReference MessageBaseType;
public static TypeReference IMessageBaseType;
public static TypeReference NetworkMessageType;
public static TypeReference SyncListType;
public static TypeReference SyncSetType;
public static TypeReference SyncDictionaryType;
@ -299,7 +299,7 @@ static void SetupTargetTypes()
NetworkConnectionType = CurrentAssembly.MainModule.ImportReference(NetworkConnectionType);
MessageBaseType = NetAssembly.MainModule.GetType("Mirror.MessageBase");
IMessageBaseType = NetAssembly.MainModule.GetType("Mirror.IMessageBase");
NetworkMessageType = NetAssembly.MainModule.GetType("Mirror.NetworkMessage");
SyncListType = NetAssembly.MainModule.GetType("Mirror.SyncList`1");
SyncSetType = NetAssembly.MainModule.GetType("Mirror.SyncSet`1");
SyncDictionaryType = NetAssembly.MainModule.GetType("Mirror.SyncDictionary`2");
@ -404,7 +404,7 @@ static bool WeaveMessage(TypeDefinition td)
bool modified = false;
if (td.ImplementsInterface(IMessageBaseType))
if (td.ImplementsInterface(NetworkMessageType))
{
// process this and base classes from parent to child order

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@ -14,7 +14,7 @@ public void SetHostname(string hostname)
public ChatWindow chatWindow;
public struct CreatePlayerMessage : IMessageBase
public struct CreatePlayerMessage : NetworkMessage
{
public string name;

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@ -19,7 +19,7 @@ public static class MessagePacker
{
static readonly ILogger logger = LogFactory.GetLogger(typeof(MessagePacker));
public static int GetId<T>() where T : IMessageBase
public static int GetId<T>() where T : NetworkMessage
{
// paul: 16 bits is enough to avoid collisions
// - keeps the message size small because it gets varinted
@ -35,11 +35,11 @@ public static int GetId(Type type)
// pack message before sending
// -> NetworkWriter passed as arg so that we can use .ToArraySegment
// and do an allocation free send before recycling it.
public static void Pack<T>(T message, NetworkWriter writer) where T : IMessageBase
public static void Pack<T>(T message, NetworkWriter writer) where T : NetworkMessage
{
// if it is a value type, just use typeof(T) to avoid boxing
// this works because value types cannot be derived
// if it is a reference type (for example IMessageBase),
// if it is a reference type (for example NetworkMessage),
// ask the message for the real type
int msgType = GetId(default(T) != null ? typeof(T) : message.GetType());
writer.WriteUInt16((ushort)msgType);
@ -52,7 +52,7 @@ public static void Pack<T>(T message, NetworkWriter writer) where T : IMessageBa
// => useful for tests
// => useful for local client message enqueue
[EditorBrowsable(EditorBrowsableState.Never)]
public static byte[] Pack<T>(T message) where T : IMessageBase
public static byte[] Pack<T>(T message) where T : NetworkMessage
{
using (PooledNetworkWriter writer = NetworkWriterPool.GetWriter())
{
@ -64,7 +64,7 @@ public static byte[] Pack<T>(T message) where T : IMessageBase
}
// unpack a message we received
public static T Unpack<T>(byte[] data) where T : IMessageBase, new()
public static T Unpack<T>(byte[] data) where T : NetworkMessage, new()
{
using (PooledNetworkReader networkReader = NetworkReaderPool.GetReader(data))
{
@ -101,7 +101,7 @@ public static bool UnpackMessage(NetworkReader messageReader, out int msgType)
}
internal static NetworkMessageDelegate MessageHandler<T, C>(Action<C, T> handler, bool requireAuthenication)
where T : IMessageBase, new()
where T : NetworkMessage, new()
where C : NetworkConnection
=> (conn, reader, channelId) =>
{

