mirror of
https://github.com/MirrorNetworking/Mirror.git
synced 2024-11-18 11:00:32 +00:00
134 lines
4.6 KiB
C#
134 lines
4.6 KiB
C#
#if ENABLE_UNET
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using System;
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using System.Collections.Generic;
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namespace UnityEngine.Networking
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{
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sealed class LocalClient : NetworkClient
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{
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struct InternalMsg
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{
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internal ushort msgType;
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internal byte[] content;
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}
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List<InternalMsg> m_InternalMsgs = new List<InternalMsg>();
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List<InternalMsg> m_InternalMsgs2 = new List<InternalMsg>();
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bool m_Connected;
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public override void Disconnect()
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{
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ClientScene.HandleClientDisconnect(m_Connection);
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if (m_Connected)
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{
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PostInternalMessage((short)MsgType.Disconnect);
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m_Connected = false;
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}
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connectState = ConnectState.Disconnected;
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NetworkServer.RemoveLocalClient(m_Connection);
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}
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internal void InternalConnectLocalServer(bool generateConnectMsg)
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{
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m_Connection = new ULocalConnectionToServer();
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SetHandlers(m_Connection);
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m_Connection.connectionId = NetworkServer.AddLocalClient(this);
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connectState = ConnectState.Connected;
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SetActive(true);
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RegisterSystemHandlers(true);
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if (generateConnectMsg)
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{
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PostInternalMessage((short)MsgType.Connect);
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}
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m_Connected = true;
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}
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internal override void Update()
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{
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ProcessInternalMessages();
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}
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// Called by the server to set the LocalClient's LocalPlayer object during NetworkServer.AddPlayer()
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internal void AddLocalPlayer(PlayerController localPlayer)
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{
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if (LogFilter.logDev) Debug.Log("Local client AddLocalPlayer " + localPlayer.gameObject.name + " conn=" + m_Connection.connectionId);
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m_Connection.isReady = true;
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m_Connection.SetPlayerController(localPlayer);
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var uv = localPlayer.unetView;
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if (uv != null)
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{
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ClientScene.SetLocalObject(uv.netId, localPlayer.gameObject);
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uv.SetConnectionToServer(m_Connection);
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}
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// there is no SystemOwnerMessage for local client. add to ClientScene here instead
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ClientScene.InternalAddPlayer(uv, localPlayer.playerControllerId);
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}
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private void PostInternalMessage(short msgType, byte[] content)
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{
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InternalMsg msg = new InternalMsg();
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msg.msgType = (ushort)msgType;
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msg.content = content;
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m_InternalMsgs.Add(msg);
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}
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private void PostInternalMessage(short msgType)
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{
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// call PostInternalMessage with empty content array if we just want to call a message like Connect
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// -> original NetworkTransport used empty [] and not null array for those messages too
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PostInternalMessage(msgType, new byte[0]);
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}
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private void ProcessInternalMessages()
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{
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if (m_InternalMsgs.Count == 0)
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{
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return;
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}
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// new msgs will get put in m_InternalMsgs2
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List<InternalMsg> tmp = m_InternalMsgs;
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m_InternalMsgs = m_InternalMsgs2;
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// iterate through existing set
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for (int i = 0; i < tmp.Count; i++)
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{
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InternalMsg msg = tmp[i];
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NetworkMessage internalMessage = new NetworkMessage();
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internalMessage.msgType = (short)msg.msgType;
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internalMessage.reader = new NetworkReader(msg.content);
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internalMessage.conn = connection;
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m_Connection.InvokeHandler(internalMessage);
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connection.lastMessageTime = Time.time;
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}
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// put m_InternalMsgs back and clear it
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m_InternalMsgs = tmp;
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m_InternalMsgs.Clear();
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// add any newly generated msgs in m_InternalMsgs2 and clear it
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m_InternalMsgs.AddRange(m_InternalMsgs2);
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m_InternalMsgs2.Clear();
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}
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// called by the server, to bypass network
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internal void InvokeBytesOnClient(byte[] buffer)
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{
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// unpack message and post to internal list for processing
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ushort msgType;
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byte[] content;
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if (Protocol.UnpackMessage(buffer, out msgType, out content))
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{
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PostInternalMessage((short)msgType, content);
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}
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else if (LogFilter.logError) Debug.LogError("InvokeBytesOnClient failed to unpack message: " + BitConverter.ToString(buffer));
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}
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}
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}
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#endif //ENABLE_UNET
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