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118 lines
3.5 KiB
C#
118 lines
3.5 KiB
C#
#if ENABLE_UNET
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using System;
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using System.Collections.Generic;
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using System.Linq;
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namespace UnityEngine.Networking
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{
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// This has a list of real connections
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// The local or "fake" connections are kept separate because sometimes you
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// only want to iterate through those, and not all connections.
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class ConnectionArray
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{
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List<NetworkConnection> m_LocalConnections;
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List<NetworkConnection> m_Connections;
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internal List<NetworkConnection> localConnections { get { return m_LocalConnections; }}
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internal List<NetworkConnection> connections { get { return m_Connections; }}
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public int Count { get { return m_Connections.Count; } }
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public int LocalIndex { get { return -m_LocalConnections.Count; } }
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public ConnectionArray()
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{
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m_Connections = new List<NetworkConnection>();
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m_LocalConnections = new List<NetworkConnection>();
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}
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public int Add(int connId, NetworkConnection conn)
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{
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if (connId < 0)
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{
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if (LogFilter.logWarn) {Debug.LogWarning("ConnectionArray Add bad id " + connId); }
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return -1;
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}
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if (connId < m_Connections.Count && m_Connections[connId] != null)
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{
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if (LogFilter.logWarn) { Debug.LogWarning("ConnectionArray Add dupe at " + connId); }
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return -1;
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}
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while (connId > (m_Connections.Count - 1))
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{
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m_Connections.Add(null);
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}
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m_Connections[connId] = conn;
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return connId;
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}
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// call this if you know the connnection exists
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public NetworkConnection Get(int connId)
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{
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if (connId < 0)
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{
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return m_LocalConnections[Mathf.Abs(connId) - 1];
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}
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if (connId >= connections.Count)
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{
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if (LogFilter.logWarn) { Debug.LogWarning("ConnectionArray Get invalid index " + connId); }
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return null;
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}
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return m_Connections[connId];
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}
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// call this if the connection may not exist (in disconnect handler)
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public NetworkConnection GetUnsafe(int connId)
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{
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return (0 <= connId && connId < connections.Count) ? m_Connections[connId] : null;
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}
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public void Remove(int connId)
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{
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if (connId < 0)
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{
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m_LocalConnections[Mathf.Abs(connId) - 1] = null;
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return;
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}
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if (connId >= m_Connections.Count)
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{
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if (LogFilter.logWarn) { Debug.LogWarning("ConnectionArray Remove invalid index " + connId); }
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return;
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}
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m_Connections[connId] = null;
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}
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public int AddLocal(NetworkConnection conn)
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{
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m_LocalConnections.Add(conn);
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int index = -m_LocalConnections.Count;
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conn.connectionId = index;
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return index;
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}
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public bool ContainsPlayer(GameObject player, out NetworkConnection conn)
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{
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conn = null;
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if (player == null)
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return false;
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for (int i = LocalIndex; i < m_Connections.Count; i++)
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{
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conn = Get(i);
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if (conn != null && conn.playerControllers.Any(pc => pc.IsValid && pc.gameObject == player))
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{
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return true;
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}
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}
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return false;
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}
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}
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}
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#endif //ENABLE_UNET
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