mirror of
https://github.com/Steffo99/better-tee.git
synced 2024-11-26 16:54:17 +00:00
48 lines
1.6 KiB
C#
48 lines
1.6 KiB
C#
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using System;
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using UnityEngine;
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namespace Mirror
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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 handler function to be invoked directly
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class ULocalConnectionToClient : NetworkConnection
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{
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public ULocalConnectionToClient() : base ("localClient")
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{
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// local player always has connectionId == 0
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connectionId = 0;
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}
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internal override bool SendBytes(byte[] bytes, int channelId = Channels.DefaultReliable)
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{
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NetworkClient.localClientPacketQueue.Enqueue(bytes);
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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 handler function to be invoked directly.
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internal class ULocalConnectionToServer : NetworkConnection
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{
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public ULocalConnectionToServer() : base("localServer")
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{
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// local player always has connectionId == 0
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connectionId = 0;
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}
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internal override bool SendBytes(byte[] bytes, int channelId = Channels.DefaultReliable)
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{
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if (bytes.Length == 0)
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{
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Debug.LogError("LocalConnection.SendBytes cannot send zero bytes");
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return false;
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}
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// handle the server's message directly
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// TODO any way to do this without NetworkServer.localConnection?
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NetworkServer.localConnection.TransportReceive(new ArraySegment<byte>(bytes));
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return true;
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}
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}
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}
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