NetworkServer.SendToAll/SendUnreliableToAll reuse SendByChannelToAll function

This commit is contained in:
vis2k 2018-07-16 20:07:26 +02:00
parent 225c7955cd
commit 6f667ee2c8

View File

@ -324,23 +324,6 @@ static internal void ActivateLocalClientScene()
} }
} }
static public bool SendToAll(short msgType, MessageBase msg)
{
if (LogFilter.logDev) { Debug.Log("Server.SendToAll msgType:" + msgType); }
bool result = true;
// remote connections
for (int i = 0; i < connections.Count; i++)
{
NetworkConnection conn = connections[i];
if (conn != null)
result &= conn.Send(msgType, msg);
}
return result;
}
// this is like SendToReady - but it doesn't check the ready flag on the connection. // this is like SendToReady - but it doesn't check the ready flag on the connection.
// this is used for ObjectDestroy messages. // this is used for ObjectDestroy messages.
static bool SendToObservers(GameObject contextObj, short msgType, MessageBase msg) static bool SendToObservers(GameObject contextObj, short msgType, MessageBase msg)
@ -475,20 +458,6 @@ public static void SendBytesToPlayer(GameObject player, byte[] buffer, int numBy
} }
} }
static public bool SendUnreliableToAll(short msgType, MessageBase msg)
{
if (LogFilter.logDev) { Debug.Log("Server.SendUnreliableToAll msgType:" + msgType); }
bool result = true;
for (int i = 0; i < connections.Count; i++)
{
NetworkConnection conn = connections[i];
if (conn != null)
result &= conn.SendUnreliable(msgType, msg);
}
return result;
}
static public bool SendUnreliableToReady(GameObject contextObj, short msgType, MessageBase msg) static public bool SendUnreliableToReady(GameObject contextObj, short msgType, MessageBase msg)
{ {
if (LogFilter.logDev) { Debug.Log("Server.SendUnreliableToReady id:" + msgType); } if (LogFilter.logDev) { Debug.Log("Server.SendUnreliableToReady id:" + msgType); }
@ -526,15 +495,16 @@ static public bool SendByChannelToAll(short msgType, MessageBase msg, int channe
if (LogFilter.logDev) { Debug.Log("Server.SendByChannelToAll id:" + msgType); } if (LogFilter.logDev) { Debug.Log("Server.SendByChannelToAll id:" + msgType); }
bool result = true; bool result = true;
for (int i = 0; i < connections.Count; i++) for (int i = 0; i < connections.Count; i++)
{ {
var conn = connections[i]; NetworkConnection conn = connections[i];
if (conn != null) if (conn != null)
result &= conn.SendByChannel(msgType, msg, channelId); result &= conn.SendByChannel(msgType, msg, channelId);
} }
return result; return result;
} }
static public bool SendToAll(short msgType, MessageBase msg) { return SendByChannelToAll(msgType, msg, Channels.DefaultReliable); }
static public bool SendUnreliableToAll(short msgType, MessageBase msg) { return SendByChannelToAll(msgType, msg, Channels.DefaultUnreliable); }
static public bool SendByChannelToReady(GameObject contextObj, short msgType, MessageBase msg, int channelId) static public bool SendByChannelToReady(GameObject contextObj, short msgType, MessageBase msg, int channelId)
{ {