MsgTypeToString() public static method

Returns the name of internal message types by their id.

public static MsgTypeToString ( short value ) : string
value short A internal message id value.
return string
 public override string ToString()
 {
     return(string.Concat(new object[]
     {
         MsgType.MsgTypeToString(this.msgType),
         ": count=",
         this.count,
         " bytes=",
         this.bytes
     }));
 }
Esempio n. 2
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 internal void ResumeHandling()
 {
     // pauseQueue is null if Resume called without pausing, make sure to only do something if paused before.
     if (pauseQueue != null)
     {
         foreach (NetworkMessage msg in pauseQueue)
         {
             if (LogFilter.logWarn)
             {
                 Debug.LogWarning("processing queued message: " + msg.msgType + " str=" + MsgType.MsgTypeToString(msg.msgType));
             }
             var msgDelegate = m_MessageHandlersDict[msg.msgType];
             msgDelegate(msg);
         }
         pauseQueue = null;
     }
 }
Esempio n. 3
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 public override string ToString()
 {
     return(MsgType.MsgTypeToString(msgType) + ": count=" + count + " bytes=" + bytes);
 }
Esempio n. 4
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        protected void HandleReader(
            NetworkReader reader,
            int receivedSize,
            int channelId)
        {
            // read until size is reached.
            // NOTE: stream.Capacity is 1300, NOT the size of the available data
            while (reader.Position < receivedSize)
            {
                // the reader passed to user code has a copy of bytes from the real stream. user code never touches the real stream.
                // this ensures it can never get out of sync if user code reads less or more than the real amount.
                ushort sz      = reader.ReadUInt16();
                short  msgType = reader.ReadInt16();

                // create a reader just for this message
                byte[]        msgBuffer = reader.ReadBytes(sz);
                NetworkReader msgReader = new NetworkReader(msgBuffer);

                if (logNetworkMessages)
                {
                    StringBuilder msg = new StringBuilder();
                    for (int i = 0; i < sz; i++)
                    {
                        msg.AppendFormat("{0:X2}", msgBuffer[i]);
                        if (i > k_MaxMessageLogSize)
                        {
                            break;
                        }
                    }
                    Debug.Log("ConnectionRecv con:" + connectionId + " bytes:" + sz + " msgId:" + msgType + " " + msg);
                }

                NetworkMessageDelegate msgDelegate = null;
                if (m_MessageHandlersDict.ContainsKey(msgType))
                {
                    msgDelegate = m_MessageHandlersDict[msgType];
                }
                if (msgDelegate != null)
                {
                    // create message here instead of caching it. so we can add it to queue more easily.
                    NetworkMessage msg = new NetworkMessage();
                    msg.msgType   = msgType;
                    msg.reader    = msgReader;
                    msg.conn      = this;
                    msg.channelId = channelId;

                    // add to queue while paused, otherwise process directly
                    if (pauseQueue != null)
                    {
                        pauseQueue.Enqueue(msg);
                        if (LogFilter.logWarn)
                        {
                            Debug.LogWarning("HandleReader: added message to pause queue: " + msgType + " str=" + MsgType.MsgTypeToString(msgType) + " queue size=" + pauseQueue.Count);
                        }
                    }
                    else
                    {
                        msgDelegate(msg);
                    }
                    lastMessageTime = Time.time;

#if UNITY_EDITOR
                    UnityEditor.NetworkDetailStats.IncrementStat(
                        UnityEditor.NetworkDetailStats.NetworkDirection.Incoming,
                        MsgType.HLAPIMsg, "msg", 1);

                    if (msgType > MsgType.Highest)
                    {
                        UnityEditor.NetworkDetailStats.IncrementStat(
                            UnityEditor.NetworkDetailStats.NetworkDirection.Incoming,
                            MsgType.UserMessage, msgType.ToString() + ":" + msgType.GetType().Name, 1);
                    }
#endif

#if UNITY_EDITOR
                    if (m_PacketStats.ContainsKey(msgType))
                    {
                        PacketStat stat = m_PacketStats[msgType];
                        stat.count += 1;
                        stat.bytes += sz;
                    }
                    else
                    {
                        PacketStat stat = new PacketStat();
                        stat.msgType           = msgType;
                        stat.count            += 1;
                        stat.bytes            += sz;
                        m_PacketStats[msgType] = stat;
                    }
#endif
                }
                else
                {
                    //NOTE: this throws away the rest of the buffer. Need moar error codes
                    if (LogFilter.logError)
                    {
                        Debug.LogError("Unknown message ID " + msgType + " connId:" + connectionId);
                    }
                    break;
                }
            }
        }
Esempio n. 5
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 public override string ToString()
 {
     return(MsgType.MsgTypeToString(this.msgType) + ": count=" + (object)this.count + " bytes=" + (object)this.bytes);
 }
Esempio n. 6
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 public override string ToString()
 {
     object[] objArray1 = new object[] { MsgType.MsgTypeToString(this.msgType), ": count=", this.count, " bytes=", this.bytes };
     return(string.Concat(objArray1));
 }