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@ -3,15 +3,21 @@
namespace Mirror
{
public interface IMessageBase
// NetworkMessages should always be structs to avoid allocations, so we use
// an interface.
// Note: adding empty Serialize/Deserialize function is enough, Weaver will
// do the rest.
public interface NetworkMessage
{
void Deserialize(NetworkReader reader);
void Serialize(NetworkWriter writer);
}
[Obsolete("Please convert your message class to a struct, implement IMessageBase and add empty Serialize/Deserialize methods. Mirror's Weaver will fill them out automatically. Messages should always be structs to avoid runtime allocations, and because we don't want two ways to do the same thing.")]
public abstract class MessageBase : IMessageBase
//[Obsolete("IMessageBase was renamed to NetworkMessage for ease of use.")]
public interface IMessageBase : NetworkMessage {}
[Obsolete("Please convert your message class to a struct, implement the NetworkMessage interface and add empty Serialize/Deserialize methods. Mirror's Weaver will fill them out automatically. Messages should always be structs to avoid runtime allocations, and because we don't want two ways to do the same thing.")]
public abstract class MessageBase : NetworkMessage
{
// De-serialize the contents of the reader into this message
public virtual void Deserialize(NetworkReader reader) { }
@ -21,7 +27,7 @@ public virtual void Serialize(NetworkWriter writer) { }
}
#region Public System Messages
public struct ErrorMessage : IMessageBase
public struct ErrorMessage : NetworkMessage
{
public byte value;
@ -41,21 +47,21 @@ public void Serialize(NetworkWriter writer)
}
}
public struct ReadyMessage : IMessageBase
public struct ReadyMessage : NetworkMessage
{
public void Deserialize(NetworkReader reader) { }
public void Serialize(NetworkWriter writer) { }
}
public struct NotReadyMessage : IMessageBase
public struct NotReadyMessage : NetworkMessage
{
public void Deserialize(NetworkReader reader) { }
public void Serialize(NetworkWriter writer) { }
}
public struct AddPlayerMessage : IMessageBase
public struct AddPlayerMessage : NetworkMessage
{
public void Deserialize(NetworkReader reader) { }
@ -67,28 +73,28 @@ public void Serialize(NetworkWriter writer) { }
/// Obsolete: Removed as a security risk. Use <see cref="NetworkServer.RemovePlayerForConnection(NetworkConnection, bool)">NetworkServer.RemovePlayerForConnection</see> instead.
/// </summary>
[Obsolete("Removed as a security risk. Use NetworkServer.RemovePlayerForConnection(NetworkConnection conn, bool keepAuthority = false) instead")]
public struct RemovePlayerMessage : IMessageBase
public struct RemovePlayerMessage : NetworkMessage
{
public void Deserialize(NetworkReader reader) { }
public void Serialize(NetworkWriter writer) { }
}
public struct DisconnectMessage : IMessageBase
public struct DisconnectMessage : NetworkMessage
{
public void Deserialize(NetworkReader reader) { }
public void Serialize(NetworkWriter writer) { }
}
public struct ConnectMessage : IMessageBase
public struct ConnectMessage : NetworkMessage
{
public void Deserialize(NetworkReader reader) { }
public void Serialize(NetworkWriter writer) { }
}
public struct SceneMessage : IMessageBase
public struct SceneMessage : NetworkMessage
{
public string sceneName;
// Normal = 0, LoadAdditive = 1, UnloadAdditive = 2
@ -120,7 +126,7 @@ public enum SceneOperation : byte
#endregion
#region System Messages requried for code gen path
public struct CommandMessage : IMessageBase
public struct CommandMessage : NetworkMessage
{
public uint netId;
public int componentIndex;
@ -147,7 +153,7 @@ public void Serialize(NetworkWriter writer)
}
}
public struct RpcMessage : IMessageBase
public struct RpcMessage : NetworkMessage
{
public uint netId;
public int componentIndex;
@ -174,7 +180,7 @@ public void Serialize(NetworkWriter writer)
}
}
public struct SyncEventMessage : IMessageBase
public struct SyncEventMessage : NetworkMessage
{
public uint netId;
public int componentIndex;
@ -203,7 +209,7 @@ public void Serialize(NetworkWriter writer)
#endregion
#region Internal System Messages
public struct SpawnMessage : IMessageBase
public struct SpawnMessage : NetworkMessage
{
/// <summary>
/// netId of new or existing object
@ -277,21 +283,21 @@ public void Serialize(NetworkWriter writer)
}
}
public struct ObjectSpawnStartedMessage : IMessageBase
public struct ObjectSpawnStartedMessage : NetworkMessage
{
public void Deserialize(NetworkReader reader) { }
public void Serialize(NetworkWriter writer) { }
}
public struct ObjectSpawnFinishedMessage : IMessageBase
public struct ObjectSpawnFinishedMessage : NetworkMessage
{
public void Deserialize(NetworkReader reader) { }
public void Serialize(NetworkWriter writer) { }
}
public struct ObjectDestroyMessage : IMessageBase
public struct ObjectDestroyMessage : NetworkMessage
{
public uint netId;
@ -306,7 +312,7 @@ public void Serialize(NetworkWriter writer)
}
}
public struct ObjectHideMessage : IMessageBase
public struct ObjectHideMessage : NetworkMessage
{
public uint netId;
@ -321,7 +327,7 @@ public void Serialize(NetworkWriter writer)
}
}
public struct UpdateVarsMessage : IMessageBase
public struct UpdateVarsMessage : NetworkMessage
{
public uint netId;
// the serialized component data
@ -343,7 +349,7 @@ public void Serialize(NetworkWriter writer)
// A client sends this message to the server
// to calculate RTT and synchronize time
public struct NetworkPingMessage : IMessageBase
public struct NetworkPingMessage : NetworkMessage
{
public double clientTime;
@ -365,7 +371,7 @@ public void Serialize(NetworkWriter writer)
// The server responds with this message
// The client can use this to calculate RTT and sync time
public struct NetworkPongMessage : IMessageBase
public struct NetworkPongMessage : NetworkMessage
{
public double clientTime;
public double serverTime;

