use C#7 out variable declaration

This commit is contained in:
Paul Pacheco 2019-02-22 19:17:15 -06:00
parent b45d52c765
commit 6ab0a0a7c2

View File

@ -337,8 +337,7 @@ static void OnDisconnected(int connectionId)
{
if (LogFilter.Debug) { Debug.Log("Server disconnect client:" + connectionId); }
NetworkConnection conn;
if (connections.TryGetValue(connectionId, out conn))
if (connections.TryGetValue(connectionId, out NetworkConnection conn))
{
conn.Disconnect();
RemoveConnection(connectionId);
@ -365,8 +364,7 @@ static void OnDisconnected(NetworkConnection conn)
static void OnDataReceived(int connectionId, byte[] data)
{
NetworkConnection conn;
if (connections.TryGetValue(connectionId, out conn))
if (connections.TryGetValue(connectionId, out NetworkConnection conn))
{
OnData(conn, data);
}
@ -459,8 +457,7 @@ public static void ClearHandlers()
public static void SendToClient(int connectionId, short msgType, MessageBase msg)
{
NetworkConnection conn;
if (connections.TryGetValue(connectionId, out conn))
if (connections.TryGetValue(connectionId, out NetworkConnection conn))
{
conn.Send(msgType, msg);
return;
@ -483,8 +480,7 @@ public static void SendToClientOfPlayer(NetworkIdentity identity, short msgType,
public static bool ReplacePlayerForConnection(NetworkConnection conn, GameObject player, Guid assetId)
{
NetworkIdentity identity;
if (GetNetworkIdentity(player, out identity))
if (GetNetworkIdentity(player, out NetworkIdentity identity))
{
identity.SetDynamicAssetId(assetId);
}
@ -498,8 +494,7 @@ public static bool ReplacePlayerForConnection(NetworkConnection conn, GameObject
public static bool AddPlayerForConnection(NetworkConnection conn, GameObject player, Guid assetId)
{
NetworkIdentity identity;
if (GetNetworkIdentity(player, out identity))
if (GetNetworkIdentity(player, out NetworkIdentity identity))
{
identity.SetDynamicAssetId(assetId);
}
@ -798,8 +793,7 @@ static void OnCommandMessage(NetworkMessage netMsg)
{
CommandMessage message = netMsg.ReadMessage<CommandMessage>();
NetworkIdentity identity;
if (!NetworkIdentity.spawned.TryGetValue(message.netId, out identity))
if (!NetworkIdentity.spawned.TryGetValue(message.netId, out NetworkIdentity identity))
{
Debug.LogWarning("Spawned object not found when handling Command message [netId=" + message.netId + "]");
return;
@ -916,8 +910,7 @@ public static void DestroyPlayerForConnection(NetworkConnection conn)
HashSet<uint> tmp = new HashSet<uint>(conn.clientOwnedObjects);
foreach (uint netId in tmp)
{
NetworkIdentity identity;
if (NetworkIdentity.spawned.TryGetValue(netId, out identity))
if (NetworkIdentity.spawned.TryGetValue(netId, out NetworkIdentity identity))
{
Destroy(identity.gameObject);
}
@ -1022,8 +1015,7 @@ public static void Spawn(GameObject obj, Guid assetId)
{
if (VerifyCanSpawn(obj))
{
NetworkIdentity identity;
if (GetNetworkIdentity(obj, out identity))
if (GetNetworkIdentity(obj, out NetworkIdentity identity))
{
identity.SetDynamicAssetId(assetId);
}
@ -1066,8 +1058,7 @@ public static void Destroy(GameObject obj)
return;
}
NetworkIdentity identity;
if (GetNetworkIdentity(obj, out identity))
if (GetNetworkIdentity(obj, out NetworkIdentity identity))
{
DestroyObject(identity, true);
}
@ -1081,8 +1072,7 @@ public static void UnSpawn(GameObject obj)
return;
}
NetworkIdentity identity;
if (GetNetworkIdentity(obj, out identity))
if (GetNetworkIdentity(obj, out NetworkIdentity identity))
{
DestroyObject(identity, false);
}
@ -1090,9 +1080,7 @@ public static void UnSpawn(GameObject obj)
internal static bool InvokeBytes(ULocalConnectionToServer conn, byte[] buffer)
{
ushort msgType;
byte[] content;
if (Protocol.UnpackMessage(buffer, out msgType, out content))
if (Protocol.UnpackMessage(buffer, out ushort msgType, out byte[] content))
{
if (handlers.ContainsKey((short)msgType) && s_LocalConnection != null)
{
@ -1108,8 +1096,7 @@ internal static bool InvokeBytes(ULocalConnectionToServer conn, byte[] buffer)
[Obsolete("Use NetworkIdentity.spawned[netId] instead.")]
public static GameObject FindLocalObject(uint netId)
{
NetworkIdentity identity;
if (NetworkIdentity.spawned.TryGetValue(netId, out identity))
if (NetworkIdentity.spawned.TryGetValue(netId, out NetworkIdentity identity))
{
return identity.gameObject;
}