slowpoker/Assets/Mirror/Core/Messages.cs
2024-10-17 17:23:05 +03:00

141 lines
4.2 KiB
C#

using System;
using UnityEngine;
namespace Mirror
{
// need to send time every sendInterval.
// batching automatically includes remoteTimestamp.
// all we need to do is ensure that an empty message is sent.
// and react to it.
// => we don't want to insert a snapshot on every batch.
// => do it exactly every sendInterval on every TimeSnapshotMessage.
public struct TimeSnapshotMessage : NetworkMessage {}
public struct ReadyMessage : NetworkMessage {}
public struct NotReadyMessage : NetworkMessage {}
public struct AddPlayerMessage : NetworkMessage {}
public struct SceneMessage : NetworkMessage
{
public string sceneName;
// Normal = 0, LoadAdditive = 1, UnloadAdditive = 2
public SceneOperation sceneOperation;
public bool customHandling;
}
public enum SceneOperation : byte
{
Normal,
LoadAdditive,
UnloadAdditive
}
public struct CommandMessage : NetworkMessage
{
public uint netId;
public byte componentIndex;
public ushort functionHash;
// the parameters for the Cmd function
// -> ArraySegment to avoid unnecessary allocations
public ArraySegment<byte> payload;
}
public struct RpcMessage : NetworkMessage
{
public uint netId;
public byte componentIndex;
public ushort functionHash;
// the parameters for the Cmd function
// -> ArraySegment to avoid unnecessary allocations
public ArraySegment<byte> payload;
}
public struct SpawnMessage : NetworkMessage
{
// netId of new or existing object
public uint netId;
public bool isLocalPlayer;
// Sets hasAuthority on the spawned object
public bool isOwner;
public ulong sceneId;
// If sceneId != 0 then it is used instead of assetId
public uint assetId;
// Local position
public Vector3 position;
// Local rotation
public Quaternion rotation;
// Local scale
public Vector3 scale;
// serialized component data
// ArraySegment to avoid unnecessary allocations
public ArraySegment<byte> payload;
}
public struct ChangeOwnerMessage : NetworkMessage
{
public uint netId;
public bool isOwner;
public bool isLocalPlayer;
}
public struct ObjectSpawnStartedMessage : NetworkMessage {}
public struct ObjectSpawnFinishedMessage : NetworkMessage {}
public struct ObjectDestroyMessage : NetworkMessage
{
public uint netId;
}
public struct ObjectHideMessage : NetworkMessage
{
public uint netId;
}
public struct EntityStateMessage : NetworkMessage
{
public uint netId;
// the serialized component data
// -> ArraySegment to avoid unnecessary allocations
public ArraySegment<byte> payload;
}
// whoever wants to measure rtt, sends this to the other end.
public struct NetworkPingMessage : NetworkMessage
{
// local time is used to calculate round trip time,
// and to calculate the predicted time offset.
public double localTime;
// predicted time is sent to compare the final error, for debugging only
public double predictedTimeAdjusted;
public NetworkPingMessage(double localTime, double predictedTimeAdjusted)
{
this.localTime = localTime;
this.predictedTimeAdjusted = predictedTimeAdjusted;
}
}
// the other end responds with this message.
// we can use this to calculate rtt.
public struct NetworkPongMessage : NetworkMessage
{
// local time is used to calculate round trip time.
public double localTime;
// predicted error is used to adjust the predicted timeline.
public double predictionErrorUnadjusted;
public double predictionErrorAdjusted; // for debug purposes
public NetworkPongMessage(double localTime, double predictionErrorUnadjusted, double predictionErrorAdjusted)
{
this.localTime = localTime;
this.predictionErrorUnadjusted = predictionErrorUnadjusted;
this.predictionErrorAdjusted = predictionErrorAdjusted;
}
}
}