83 lines
3.2 KiB
C#
83 lines
3.2 KiB
C#
|
using System;
|
||
|
using System.Collections.Generic;
|
||
|
|
||
|
namespace Mirror
|
||
|
{
|
||
|
// a server's connection TO a LocalClient.
|
||
|
// sending messages on this connection causes the client's handler function to be invoked directly
|
||
|
public class LocalConnectionToClient : NetworkConnectionToClient
|
||
|
{
|
||
|
internal LocalConnectionToServer connectionToServer;
|
||
|
|
||
|
// packet queue
|
||
|
internal readonly Queue<NetworkWriterPooled> queue = new Queue<NetworkWriterPooled>();
|
||
|
|
||
|
public LocalConnectionToClient() : base(LocalConnectionId) {}
|
||
|
|
||
|
public override string address => "localhost";
|
||
|
|
||
|
internal override void Send(ArraySegment<byte> segment, int channelId = Channels.Reliable)
|
||
|
{
|
||
|
// instead of invoking it directly, we enqueue and process next update.
|
||
|
// this way we can simulate a similar call flow as with remote clients.
|
||
|
// the closer we get to simulating host as remote, the better!
|
||
|
// both directions do this, so [Command] and [Rpc] behave the same way.
|
||
|
|
||
|
//Debug.Log($"Enqueue {BitConverter.ToString(segment.Array, segment.Offset, segment.Count)}");
|
||
|
NetworkWriterPooled writer = NetworkWriterPool.Get();
|
||
|
writer.WriteBytes(segment.Array, segment.Offset, segment.Count);
|
||
|
connectionToServer.queue.Enqueue(writer);
|
||
|
}
|
||
|
|
||
|
// true because local connections never timeout
|
||
|
internal override bool IsAlive(float timeout) => true;
|
||
|
|
||
|
// don't ping host client in host mode
|
||
|
protected override void UpdatePing() {}
|
||
|
|
||
|
internal override void Update()
|
||
|
{
|
||
|
base.Update();
|
||
|
|
||
|
// process internal messages so they are applied at the correct time
|
||
|
while (queue.Count > 0)
|
||
|
{
|
||
|
// call receive on queued writer's content, return to pool
|
||
|
NetworkWriterPooled writer = queue.Dequeue();
|
||
|
ArraySegment<byte> message = writer.ToArraySegment();
|
||
|
|
||
|
// OnTransportData assumes a proper batch with timestamp etc.
|
||
|
// let's make a proper batch and pass it to OnTransportData.
|
||
|
Batcher batcher = GetBatchForChannelId(Channels.Reliable);
|
||
|
batcher.AddMessage(message, NetworkTime.localTime);
|
||
|
|
||
|
using (NetworkWriterPooled batchWriter = NetworkWriterPool.Get())
|
||
|
{
|
||
|
// make a batch with our local time (double precision)
|
||
|
if (batcher.GetBatch(batchWriter))
|
||
|
{
|
||
|
NetworkServer.OnTransportData(connectionId, batchWriter.ToArraySegment(), Channels.Reliable);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
NetworkWriterPool.Return(writer);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
internal void DisconnectInternal()
|
||
|
{
|
||
|
// set not ready and handle clientscene disconnect in any case
|
||
|
// (might be client or host mode here)
|
||
|
isReady = false;
|
||
|
RemoveFromObservingsObservers();
|
||
|
}
|
||
|
|
||
|
/// <summary>Disconnects this connection.</summary>
|
||
|
public override void Disconnect()
|
||
|
{
|
||
|
DisconnectInternal();
|
||
|
connectionToServer.DisconnectInternal();
|
||
|
}
|
||
|
}
|
||
|
}
|