mirror of
https://github.com/MirrorNetworking/Mirror.git
synced 2024-11-18 02:50:32 +00:00
Check if any component is dirty before serializing stuff (#135)
This commit is contained in:
parent
15a5271553
commit
3515aff816
@ -654,16 +654,19 @@ internal void HandleRPC(int componentIndex, int cmdHash, NetworkReader reader)
|
||||
// invoked by unity runtime immediately after the regular "Update()" function.
|
||||
internal void UNetUpdate()
|
||||
{
|
||||
// serialize all the dirty components and send (if any were dirty)
|
||||
NetworkWriter writer = new NetworkWriter();
|
||||
if (OnSerializeAllSafely(m_NetworkBehaviours, writer, false))
|
||||
if (m_NetworkBehaviours.Any(comp => comp.IsDirty()))
|
||||
{
|
||||
// construct message and send
|
||||
UpdateVarsMessage message = new UpdateVarsMessage();
|
||||
message.netId = netId;
|
||||
message.payload = writer.ToArray();
|
||||
// serialize all the dirty components and send (if any were dirty)
|
||||
NetworkWriter writer = new NetworkWriter();
|
||||
if (OnSerializeAllSafely(m_NetworkBehaviours, writer, false))
|
||||
{
|
||||
// construct message and send
|
||||
UpdateVarsMessage message = new UpdateVarsMessage();
|
||||
message.netId = netId;
|
||||
message.payload = writer.ToArray();
|
||||
|
||||
NetworkServer.SendToReady(gameObject, (short)MsgType.UpdateVars, message);
|
||||
NetworkServer.SendToReady(gameObject, (short)MsgType.UpdateVars, message);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user