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@ -238,7 +238,7 @@ static void RemoveTransportHandlers()
/// <param name="message"></param>
/// <param name="channelId"></param>
/// <returns>True if message was sent.</returns>
public static bool Send<T>(T message, int channelId = Channels.DefaultReliable) where T : IMessageBase
public static bool Send<T>(T message, int channelId = Channels.DefaultReliable) where T : NetworkMessage
{
if (connection != null)
{
@ -309,7 +309,7 @@ internal static void RegisterSystemHandlers(bool hostMode)
/// <typeparam name="T">Message type</typeparam>
/// <param name="handler">Function handler which will be invoked when this message type is received.</param>
/// <param name="requireAuthentication">True if the message requires an authenticated connection</param>
public static void RegisterHandler<T>(Action<NetworkConnection, T> handler, bool requireAuthentication = true) where T : IMessageBase, new()
public static void RegisterHandler<T>(Action<NetworkConnection, T> handler, bool requireAuthentication = true) where T : NetworkMessage, new()
{
int msgType = MessagePacker.GetId<T>();
if (handlers.ContainsKey(msgType))
@ -326,7 +326,7 @@ internal static void RegisterSystemHandlers(bool hostMode)
/// <typeparam name="T">Message type</typeparam>
/// <param name="handler">Function handler which will be invoked when this message type is received.</param>
/// <param name="requireAuthentication">True if the message requires an authenticated connection</param>
public static void RegisterHandler<T>(Action<T> handler, bool requireAuthentication = true) where T : IMessageBase, new()
public static void RegisterHandler<T>(Action<T> handler, bool requireAuthentication = true) where T : NetworkMessage, new()
{
RegisterHandler((NetworkConnection _, T value) => { handler(value); }, requireAuthentication);
}
@ -338,7 +338,7 @@ internal static void RegisterSystemHandlers(bool hostMode)
/// <typeparam name="T">Message type</typeparam>
/// <param name="handler">Function handler which will be invoked when this message type is received.</param>
/// <param name="requireAuthentication">True if the message requires an authenticated connection</param>
public static void ReplaceHandler<T>(Action<NetworkConnection, T> handler, bool requireAuthentication = true) where T : IMessageBase, new()
public static void ReplaceHandler<T>(Action<NetworkConnection, T> handler, bool requireAuthentication = true) where T : NetworkMessage, new()
{
int msgType = MessagePacker.GetId<T>();
handlers[msgType] = MessagePacker.MessageHandler(handler, requireAuthentication);
@ -351,7 +351,7 @@ internal static void RegisterSystemHandlers(bool hostMode)
/// <typeparam name="T">Message type</typeparam>
/// <param name="handler">Function handler which will be invoked when this message type is received.</param>
/// <param name="requireAuthentication">True if the message requires an authenticated connection</param>
public static void ReplaceHandler<T>(Action<T> handler, bool requireAuthentication = true) where T : IMessageBase, new()
public static void ReplaceHandler<T>(Action<T> handler, bool requireAuthentication = true) where T : NetworkMessage, new()
{
ReplaceHandler((NetworkConnection _, T value) => { handler(value); }, requireAuthentication);
}
@ -360,7 +360,7 @@ internal static void RegisterSystemHandlers(bool hostMode)
/// Unregisters a network message handler.
/// </summary>
/// <typeparam name="T">The message type to unregister.</typeparam>
public static bool UnregisterHandler<T>() where T : IMessageBase
public static bool UnregisterHandler<T>() where T : NetworkMessage
{
// use int to minimize collisions
int msgType = MessagePacker.GetId<T>();

