NetworkClient: syntax improvements to simplify code

This commit is contained in:
vis2k 2018-06-11 10:52:43 +02:00
parent 8a976f94a2
commit 4bc0711a9d

View File

@ -93,10 +93,7 @@ public int hostPort
public bool isConnected { get { return m_AsyncConnect == ConnectState.Connected; }}
public Type networkConnectionClass
{
get { return m_NetworkConnectionClass; }
}
public Type networkConnectionClass { get { return m_NetworkConnectionClass; } }
public void SetNetworkConnectionClass<T>() where T : NetworkConnection
{
@ -306,7 +303,7 @@ public void Connect(string serverIp, int serverPort)
string hostnameOrIp = serverIp;
m_ServerPort = serverPort;
if (UnityEngine.Application.platform == RuntimePlatform.WebGLPlayer)
if (Application.platform == RuntimePlatform.WebGLPlayer)
{
m_ServerIp = hostnameOrIp;
m_AsyncConnect = ConnectState.Resolved;
@ -415,11 +412,7 @@ void PrepareForConnect(bool usePlatformSpecificProtocols)
if (m_UseSimulator)
{
int minTimeout = (m_SimulatedLatency / 3) - 1;
if (minTimeout < 1)
{
minTimeout = 1;
}
int minTimeout = Mathf.Max((m_SimulatedLatency / 3) - 1, 1);
int maxTimeout = m_SimulatedLatency * 3;
if (LogFilter.logDebug) { Debug.Log("AddHost Using Simulator " + minTimeout + "/" + maxTimeout); }
@ -465,11 +458,7 @@ internal void ContinueConnect()
// regular non-relay connect
if (m_UseSimulator)
{
int simLatency = m_SimulatedLatency / 3;
if (simLatency < 1)
{
simLatency = 1;
}
int simLatency = Mathf.Max(m_SimulatedLatency / 3, 1);
if (LogFilter.logDebug) { Debug.Log("Connect Using Simulator " + (m_SimulatedLatency / 3) + "/" + m_SimulatedLatency); }
var simConfig = new ConnectionSimulatorConfig(