NetworkClient cleanup

This commit is contained in:
vis2k 2021-03-07 16:00:16 +08:00
parent 191c1124b4
commit 9579789da3

View File

@ -12,47 +12,32 @@ public enum ConnectState
Disconnected
}
/// <summary>
/// This is a network client class used by the networking system. It contains a NetworkConnection that is used to connect to a network server.
/// <para>The <see cref="NetworkClient">NetworkClient</see> handle connection state, messages handlers, and connection configuration. There can be many <see cref="NetworkClient">NetworkClient</see> instances in a process at a time, but only one that is connected to a game server (<see cref="NetworkServer">NetworkServer</see>) that uses spawned objects.</para>
/// <para><see cref="NetworkClient">NetworkClient</see> has an internal update function where it handles events from the transport layer. This includes asynchronous connect events, disconnect events and incoming data from a server.</para>
/// <para>The <see cref="NetworkManager">NetworkManager</see> has a NetworkClient instance that it uses for games that it starts, but the NetworkClient may be used by itself.</para>
/// </summary>
/// <summary>NetworkClient with connection to server.</summary>
public static class NetworkClient
{
/// <summary>
/// The registered network message handlers.
/// </summary>
// message handlers by messageId
static readonly Dictionary<int, NetworkMessageDelegate> handlers =
new Dictionary<int, NetworkMessageDelegate>();
/// <summary>
/// The NetworkConnection object this client is using.
/// </summary>
/// <summary>Client's NetworkConnection to server.</summary>
public static NetworkConnection connection { get; internal set; }
// NetworkClient state
internal static ConnectState connectState = ConnectState.None;
/// <summary>
/// The IP address of the server that this client is connected to.
/// <para>This will be empty if the client has not connected yet.</para>
/// </summary>
/// <summary>IP address of the connection to server.</summary>
// empty if the client has not connected yet.
public static string serverIp => connection.address;
/// <summary>
/// active is true while a client is connecting/connected
/// (= while the network is active)
/// </summary>
public static bool active => connectState == ConnectState.Connecting || connectState == ConnectState.Connected;
/// <summary>active is true while a client is connecting/connected</summary>
// (= while the network is active)
public static bool active => connectState == ConnectState.Connecting ||
connectState == ConnectState.Connected;
/// <summary>
/// This gives the current connection status of the client.
/// </summary>
/// <summary>This gives the current connection status of the client.</summary>
public static bool isConnected => connectState == ConnectState.Connected;
/// <summary>
/// NetworkClient can connect to local server in host mode too
/// </summary>
/// <summary>NetworkClient can connect to local server in host mode too</summary>
public static bool isLocalClient => connection is LocalConnectionToServer;
// OnConnected / OnDisconnected used to be NetworkMessages that were
@ -62,10 +47,7 @@ public static class NetworkClient
internal static Action<NetworkConnection> OnConnectedEvent;
internal static Action<NetworkConnection> OnDisconnectedEvent;
/// <summary>
/// Connect client to a NetworkServer instance.
/// </summary>
/// <param name="address"></param>
/// <summary>Connect client to a NetworkServer.</summary>
public static void Connect(string address)
{
// Debug.Log("Client Connect: " + address);