4.x syntax

This commit is contained in:
Paul Pacheco 2019-01-30 07:55:34 -06:00
parent 7d081da541
commit 138dfaa6e1

View File

@ -19,9 +19,9 @@ public static class NetworkServer
// original HLAPI has .localConnections list with only m_LocalConnection in it
// (for downwards compatibility because they removed the real localConnections list a while ago)
// => removed it for easier code. use .localConection now!
public static NetworkConnection localConnection { get { return s_LocalConnection; } }
public static NetworkConnection localConnection => s_LocalConnection;
public static int serverHostId { get { return s_ServerHostId; } }
public static int serverHostId => s_ServerHostId;
// <connectionId, NetworkConnection>
public static Dictionary<int, NetworkConnection> connections = new Dictionary<int, NetworkConnection>();
@ -29,8 +29,8 @@ public static class NetworkServer
public static bool dontListen;
public static bool active { get { return s_Active; } }
public static bool localClientActive { get { return s_LocalClientActive; } }
public static bool active => s_Active;
public static bool localClientActive => s_LocalClientActive;
public static void Reset()
{
@ -141,8 +141,10 @@ internal static int AddLocalClient(LocalClient localClient)
return -1;
}
s_LocalConnection = new ULocalConnectionToClient(localClient);
s_LocalConnection.connectionId = 0;
s_LocalConnection = new ULocalConnectionToClient(localClient)
{
connectionId = 0
};
AddConnection(s_LocalConnection);
s_LocalConnection.InvokeHandlerNoData((short)MsgType.Connect);
@ -412,8 +414,10 @@ static void GenerateError(NetworkConnection conn, byte error)
{
if (handlers.ContainsKey((short)MsgType.Error))
{
ErrorMessage msg = new ErrorMessage();
msg.value = error;
ErrorMessage msg = new ErrorMessage
{
value = error
};
// write the message to a local buffer
NetworkWriter writer = new NetworkWriter();
@ -589,8 +593,10 @@ static void FinishPlayerForConnection(NetworkConnection conn, NetworkIdentity id
Spawn(playerGameObject);
}
OwnerMessage owner = new OwnerMessage();
owner.netId = identity.netId;
OwnerMessage owner = new OwnerMessage
{
netId = identity.netId
};
conn.Send((short)MsgType.Owner, owner);
}
@ -732,8 +738,10 @@ internal static void ShowForConnection(NetworkIdentity identity, NetworkConnecti
internal static void HideForConnection(NetworkIdentity identity, NetworkConnection conn)
{
ObjectDestroyMessage msg = new ObjectDestroyMessage();
msg.netId = identity.netId;
ObjectDestroyMessage msg = new ObjectDestroyMessage
{
netId = identity.netId
};
conn.Send((short)MsgType.ObjectHide, msg);
}
@ -848,14 +856,16 @@ internal static void SendSpawnMessage(NetworkIdentity identity, NetworkConnectio
// 'identity' is a prefab that should be spawned
if (identity.sceneId == 0)
{
SpawnPrefabMessage msg = new SpawnPrefabMessage();
msg.netId = identity.netId;
msg.assetId = identity.assetId;
msg.position = identity.transform.position;
msg.rotation = identity.transform.rotation;
SpawnPrefabMessage msg = new SpawnPrefabMessage
{
netId = identity.netId,
assetId = identity.assetId,
position = identity.transform.position,
rotation = identity.transform.rotation,
// serialize all components with initialState = true
msg.payload = identity.OnSerializeAllSafely(true);
// serialize all components with initialState = true
payload = identity.OnSerializeAllSafely(true)
};
// conn is != null when spawning it for a client
if (conn != null)
@ -871,14 +881,16 @@ internal static void SendSpawnMessage(NetworkIdentity identity, NetworkConnectio
// 'identity' is a scene object that should be spawned again
else
{
SpawnSceneObjectMessage msg = new SpawnSceneObjectMessage();
msg.netId = identity.netId;
msg.sceneId = identity.sceneId;
msg.position = identity.transform.position;
msg.rotation = identity.transform.rotation;
SpawnSceneObjectMessage msg = new SpawnSceneObjectMessage
{
netId = identity.netId,
sceneId = identity.sceneId,
position = identity.transform.position,
rotation = identity.transform.rotation,
// include synch data
msg.payload = identity.OnSerializeAllSafely(true);
// include synch data
payload = identity.OnSerializeAllSafely(true)
};
// conn is != null when spawning it for a client
if (conn != null)
@ -1031,8 +1043,10 @@ static void DestroyObject(NetworkIdentity identity, bool destroyServerObject)
identity.clientAuthorityOwner.RemoveOwnedObject(identity);
}
ObjectDestroyMessage msg = new ObjectDestroyMessage();
msg.netId = identity.netId;
ObjectDestroyMessage msg = new ObjectDestroyMessage
{
netId = identity.netId
};
SendToObservers(identity, (short)MsgType.ObjectDestroy, msg);
identity.ClearObservers();