public OnDeserialize ( Mirror.NetworkReader reader, bool initialState ) : void | ||
reader | Mirror.NetworkReader | Reader to read from the stream. |
initialState | bool | True if being sent initial state. |
return | void |
//////////////////////////////////////////////////////////////////////////////////////////////////////////////// internal void OnDeserializeSafely(NetworkBehaviour comp, NetworkReader reader, bool initialState) { // extract data length and data safely, untouched by user code // -> returns empty array if length is 0, so .Length is always the proper length byte[] bytes = reader.ReadBytesAndSize(); if (LogFilter.Debug) { Debug.Log("OnDeserializeSafely extracted: " + comp.name + " component=" + comp.GetType() + " sceneId=" + m_SceneId + " length=" + bytes.Length); } // call OnDeserialize with a temporary reader, so that the // original one can't be messed with. we also wrap it in a // try-catch block so there's no way to mess up another // component's deserialization try { NetworkReader componentReader = new NetworkReader(bytes); comp.OnDeserialize(componentReader, initialState); if (componentReader.Position != componentReader.Length) { Debug.LogWarning("OnDeserialize didn't read the full " + bytes.Length + " bytes for object:" + name + " component=" + comp.GetType() + " sceneId=" + m_SceneId + ". Make sure that OnSerialize and OnDeserialize write/read the same amount of data in all cases."); } } catch (Exception e) { // show a detailed error and let the user know what went wrong Debug.LogError("OnDeserialize failed for: object=" + name + " component=" + comp.GetType() + " sceneId=" + m_SceneId + " length=" + bytes.Length + ". Possible Reasons:\n * Do " + comp.GetType() + "'s OnSerialize and OnDeserialize calls write the same amount of data(" + bytes.Length + " bytes)? \n * Was there an exception in " + comp.GetType() + "'s OnSerialize/OnDeserialize code?\n * Are the server and client the exact same project?\n * Maybe this OnDeserialize call was meant for another GameObject? The sceneIds can easily get out of sync if the Hierarchy was modified only in the client OR the server. Try rebuilding both.\n\n" + e.ToString()); } }