public void ProcessMessageQueue(MessageQueue2 queue, EClientMessageFlow flowType) { if (!queue.hasMessages) { return; } List <Message2> messages = queue.messages; PacketStream2 stream = client.packetStream; Message2 msg; for (int m = 0; m < messages.Count; m++) { msg = messages[m]; stream.ResetByteIndex(); msg.bytes.CopyTo(stream.byteStream, 0); if (ProcessMessage(stream, msg, flowType)) { _messageDiscarded.Add(msg); } } while (_messageDiscarded.Count > 0) { messages.Remove(_messageDiscarded.Pop().Recycle()); } _messageDiscarded.Clear(); }
private bool ProcessMessage(PacketStream2 stream, Message2 msg, EClientMessageFlow flowType) { bool canDiscard = true; MessageQueue2 outgoing = _messageQueueOut; switch (flowType) { case EClientMessageFlow.INCOMING: byte protoHeader = stream.ReadByte(); byte protoID = (byte)(protoHeader >> 4); byte protoParams = (byte)(protoHeader & 0xf); EPacketProtoID PROTO_ID = (EPacketProtoID)protoID; switch (PROTO_ID) { case EPacketProtoID._00_HEART_BEAT: string heartBeatMessage = stream.ReadString(); trace("heartBeatMessage: " + heartBeatMessage); //Ouff... I think we need another temporary Stream / Bytes to write the pending outgoing messages!!! //outgoing.AddBytes() break; default: trace("Unknown proto-ID: " + PROTO_ID); break; } break; case EClientMessageFlow.OUTGOING: break; } return(canDiscard); }
//////////////////////////////////////////////////////////////////////////////////// public UnityClient(Client2 client = null, float clockRatePerSecond = 2f) { this.client = client; this.status = EClientStatus.NEW; this.id = ID_COUNTER++; if (client != null) { client.OnReceivedBytes += OnClientReceivedBytes; } _messageQueueIn = new MessageQueue2(); _messageQueueOut = new MessageQueue2(); _messageDiscarded = new List <Message2>(); //If the internal clock isn't required, anything below zero won't initialize it: if (clockRatePerSecond < 0) { return; } //Add a client-side Master-Clock / ticker: clockTicker = new Clockwork().StartAutoUpdate(clockRatePerSecond); //Add a gear to periodically check the incoming and outgoing messages: clockTicker.AddGear() .AddListener(__ProcessMessage) .SetParams(timeMode: EGearTimeMode.FRAME_BASED); //Add a gear to send a "heartbeat" packet to the server, basically a *keep-alive* signal: clockTicker.AddGear("HeartBeat") .AddListener(__HeartBeat) .SetParams(counterReset: 1, timeMode: EGearTimeMode.TIME_BASED); //clockTicker.AddInterleaving(OnSendPosition, OnSendRotation); }