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fix: Add missing channelId to NetworkConnectionToClient.Send calls (#1509)
* fix: Add missing channelId to NetworkConnectionToClient.Send calls * Updated ChangeLog * Added braces * Found one more
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@ -216,7 +216,7 @@ internal static void ActivateLocalClientScene()
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// this is like SendToReady - but it doesn't check the ready flag on the connection.
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// this is used for ObjectDestroy messages.
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static bool SendToObservers<T>(NetworkIdentity identity, T msg) where T : IMessageBase
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static bool SendToObservers<T>(NetworkIdentity identity, T msg, int channelId = Channels.DefaultReliable) where T : IMessageBase
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{
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if (LogFilter.Debug) Debug.Log("Server.SendToObservers id:" + typeof(T));
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@ -246,7 +246,10 @@ static bool SendToObservers<T>(NetworkIdentity identity, T msg) where T : IMessa
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// send to all internet connections at once
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if (connectionIdsCache.Count > 0)
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result &= NetworkConnectionToClient.Send(connectionIdsCache, segment);
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{
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result &= NetworkConnectionToClient.Send(connectionIdsCache, segment, channelId);
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}
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NetworkDiagnostics.OnSend(msg, Channels.DefaultReliable, segment.Count, identity.observers.Count);
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return result;
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@ -312,7 +315,10 @@ public static bool SendToAll<T>(T msg, int channelId = Channels.DefaultReliable)
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// send to all internet connections at once
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if (connectionIdsCache.Count > 0)
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result &= NetworkConnectionToClient.Send(connectionIdsCache, segment);
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{
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result &= NetworkConnectionToClient.Send(connectionIdsCache, segment, channelId);
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}
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NetworkDiagnostics.OnSend(msg, channelId, segment.Count, connections.Count);
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return result;
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@ -394,7 +400,10 @@ public static bool SendToReady<T>(NetworkIdentity identity, T msg, bool includeO
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// send to all internet connections at once
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if (connectionIdsCache.Count > 0)
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result &= NetworkConnectionToClient.Send(connectionIdsCache, segment);
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{
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result &= NetworkConnectionToClient.Send(connectionIdsCache, segment, channelId);
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}
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NetworkDiagnostics.OnSend(msg, channelId, segment.Count, count);
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return result;
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@ -698,11 +707,11 @@ public static void SendToClientOfPlayer(NetworkIdentity identity, int msgType, M
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/// <typeparam name="T">Message type</typeparam>
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/// <param name="identity"></param>
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/// <param name="msg"></param>
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public static void SendToClientOfPlayer<T>(NetworkIdentity identity, T msg) where T : IMessageBase
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public static void SendToClientOfPlayer<T>(NetworkIdentity identity, T msg, int channelId = Channels.DefaultReliable) where T : IMessageBase
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{
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if (identity != null)
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{
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identity.connectionToClient.Send(msg);
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identity.connectionToClient.Send(msg, channelId);
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}
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else
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{
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@ -15,6 +15,7 @@ Mirror uses semantic versioning, and the versions shown here are those that were
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- Fixed: Host Player race condition for Ready message.
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- Fixed: NetworkAnimator and NetworkTransform now correctly check for client authority in their respective Command methods.
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- Fixed: Network Room Manager Script Template had a virtual method instead of an override.
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- Fixed: NetworkServer's calls to NetworkConnectionToClient.Send now includes the channelId parameter that was missing.
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- Changed: NetworkSceneChecker now works from OnEnable instead of Awake, and uses Scene instead of scene name.
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- Changed: Renamed NeworkWriter.Write to WriteMessage for consistency.
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