/// <summary> /// <para>Creates a new NetworkClient instance.</para> /// </summary> public NetworkClient() { this.m_NetworkConnectionClass = typeof(NetworkConnection); this.m_ServerIp = ""; this.m_ClientId = -1; this.m_ClientConnectionId = -1; this.m_MessageHandlers = new NetworkMessageHandlers(); this.m_AsyncConnect = ConnectState.None; this.m_RequestedServerHost = ""; if (LogFilter.logDev) { Debug.Log("Client created version " + UnityEngine.Networking.Version.Current); } this.m_MsgBuffer = new byte[0xffff]; this.m_MsgReader = new NetworkReader(this.m_MsgBuffer); AddClient(this); }
internal void SetHandlers(NetworkMessageHandlers handlers) { m_MessageHandlers = handlers; m_MessageHandlersDict = handlers.GetHandlers(); }
internal void SetHandlers(NetworkMessageHandlers handlers) { this.m_MessageHandlers = handlers; this.m_MessageHandlersDict = handlers.GetHandlers(); }