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@ -146,7 +146,7 @@ internal void SetHandlers(Dictionary<int, NetworkMessageDelegate> handlers)
/// <param name="msg">The message to send.</param>
/// <param name="channelId">The transport layer channel to send on.</param>
/// <returns></returns>
public bool Send<T>(T msg, int channelId = Channels.DefaultReliable) where T : IMessageBase
public bool Send<T>(T msg, int channelId = Channels.DefaultReliable) where T : NetworkMessage
{
using (PooledNetworkWriter writer = NetworkWriterPool.GetWriter())
{
@ -236,14 +236,14 @@ internal bool InvokeHandler(int msgType, NetworkReader reader, int channelId)
/// <typeparam name="T">The message type to unregister.</typeparam>
/// <param name="msg">The message object to process.</param>
/// <returns>Returns true if the handler was successfully invoked</returns>
public bool InvokeHandler<T>(T msg, int channelId) where T : IMessageBase
public bool InvokeHandler<T>(T msg, int channelId) where T : NetworkMessage
{
// get writer from pool
using (PooledNetworkWriter writer = NetworkWriterPool.GetWriter())
{
// if it is a value type, just use typeof(T) to avoid boxing
// this works because value types cannot be derived
// if it is a reference type (for example IMessageBase),
// if it is a reference type (for example NetworkMessage),
// ask the message for the real type
int msgType = MessagePacker.GetId(default(T) != null ? typeof(T) : msg.GetType());

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@ -17,7 +17,7 @@ public readonly struct MessageInfo
/// <summary>
/// The message being sent
/// </summary>
public readonly IMessageBase message;
public readonly NetworkMessage message;
/// <summary>
/// channel through which the message was sent
/// </summary>
@ -32,7 +32,7 @@ public readonly struct MessageInfo
/// </summary>
public readonly int count;
internal MessageInfo(IMessageBase message, int channel, int bytes, int count)
internal MessageInfo(NetworkMessage message, int channel, int bytes, int count)
{
this.message = message;
this.channel = channel;
@ -48,7 +48,7 @@ internal MessageInfo(IMessageBase message, int channel, int bytes, int count)
/// </summary>
public static event Action<MessageInfo> OutMessageEvent;
internal static void OnSend<T>(T message, int channel, int bytes, int count) where T : IMessageBase
internal static void OnSend<T>(T message, int channel, int bytes, int count) where T : NetworkMessage
{
if (count > 0 && OutMessageEvent != null)
{
@ -66,7 +66,7 @@ internal static void OnSend<T>(T message, int channel, int bytes, int count) whe
/// </summary>
public static event Action<MessageInfo> InMessageEvent;
internal static void OnReceive<T>(T message, int channel, int bytes) where T : IMessageBase
internal static void OnReceive<T>(T message, int channel, int bytes) where T : NetworkMessage
{
if (InMessageEvent != null)
{

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@ -374,7 +374,7 @@ public static Uri ReadUri(this NetworkReader reader)
return new Uri(reader.ReadString());
}
public static void ReadMessage<T>(this NetworkReader reader, T msg) where T : IMessageBase
public static void ReadMessage<T>(this NetworkReader reader, T msg) where T : NetworkMessage
{
msg.Deserialize(reader);
}

