Esempio n. 1
0
    // Use this for initialization
    void Start()
    {
        buff_handle = GCHandle.Alloc(buffer, GCHandleType.Pinned);
        buff_ptr    = GCHandle.ToIntPtr(buff_handle);

        PacketHeader header;

        header.nodeSource = 42;
        header.type       = MessageType.PING;
        SetNodeID sni;

        sni.Header = header;
        sni.NET_ID = 69;
        byte[]       bytes        = NetEngine.GetBytes <SetNodeID>(sni);
        PacketHeader deserialized = NetEngine.ByteArrayToStructure <PacketHeader>(bytes);

        Debug.Log(deserialized.nodeSource);
        Debug.Log(deserialized.type.ToString());
        SetNodeID sni_des = NetEngine.ByteArrayToStructure <SetNodeID>(bytes);

        Debug.Log(sni_des.NET_ID);
        Debug.Log(Marshal.SizeOf(sni_des));

        Buffer.BlockCopy(bytes, 0, buffer, 0, Marshal.SizeOf(sni_des));

        SetNodeID sni_des2 = NetEngine.ByteArrayToStructure <SetNodeID>(buffer);

        Debug.Log(sni_des2.NET_ID);
        Debug.Log(Marshal.SizeOf(sni_des2));
    }
Esempio n. 2
0
    public override void Synchronize(byte[] state)
    {
        NetworkState net_state = NetEngine.ByteArrayToStructure <NetworkState>(state);

        // interp later but set for now!
        this.transform.position = net_state.Pos;
        this.transform.rotation = net_state.Rotation;
    }