mirror of
https://github.com/Steffo99/better-tee.git
synced 2024-11-25 16:34:17 +00:00
47 lines
1.6 KiB
C#
47 lines
1.6 KiB
C#
using System;
|
|
using UnityEngine;
|
|
|
|
namespace Mirror
|
|
{
|
|
// a server's connection TO a LocalClient.
|
|
// sending messages on this connection causes the client's handler function to be invoked directly
|
|
class ULocalConnectionToClient : NetworkConnection
|
|
{
|
|
public ULocalConnectionToClient() : base ("localClient")
|
|
{
|
|
// local player always has connectionId == 0
|
|
connectionId = 0;
|
|
}
|
|
|
|
internal override bool SendBytes(byte[] bytes, int channelId = Channels.DefaultReliable)
|
|
{
|
|
NetworkClient.localClientPacketQueue.Enqueue(bytes);
|
|
return true;
|
|
}
|
|
}
|
|
|
|
// a localClient's connection TO a server.
|
|
// send messages on this connection causes the server's handler function to be invoked directly.
|
|
internal class ULocalConnectionToServer : NetworkConnection
|
|
{
|
|
public ULocalConnectionToServer() : base("localServer")
|
|
{
|
|
// local player always has connectionId == 0
|
|
connectionId = 0;
|
|
}
|
|
|
|
internal override bool SendBytes(byte[] bytes, int channelId = Channels.DefaultReliable)
|
|
{
|
|
if (bytes.Length == 0)
|
|
{
|
|
Debug.LogError("LocalConnection.SendBytes cannot send zero bytes");
|
|
return false;
|
|
}
|
|
|
|
// handle the server's message directly
|
|
// TODO any way to do this without NetworkServer.localConnection?
|
|
NetworkServer.localConnection.TransportReceive(new ArraySegment<byte>(bytes));
|
|
return true;
|
|
}
|
|
}
|
|
}
|