void HandleCreateDeliveryFailure(int inNetworkId) { NetGameObject gameObject = NetworkManagerServer.sInstance.GetGameObject(inNetworkId); if (gameObject != null) { mReplicationManagerServer.ReplicateCreate(inNetworkId, gameObject.GetAllStateMask()); } }
public void RegisterGameObject(NetGameObject inGameObject, byte worldId) { if (CheckWorldId(inGameObject.WorldId) == false) { Log.Error($"RegisterGameObject error worldId{inGameObject.WorldId}"); return; } //assign network id int newNetworkId = GetNewNetworkId(worldId); inGameObject.SetNetworkId(newNetworkId); inGameObject.WorldId = worldId; //add mapping from network id to game object mNetworkIdToGameObjectMap[worldId][newNetworkId] = inGameObject; //tell all client proxies this is new... foreach (var pair in mAddressToClientMap) { if (pair.Value.IsStartedPlay && pair.Value.GetWorldId() == worldId) { pair.Value.GetReplicationManagerServer().ReplicateCreate(newNetworkId, inGameObject.GetAllStateMask()); } } }
public void RegisterGameObject(NetGameObject inGameObject, byte worldId) { //assign network id int newNetworkId = GetNewNetworkId(); inGameObject.SetNetworkId(newNetworkId); inGameObject.WorldId = worldId; //add mapping from network id to game object mNetworkIdToGameObjectMap[newNetworkId] = inGameObject; //tell all client proxies this is new... foreach (var pair in mAddressToClientMap) { if (pair.Value.GetWorldId() == worldId) { pair.Value.GetReplicationManagerServer().ReplicateCreate(newNetworkId, inGameObject.GetAllStateMask()); } } }