mirror of
https://github.com/MirrorNetworking/Mirror.git
synced 2024-11-18 02:50:32 +00:00
NetworkServer.SendToAll/SendUnreliableToAll reuse SendByChannelToAll function
This commit is contained in:
parent
225c7955cd
commit
6f667ee2c8
@ -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 used for ObjectDestroy messages.
|
||||
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)
|
||||
{
|
||||
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); }
|
||||
|
||||
bool result = true;
|
||||
|
||||
for (int i = 0; i < connections.Count; i++)
|
||||
{
|
||||
var conn = connections[i];
|
||||
NetworkConnection conn = connections[i];
|
||||
if (conn != null)
|
||||
result &= conn.SendByChannel(msgType, msg, channelId);
|
||||
}
|
||||
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)
|
||||
{
|
||||
|
Loading…
Reference in New Issue
Block a user