Add StickGame Assets
This commit is contained in:
@@ -0,0 +1,111 @@
|
||||
using FishNet.Broadcast;
|
||||
using FishNet.Managing;
|
||||
using FishNet.Managing.Logging;
|
||||
using FishNet.Managing.Transporting;
|
||||
using FishNet.Object;
|
||||
using FishNet.Transporting;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace FishNet.Connection
|
||||
{
|
||||
public partial class NetworkConnection
|
||||
{
|
||||
|
||||
#region Private.
|
||||
/// <summary>
|
||||
/// PacketBundles to send to this connection. An entry will be made for each channel.
|
||||
/// </summary>
|
||||
private List<PacketBundle> _toClientBundles = new List<PacketBundle>();
|
||||
/// <summary>
|
||||
/// True if this object has been dirtied.
|
||||
/// </summary>
|
||||
private bool _serverDirtied;
|
||||
#endregion
|
||||
|
||||
/// <summary>
|
||||
/// Initializes this script.
|
||||
/// </summary>
|
||||
private void InitializeBuffer()
|
||||
{
|
||||
for (byte i = 0; i < TransportManager.CHANNEL_COUNT; i++)
|
||||
{
|
||||
int mtu = NetworkManager.TransportManager.GetLowestMTU(i);
|
||||
_toClientBundles.Add(new PacketBundle(NetworkManager, mtu));
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Sends a broadcast to this connection.
|
||||
/// </summary>
|
||||
/// <typeparam name="T">Type of broadcast to send.</typeparam>
|
||||
/// <param name="message">Broadcast data being sent; for example: an instance of your broadcast type.</param>
|
||||
/// <param name="requireAuthenticated">True if the client must be authenticated for this broadcast to send.</param>
|
||||
/// <param name="channel">Channel to send on.</param>
|
||||
public void Broadcast<T>(T message, bool requireAuthenticated = true, Channel channel = Channel.Reliable) where T : struct, IBroadcast
|
||||
{
|
||||
if (!IsActive)
|
||||
NetworkManager.LogError($"Connection is not valid, cannot send broadcast.");
|
||||
else
|
||||
NetworkManager.ServerManager.Broadcast<T>(this, message, requireAuthenticated, channel);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Sends data from the server to a client.
|
||||
/// </summary>
|
||||
/// <param name="forceNewBuffer">True to force data into a new buffer.</param>
|
||||
internal void SendToClient(byte channel, ArraySegment<byte> segment, bool forceNewBuffer = false, DataOrderType orderType = DataOrderType.Default)
|
||||
{
|
||||
//Cannot send data when disconnecting.
|
||||
if (Disconnecting)
|
||||
return;
|
||||
|
||||
if (!IsActive)
|
||||
{
|
||||
NetworkManager?.LogWarning($"Data cannot be sent to connection {ClientId} because it is not active.");
|
||||
return;
|
||||
}
|
||||
//If channel is out of bounds then default to the first channel.
|
||||
if (channel >= _toClientBundles.Count)
|
||||
channel = 0;
|
||||
|
||||
_toClientBundles[channel].Write(segment, forceNewBuffer, orderType);
|
||||
ServerDirty();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns a PacketBundle for a channel. ResetPackets must be called afterwards.
|
||||
/// </summary>
|
||||
/// <param name="channel"></param>
|
||||
/// <returns>True if PacketBundle is valid on the index and contains data.</returns>
|
||||
internal bool GetPacketBundle(int channel, out PacketBundle packetBundle)
|
||||
{
|
||||
return PacketBundle.GetPacketBundle(channel, _toClientBundles, out packetBundle);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Indicates the server has data to send to this connection.
|
||||
/// </summary>
|
||||
private void ServerDirty()
|
||||
{
|
||||
bool wasDirty = _serverDirtied;
|
||||
_serverDirtied = true;
|
||||
|
||||
//If not yet dirty then tell transport manager this is dirty.
|
||||
if (!wasDirty)
|
||||
NetworkManager.TransportManager.ServerDirty(this);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Resets that there is data to send.
|
||||
/// </summary>
|
||||
internal void ResetServerDirty()
|
||||
{
|
||||
_serverDirtied = false;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
Reference in New Issue
Block a user