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@ -253,7 +253,7 @@ public static void ActivateHostScene()
// this is like SendToReady - but it doesn't check the ready flag on the connection.
// this is used for ObjectDestroy messages.
static void SendToObservers<T>(NetworkIdentity identity, T msg, int channelId = Channels.DefaultReliable) where T : IMessageBase
static void SendToObservers<T>(NetworkIdentity identity, T msg, int channelId = Channels.DefaultReliable) where T : NetworkMessage
{
if (logger.LogEnabled()) logger.Log("Server.SendToObservers id:" + typeof(T));
@ -300,7 +300,7 @@ static void SendToObservers<T>(NetworkIdentity identity, T msg, int channelId =
/// <param name="channelId">Transport channel to use</param>
/// <param name="sendToReadyOnly">Indicates if only ready clients should receive the message</param>
/// <returns></returns>
public static bool SendToAll<T>(T msg, int channelId = Channels.DefaultReliable, bool sendToReadyOnly = false) where T : IMessageBase
public static bool SendToAll<T>(T msg, int channelId = Channels.DefaultReliable, bool sendToReadyOnly = false) where T : NetworkMessage
{
if (!active)
{
@ -358,7 +358,7 @@ public static bool SendToAll<T>(T msg, int channelId = Channels.DefaultReliable,
/// <param name="msg">Message</param>
/// <param name="channelId">Transport channel to use</param>
/// <returns></returns>
public static bool SendToReady<T>(T msg, int channelId = Channels.DefaultReliable) where T : IMessageBase
public static bool SendToReady<T>(T msg, int channelId = Channels.DefaultReliable) where T : NetworkMessage
{
if (!active)
{
@ -379,7 +379,7 @@ public static bool SendToReady<T>(T msg, int channelId = Channels.DefaultReliabl
/// <param name="includeOwner">Should the owner of the object be included</param>
/// <param name="channelId">Transport channel to use</param>
/// <returns></returns>
public static bool SendToReady<T>(NetworkIdentity identity, T msg, bool includeOwner = true, int channelId = Channels.DefaultReliable) where T : IMessageBase
public static bool SendToReady<T>(NetworkIdentity identity, T msg, bool includeOwner = true, int channelId = Channels.DefaultReliable) where T : NetworkMessage
{
if (logger.LogEnabled()) logger.Log("Server.SendToReady msgType:" + typeof(T));
@ -437,7 +437,7 @@ public static bool SendToReady<T>(NetworkIdentity identity, T msg, bool includeO
/// <param name="msg">Message</param>
/// <param name="channelId">Transport channel to use</param>
/// <returns></returns>
public static bool SendToReady<T>(NetworkIdentity identity, T msg, int channelId) where T : IMessageBase
public static bool SendToReady<T>(NetworkIdentity identity, T msg, int channelId) where T : NetworkMessage
{
return SendToReady(identity, msg, true, channelId);
}
@ -600,7 +600,7 @@ static void OnError(int connectionId, Exception exception)
/// <typeparam name="T">Message type</typeparam>
/// <param name="handler">Function handler which will be invoked when this message type is received.</param>
/// <param name="requireAuthentication">True if the message requires an authenticated connection</param>
public static void RegisterHandler<T>(Action<NetworkConnection, T> handler, bool requireAuthentication = true) where T : IMessageBase, new()
public static void RegisterHandler<T>(Action<NetworkConnection, T> handler, bool requireAuthentication = true) where T : NetworkMessage, new()
{
int msgType = MessagePacker.GetId<T>();
if (handlers.ContainsKey(msgType))
@ -617,7 +617,7 @@ static void OnError(int connectionId, Exception exception)
/// <typeparam name="T">Message type</typeparam>
/// <param name="handler">Function handler which will be invoked when this message type is received.</param>
/// <param name="requireAuthentication">True if the message requires an authenticated connection</param>
public static void RegisterHandler<T>(Action<T> handler, bool requireAuthentication = true) where T : IMessageBase, new()
public static void RegisterHandler<T>(Action<T> handler, bool requireAuthentication = true) where T : NetworkMessage, new()
{
RegisterHandler<T>((_, value) => { handler(value); }, requireAuthentication);
}
@ -629,7 +629,7 @@ static void OnError(int connectionId, Exception exception)
/// <typeparam name="T">Message type</typeparam>
/// <param name="handler">Function handler which will be invoked when this message type is received.</param>
/// <param name="requireAuthentication">True if the message requires an authenticated connection</param>
public static void ReplaceHandler<T>(Action<NetworkConnection, T> handler, bool requireAuthentication = true) where T : IMessageBase, new()
public static void ReplaceHandler<T>(Action<NetworkConnection, T> handler, bool requireAuthentication = true) where T : NetworkMessage, new()
{
int msgType = MessagePacker.GetId<T>();
handlers[msgType] = MessagePacker.MessageHandler(handler, requireAuthentication);
@ -642,7 +642,7 @@ static void OnError(int connectionId, Exception exception)
/// <typeparam name="T">Message type</typeparam>
/// <param name="handler">Function handler which will be invoked when this message type is received.</param>
/// <param name="requireAuthentication">True if the message requires an authenticated connection</param>
public static void ReplaceHandler<T>(Action<T> handler, bool requireAuthentication = true) where T : IMessageBase, new()
public static void ReplaceHandler<T>(Action<T> handler, bool requireAuthentication = true) where T : NetworkMessage, new()
{
ReplaceHandler<T>((_, value) => { handler(value); }, requireAuthentication);
}
@ -651,7 +651,7 @@ static void OnError(int connectionId, Exception exception)
/// Unregisters a handler for a particular message type.
/// </summary>
/// <typeparam name="T">Message type</typeparam>
public static void UnregisterHandler<T>() where T : IMessageBase
public static void UnregisterHandler<T>() where T : NetworkMessage
{
int msgType = MessagePacker.GetId<T>();
handlers.Remove(msgType);
@ -671,7 +671,7 @@ public static void ClearHandlers()
/// <typeparam name="T">Message type</typeparam>
/// <param name="identity"></param>
/// <param name="msg"></param>
public static void SendToClientOfPlayer<T>(NetworkIdentity identity, T msg, int channelId = Channels.DefaultReliable) where T : IMessageBase
public static void SendToClientOfPlayer<T>(NetworkIdentity identity, T msg, int channelId = Channels.DefaultReliable) where T : NetworkMessage
{
if (identity != null)
{

