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empty message handlers
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32b784376d
commit
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@ -511,6 +511,7 @@ internal static void RegisterMessageHandlers(bool hostMode)
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RegisterHandler<ObjectSpawnFinishedMessage>(_ => { });
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// host mode doesn't need state updates
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RegisterHandler<EntityStateMessage>(_ => { });
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RegisterHandler<EntityStateMessageUnreliable>(_ => { });
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}
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else
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{
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@ -522,6 +523,7 @@ internal static void RegisterMessageHandlers(bool hostMode)
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RegisterHandler<ObjectSpawnStartedMessage>(OnObjectSpawnStarted);
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RegisterHandler<ObjectSpawnFinishedMessage>(OnObjectSpawnFinished);
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RegisterHandler<EntityStateMessage>(OnEntityStateMessage);
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RegisterHandler<EntityStateMessageUnreliable>(OnEntityStateMessageUnreliable);
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}
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// These handlers are the same for host and remote clients
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@ -1440,6 +1442,11 @@ static void OnEntityStateMessage(EntityStateMessage message)
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else Debug.LogWarning($"Did not find target for sync message for {message.netId}. Were all prefabs added to the NetworkManager's spawnable list?\nNote: this can be completely normal because UDP messages may arrive out of order, so this message might have arrived after a Destroy message.");
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}
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static void OnEntityStateMessageUnreliable(EntityStateMessageUnreliable message, int channelId)
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{
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throw new NotImplementedException();
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}
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static void OnRPCMessage(RpcMessage message)
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{
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// Debug.Log($"NetworkClient.OnRPCMessage hash:{message.functionHash} netId:{message.netId}");
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@ -318,6 +318,7 @@ internal static void RegisterMessageHandlers()
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RegisterHandler<NetworkPingMessage>(NetworkTime.OnServerPing, false);
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RegisterHandler<NetworkPongMessage>(NetworkTime.OnServerPong, false);
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RegisterHandler<EntityStateMessage>(OnEntityStateMessage, true);
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RegisterHandler<EntityStateMessageUnreliable>(OnEntityStateMessageUnreliable, true);
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RegisterHandler<TimeSnapshotMessage>(OnTimeSnapshotMessage, false); // unreliable may arrive before reliable authority went through
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}
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@ -429,6 +430,12 @@ static void OnEntityStateMessage(NetworkConnectionToClient connection, EntitySta
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// else Debug.LogWarning($"Did not find target for sync message for {message.netId} . Note: this can be completely normal because UDP messages may arrive out of order, so this message might have arrived after a Destroy message.");
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}
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// for client's owned ClientToServer components.
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static void OnEntityStateMessageUnreliable(NetworkConnectionToClient connection, EntityStateMessageUnreliable message, int channelId)
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{
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throw new NotImplementedException();
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}
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// client sends TimeSnapshotMessage every sendInterval.
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// batching already includes the remoteTimestamp.
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// we simply insert it on-message here.
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