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ChannelPacket.SendToTransport error checking flow improved for shorter and easier understandable code
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parent
183d1464d5
commit
9f14fa37f8
@ -42,26 +42,16 @@ public bool HasSpace(int numBytes)
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public bool SendToTransport(NetworkConnection conn, int channelId)
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{
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byte error;
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bool result = true;
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if (!conn.TransportSend(m_Buffer, (ushort)m_Position, channelId, out error))
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if (conn.TransportSend(m_Buffer, (ushort)m_Position, channelId, out error))
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{
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if (m_IsReliable && error == (int)NetworkError.NoResources)
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{
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// handled below
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m_Position = 0;
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return true;
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}
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else
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{
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if (LogFilter.logError) { Debug.LogError("Failed to send internal buffer channel:" + channelId + " bytesToSend:" + m_Position); }
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result = false;
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}
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}
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if (error != 0)
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// NoResources and reliable? Then it will be resent, so don't reset position, just return false.
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if (error == (int)NetworkError.NoResources && m_IsReliable)
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{
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if (m_IsReliable && error == (int)NetworkError.NoResources)
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{
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// this packet will be buffered by the containing ChannelBuffer, so this is not an error
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#if UNITY_EDITOR
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UnityEditor.NetworkDetailStats.IncrementStat(
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UnityEditor.NetworkDetailStats.NetworkDirection.Outgoing,
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@ -70,11 +60,11 @@ public bool SendToTransport(NetworkConnection conn, int channelId)
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return false;
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}
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if (LogFilter.logError) { Debug.LogError("Send Error: " + (NetworkError)error + " channel:" + channelId + " bytesToSend:" + m_Position); }
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result = false;
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}
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// otherwise something unexpected happened. log the error, reset position and return.
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if (LogFilter.logError) { Debug.LogError("SendToTransport failed. error:" + (NetworkError)error + " channel:" + channelId + " bytesToSend:" + m_Position); }
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m_Position = 0;
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return result;
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return false;
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}
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}
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}
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}
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