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@ -536,7 +536,7 @@ public static void WriteUri(this NetworkWriter writer, Uri uri)
writer.WriteString(uri.ToString());
}
public static void WriteMessage<T>(this NetworkWriter writer, T msg) where T : IMessageBase
public static void WriteMessage<T>(this NetworkWriter writer, T msg) where T : NetworkMessage
{
msg.Serialize(writer);
}

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@ -11,7 +11,7 @@ public class ArraySegmentWriterTest
// ArraySegment<byte> is a special case, optimized for no copy and no allocation
// other types are generated by the weaver
struct ByteArraySegmentMessage : IMessageBase
struct ByteArraySegmentMessage : NetworkMessage
{
public ArraySegment<byte> array;
@ -88,7 +88,7 @@ public void TestSegmentByteArray()
#region ArraySegment<int>
struct IntArraySegmentMessage : IMessageBase
struct IntArraySegmentMessage : NetworkMessage
{
public ArraySegment<int> array;

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@ -4,7 +4,7 @@ namespace Mirror.Tests
[TestFixture]
public class ArrayWriterTest
{
struct ArrayByteMessage : IMessageBase
struct ArrayByteMessage : NetworkMessage
{
public byte[] array;
@ -62,7 +62,7 @@ public void TestDataByteArray()
Assert.That(unpacked.array, Is.EquivalentTo(new byte[] { 3, 4, 5 }));
}
struct ArrayIntMessage : IMessageBase
struct ArrayIntMessage : NetworkMessage
{
public int[] array;

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@ -32,7 +32,7 @@ public static MockQuest ReadQuest(this NetworkReader reader)
[TestFixture]
public class CustomRWTest
{
struct QuestMessage : IMessageBase
struct QuestMessage : NetworkMessage
{
public MockQuest quest;

