using System;
namespace Mirror
{
/// Profiling statistics for tool to subscribe to (profiler etc.)
public static class NetworkDiagnostics
{
/// Describes an outgoing message
public readonly struct MessageInfo
{
/// The message being sent
public readonly NetworkMessage message;
/// channel through which the message was sent
public readonly int channel;
/// how big was the message (does not include transport headers)
public readonly int bytes;
/// How many connections was the message sent to.
public readonly int count;
internal MessageInfo(NetworkMessage message, int channel, int bytes, int count)
{
this.message = message;
this.channel = channel;
this.bytes = bytes;
this.count = count;
}
}
/// Event for when Mirror sends a message. Can be subscribed to.
public static event Action OutMessageEvent;
/// Event for when Mirror receives a message. Can be subscribed to.
public static event Action InMessageEvent;
// RuntimeInitializeOnLoadMethod -> fast playmode without domain reload
[UnityEngine.RuntimeInitializeOnLoadMethod]
static void ResetStatics()
{
InMessageEvent = null;
OutMessageEvent = null;
}
internal static void OnSend(T message, int channel, int bytes, int count)
where T : struct, NetworkMessage
{
if (count > 0 && OutMessageEvent != null)
{
MessageInfo outMessage = new MessageInfo(message, channel, bytes, count);
OutMessageEvent?.Invoke(outMessage);
}
}
internal static void OnReceive(T message, int channel, int bytes)
where T : struct, NetworkMessage
{
if (InMessageEvent != null)
{
MessageInfo inMessage = new MessageInfo(message, channel, bytes, 1);
InMessageEvent?.Invoke(inMessage);
}
}
}
}