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NetworkIdentity.HandleRemoteCall function that is reused by HandleSyncEvent/Command/Rpc now
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8947e9d974
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@ -555,27 +555,26 @@ internal void HandleClientAuthority(bool authority)
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ForceAuthority(authority);
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}
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// happens on client
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internal void HandleSyncEvent(int componentIndex, int cmdHash, NetworkReader reader)
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// helper function to handle SyncEvent/Command/Rpc
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internal void HandleRemoteCall(int componentIndex, int functionHash, UNetInvokeType invokeType, NetworkReader reader)
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{
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// this doesn't use NetworkBehaviour.InvokeSyncEvent function (anymore). this method of calling is faster.
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// The hash is only looked up once, insted of twice(!) per NetworkBehaviour on the object.
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if (gameObject == null)
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{
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string errorCmdName = NetworkBehaviour.GetCmdHashHandlerName(cmdHash);
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Debug.LogWarning("SyncEvent [" + errorCmdName + "] received for deleted object [netId=" + netId + "]");
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string functionName = NetworkBehaviour.GetCmdHashHandlerName(functionHash);
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Debug.LogWarning(invokeType + " [" + functionName + "] received for deleted object [netId=" + netId + "]");
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return;
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}
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// find the matching SyncEvent function and networkBehaviour class
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// find the matching invoke function and NetworkBehaviour class
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NetworkBehaviour.CmdDelegate invokeFunction;
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bool invokeFound = NetworkBehaviour.GetInvokerFunctionForHash(cmdHash, UNetInvokeType.SyncEvent, out invokeFunction);
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if (!invokeFound)
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if (!NetworkBehaviour.GetInvokerFunctionForHash(functionHash, invokeType, out invokeFunction))
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{
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// We don't get a valid lookup of the command name when it doesn't exist...
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string errorCmdName = NetworkBehaviour.GetCmdHashHandlerName(cmdHash);
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Debug.LogError("Found no receiver for incoming [" + errorCmdName + "] on " + gameObject + ", the server and client should have the same NetworkBehaviour instances [netId=" + netId + "].");
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string functionName = NetworkBehaviour.GetCmdHashHandlerName(functionHash);
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Debug.LogError("Found no receiver for incoming [" + functionName + "] on " + gameObject + ", the server and client should have the same NetworkBehaviour instances [netId=" + netId + "].");
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return;
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}
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@ -586,78 +585,25 @@ internal void HandleSyncEvent(int componentIndex, int cmdHash, NetworkReader rea
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return;
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}
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NetworkBehaviour invokeComponent = m_NetworkBehaviours[componentIndex];
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invokeFunction(invokeComponent, reader);
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}
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// happens on client
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internal void HandleSyncEvent(int componentIndex, int eventHash, NetworkReader reader)
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{
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HandleRemoteCall(componentIndex, eventHash, UNetInvokeType.SyncEvent, reader);
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}
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// happens on server
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internal void HandleCommand(int componentIndex, int cmdHash, NetworkReader reader)
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{
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// this doesn't use NetworkBehaviour.InvokeCommand function (anymore). this method of calling is faster.
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// The hash is only looked up once, insted of twice(!) per NetworkBehaviour on the object.
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if (gameObject == null)
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{
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string errorCmdName = NetworkBehaviour.GetCmdHashHandlerName(cmdHash);
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Debug.LogWarning("Command [" + errorCmdName + "] received for deleted object [netId=" + netId + "]");
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return;
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}
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// find the matching Command function and networkBehaviour class
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NetworkBehaviour.CmdDelegate invokeFunction;
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bool invokeFound = NetworkBehaviour.GetInvokerFunctionForHash(cmdHash, UNetInvokeType.Command, out invokeFunction);
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if (!invokeFound)
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{
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// We don't get a valid lookup of the command name when it doesn't exist...
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string errorCmdName = NetworkBehaviour.GetCmdHashHandlerName(cmdHash);
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Debug.LogError("Found no receiver for incoming [" + errorCmdName + "] on " + gameObject + ", the server and client should have the same NetworkBehaviour instances [netId=" + netId + "].");
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return;
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}
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// find the right component to invoke the function on
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if (componentIndex >= m_NetworkBehaviours.Length)
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{
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Debug.LogWarning("Component [" + componentIndex + "] not found for [netId=" + netId + "]");
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return;
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}
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NetworkBehaviour invokeComponent = m_NetworkBehaviours[componentIndex];
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invokeFunction(invokeComponent, reader);
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HandleRemoteCall(componentIndex, cmdHash, UNetInvokeType.Command, reader);
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}
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// happens on client
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internal void HandleRPC(int componentIndex, int cmdHash, NetworkReader reader)
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internal void HandleRPC(int componentIndex, int rpcHash, NetworkReader reader)
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{
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// this doesn't use NetworkBehaviour.InvokeClientRpc function (anymore). this method of calling is faster.
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// The hash is only looked up once, insted of twice(!) per NetworkBehaviour on the object.
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if (gameObject == null)
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{
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string errorCmdName = NetworkBehaviour.GetCmdHashHandlerName(cmdHash);
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Debug.LogWarning("ClientRpc [" + errorCmdName + "] received for deleted object [netId=" + netId + "]");
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return;
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}
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// find the matching ClientRpc function and networkBehaviour class
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NetworkBehaviour.CmdDelegate invokeFunction;
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bool invokeFound = NetworkBehaviour.GetInvokerFunctionForHash(cmdHash, UNetInvokeType.ClientRpc, out invokeFunction);
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if (!invokeFound)
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{
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// We don't get a valid lookup of the command name when it doesn't exist...
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string errorCmdName = NetworkBehaviour.GetCmdHashHandlerName(cmdHash);
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Debug.LogError("Found no receiver for incoming [" + errorCmdName + "] on " + gameObject + ", the server and client should have the same NetworkBehaviour instances [netId=" + netId + "].");
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return;
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}
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// find the right component to invoke the function on
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if (componentIndex >= m_NetworkBehaviours.Length)
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{
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Debug.LogWarning("Component [" + componentIndex + "] not found for [netId=" + netId + "]");
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return;
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}
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NetworkBehaviour invokeComponent = m_NetworkBehaviours[componentIndex];
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invokeFunction(invokeComponent, reader);
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HandleRemoteCall(componentIndex, rpcHash, UNetInvokeType.ClientRpc, reader);
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}
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// invoked by unity runtime immediately after the regular "Update()" function.
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