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67 lines
2.4 KiB
C#
67 lines
2.4 KiB
C#
using System;
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#if ENABLE_UNET
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namespace UnityEngine.Networking
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{
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// a server's connection TO a LocalClient.
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// sending messages on this connection causes the client's
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// handler function to be invoked directly
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class ULocalConnectionToClient : NetworkConnection
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{
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LocalClient m_LocalClient;
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public LocalClient localClient { get { return m_LocalClient; } }
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public ULocalConnectionToClient(LocalClient localClient)
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{
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address = "localClient";
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m_LocalClient = localClient;
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}
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public override bool SendByChannel(short msgType, MessageBase msg, int channelId)
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{
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m_LocalClient.InvokeHandlerOnClient(msgType, msg, channelId);
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return true;
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}
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public override bool Send(short msgType, MessageBase msg) { return SendByChannel(msgType, msg, Channels.DefaultReliable); }
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public override bool SendUnreliable(short msgType, MessageBase msg) { return SendByChannel(msgType, msg, Channels.DefaultUnreliable); }
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protected override bool SendBytes(byte[] bytes, int channelId)
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{
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m_LocalClient.InvokeBytesOnClient(bytes, channelId);
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return true;
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}
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}
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// a localClient's connection TO a server.
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// send messages on this connection causes the server's
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// handler function to be invoked directly.
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internal class ULocalConnectionToServer : NetworkConnection
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{
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public ULocalConnectionToServer()
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{
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address = "localServer";
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}
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public override bool SendByChannel(short msgType, MessageBase msg, int channelId)
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{
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return NetworkServer.InvokeHandlerOnServer(this, msgType, msg, channelId);
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}
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public override bool Send(short msgType, MessageBase msg) { return SendByChannel(msgType, msg, Channels.DefaultReliable); }
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public override bool SendUnreliable(short msgType, MessageBase msg) { return SendByChannel(msgType, msg, Channels.DefaultUnreliable); }
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protected override bool SendBytes(byte[] bytes, int channelId)
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{
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if (bytes.Length == 0)
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{
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if (LogFilter.logError) { Debug.LogError("LocalConnection:SendBytes cannot send zero bytes"); }
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return false;
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}
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return NetworkServer.InvokeBytes(this, bytes, channelId);
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}
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}
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}
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#endif //ENABLE_UNET
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