Exemple #1
0
        void INetworkSender.PrepareAndSendWriter(NetworkWriter writer)
        {
            // only send the writer if the Scope is active
            if (IsActive)
            {
                writer.FinishMessage();

                                #if UNITY_EDITOR && SCOPE_DEBUGGING
                // log outgoing signal
                ScopeDebugger.AddOutgoingSignal(this, typeof(TServerScope), new NetworkReader(writer.ToArray()));
                                #endif

                byte error;
                NetworkTransport.Send(client.connection.hostId, client.connection.connectionId, 0, writer.ToArray(), writer.Position, out error);

                if ((NetworkError)error != NetworkError.Ok)
                {
                    UnityEngine.Debug.LogError((NetworkError)error);
                }
            }
            // otherwise, ignore or queue the Signal for later
            else
            {
                // if Signal queuing is enabled, enqueue the writer to be sent later
                if (_signalQueueEnabled)
                {
                    queuedSignalWriters.Enqueue(writer);
                }
                // otherwise, just display a warning message
                else
                {
                    UnityEngine.Debug.LogWarningFormat("Ignoring Signal sending because the Scope <color=white>{0}</color> is no longer active", GetType().Name);
                }
            }
        }
Exemple #2
0
        public void ExitScope()
        {
                        #if NS_DEBUG_SCOPE_ACTIVITY
            UnityEngine.Debug.LogFormat("<color=red>Exited</color> Scope <color=white>{0}</color>", GetType().Name);
                        #endif

                        #if UNITY_EDITOR && SCOPE_DEBUGGING
            ScopeDebugger.AddScopeEvent(this, null, ScopeDebugger.ScopeEvent.Type.Exit);
                        #endif

            OnExitScope();

            OnExitScopeEvent();

            IsActive = false;
        }
Exemple #3
0
        public void EnterScope()
        {
            IsActive = true;

                        #if NS_DEBUG_SCOPE_ACTIVITY
            UnityEngine.Debug.LogFormat("<color=green>Entered</color> Scope <color=white>{0}</color>", GetType().Name);
                        #endif

                        #if UNITY_EDITOR && SCOPE_DEBUGGING
            ScopeDebugger.AddScopeEvent(this, null, ScopeDebugger.ScopeEvent.Type.Enter);
                        #endif

            OnEnterScope();

            OnEnterScopeEvent();
        }
        void INetworkSender.PrepareAndSendWriter(NetworkWriter writer)
        {
            writer.FinishMessage();

                        #if UNITY_EDITOR && SCOPE_DEBUGGING
            // log outgoing signal
            ScopeDebugger.AddOutgoingSignal(this, typeof(TClientScope), new NetworkReader(writer));
                        #endif

            if (!IsTargetGroup)
            {
                ScopeUtils.SendNetworkWriter(writer, TargetPeer);
            }
            else
            {
                ScopeUtils.SendNetworkWriter(writer, TargetPeerGroup);
            }
        }
        public void ProcessMessage(NetworkMessage msg)
        {
                        #if UNITY_EDITOR && SCOPE_DEBUGGING
            // log incoming signal
            ScopeDebugger.AddIncomingSignal(this, msg.reader);

            msg.reader.SeekZero();
                        #endif

            // if not pause, invoke the signal immediately
            if (!_isPaused)
            {
                MethodBindingCache.Invoke(this, cachedType, msg.reader);
            }
            // if paused, enqueue paused signal for later processing
            else
            {
                SignalInvocation inv = MethodBindingCache.GetMessageInvocation(cachedType, msg.reader);
                pausedMessages.Enqueue(inv);
            }
        }