public void SenderUsesDefaultChannelForMessage() { IMessageSender sender = Substitute.For <IMessageSender>(); var msg = new NetworkPingMessage(); sender.Send(msg); sender.Received(1).Send(msg, Channel.Reliable); }
public void NotifySenderUsesDefaultChannelForSegement() { INotifySender sender = Substitute.For <INotifySender>(); var msg = new NetworkPingMessage(); object token = new object(); sender.SendNotify(msg, token); sender.Received(1).SendNotify(msg, token, Channel.Unreliable); }
internal void UpdateClient(NetworkClient client) { if (UnityEngine.Time.time - lastPingTime >= PingFrequency) { var pingMessage = new NetworkPingMessage { clientTime = LocalTime() }; client.Connection.Send(pingMessage, Channel.Unreliable); lastPingTime = UnityEngine.Time.time; } }
internal void UpdateClient(INetworkClient client) { if (UnityEngine.Time.time - _lastPingTime >= PingInterval) { var pingMessage = new NetworkPingMessage { clientTime = LocalTime() }; client.Send(pingMessage, Channel.Unreliable); _lastPingTime = UnityEngine.Time.time; } }
// executed at the server when we receive a ping message // reply with a pong containing the time from the client // and time from the server internal void OnServerPing(INetworkConnection conn, NetworkPingMessage msg) { if (logger.LogEnabled()) { logger.Log("OnPingServerMessage conn=" + conn); } var pongMsg = new NetworkPongMessage { clientTime = msg.clientTime, serverTime = LocalTime() }; conn.Send(pongMsg, Channel.Unreliable); }