Пример #1
0
        // happens on client
        internal void HandleSyncEvent(int componentIndex, int cmdHash, NetworkReader reader)
        {
            // this doesn't use NetworkBehaviour.InvokeSyncEvent function (anymore). this method of calling is faster.
            // The hash is only looked up once, insted of twice(!) per NetworkBehaviour on the object.

            if (gameObject == null)
            {
                string errorCmdName = NetworkBehaviour.GetCmdHashHandlerName(cmdHash);
                Debug.LogWarning("SyncEvent [" + errorCmdName + "] received for deleted object [netId=" + netId + "]");
                return;
            }

            // find the matching SyncEvent function and networkBehaviour class
            NetworkBehaviour.CmdDelegate invokeFunction;
            bool invokeFound = NetworkBehaviour.GetInvokerForHashSyncEvent(cmdHash, out invokeFunction);

            if (!invokeFound)
            {
                // We don't get a valid lookup of the command name when it doesn't exist...
                string errorCmdName = NetworkBehaviour.GetCmdHashHandlerName(cmdHash);
                Debug.LogError("Found no receiver for incoming [" + errorCmdName + "] on " + gameObject + ",  the server and client should have the same NetworkBehaviour instances [netId=" + netId + "].");
                return;
            }

            // find the right component to invoke the function on
            if (componentIndex >= m_NetworkBehaviours.Length)
            {
                Debug.LogWarning("Component [" + componentIndex + "] not found for [netId=" + netId + "]");
                return;
            }
            NetworkBehaviour invokeComponent = m_NetworkBehaviours[componentIndex];

            invokeFunction(invokeComponent, reader);
        }