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@ -23,7 +23,7 @@ public static EnumReadWriteTests.MyCustomEnum ReadMyCustomEnum(this NetworkReade
}
public class EnumReadWriteTests
{
public struct ByteMessage : IMessageBase
public struct ByteMessage : NetworkMessage
{
public MyByteEnum byteEnum;
@ -36,7 +36,7 @@ public enum MyByteEnum : byte
A, B, C, D
}
public struct ShortMessage : IMessageBase
public struct ShortMessage : NetworkMessage
{
public MyShortEnum shortEnum;
@ -49,7 +49,7 @@ public enum MyShortEnum : short
E, F, G, H
}
public struct CustomMessage : IMessageBase
public struct CustomMessage : NetworkMessage
{
public MyCustomEnum customEnum;
@ -97,7 +97,7 @@ public void CustomWriterIsUsedForEnum()
// custom writer should write N if it sees O
Assert.That(clientMsg.customEnum, Is.EqualTo(MyCustomEnum.N));
}
T SerializeAndDeserializeMessage<T>(T msg) where T : IMessageBase, new()
T SerializeAndDeserializeMessage<T>(T msg) where T : NetworkMessage, new()
{
NetworkWriter writer = new NetworkWriter();

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@ -2,7 +2,7 @@
namespace Mirror.Tests
{
struct TestMessage : IMessageBase
struct TestMessage : NetworkMessage
{
public int IntValue;
public string StringValue;
@ -30,7 +30,7 @@ public void Serialize(NetworkWriter writer)
}
}
struct WovenTestMessage : IMessageBase
struct WovenTestMessage : NetworkMessage
{
public int IntValue;
public string StringValue;

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@ -16,7 +16,7 @@ public class ScriptableObjectWriterTest
// other types are generated by the weaver
struct ScriptableObjectMessage : IMessageBase
struct ScriptableObjectMessage : NetworkMessage
{
public MyScriptableObject scriptableObject;

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@ -2,7 +2,7 @@
namespace Mirror.Tests.StructMessages
{
public struct SomeStructMessage : IMessageBase
public struct SomeStructMessage : NetworkMessage
{
public int someValue;

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@ -2,12 +2,12 @@
For the most part we recommend the high level [Commands and RPC](RemoteActions.md) calls and [SyncVar](../Sync/index.md), but you can also send low level network messages. This can be useful if you want clients to send messages that are not tied to game objects, such as logging, analytics or profiling information.
Network Messages need to be structs in order to avoid runtime allocations, and they need to implement the IMessageBase interface. This interface requires Serialize and Deserialize functions that take writer and reader objects. You can implement these functions yourself, but we recommend you let them empty and let Mirror generate them for you.
Network Messages need to be structs in order to avoid runtime allocations, and they need to implement the NetworkMessage interface. This interface requires Serialize and Deserialize functions that take writer and reader objects. You can implement these functions yourself, but we recommend you let them empty and let Mirror generate them for you.
The interface looks like this:
``` cs
public interface IMessageBase
public interface NetworkMessage
{
// Deserialize the contents of the reader into this message
public virtual void Deserialize(NetworkReader reader) {}
@ -19,7 +19,7 @@ public interface IMessageBase
The auto generated Serialize/Deserialize can efficiently deal any [supported mirror type](../DataTypes.md) . Make your members public. If you need class members or complex containers such as List and Dictionary, you must implement the Serialize and Deserialize methods yourself.
To send a message, use the `Send()` method on the NetworkClient, NetworkServer, and NetworkConnection classes which work the same way. It takes a message struct that implements IMessageBase. The code below demonstrates how to send and handle a message:
To send a message, use the `Send()` method on the NetworkClient, NetworkServer, and NetworkConnection classes which work the same way. It takes a message struct that implements NetworkMessage. The code below demonstrates how to send and handle a message:
To declare a custom network message class and use it:
@ -29,7 +29,7 @@ using Mirror;
public class Scores : MonoBehaviour
{
public struct ScoreMessage : IMessageBase
public struct ScoreMessage : NetworkMessage
{
public int score;
public Vector3 scorePos;