示例#1
0
        public ReceiveViaManualPacketsOperation(NetMessageViaManualPacketsHeader transferHeader, INetworkInterfaceConnection source, SessionInterface sessionInterface)
            : base(sessionInterface, source, transferHeader.TransferId)
        {
            _transferInfo = transferHeader;
            if (_transferInfo.DataSize > Transfers.MAX_TRANSFER_SIZE)
            {
                return;
            }

            _data         = new byte[_transferInfo.DataSize];
            _paquetStates = new PacketState[_transferInfo.PacketCount];
            _remainingUnreceivedPaquets = _transferInfo.PacketCount;
        }
示例#2
0
        protected override IEnumerator ExecuteRoutine()
        {
            if (!PreExecuteRoutine())
            {
                yield break;
            }

            ////////////////////////////////////////////////////////////////////////////////////////
            //      Send header to destination (contains essential details about the transfer)
            ////////////////////////////////////////////////////////////////////////////////////////
            NetMessageViaManualPacketsHeader header = new NetMessageViaManualPacketsHeader()
            {
                TransferId  = _transferId,
                DataSize    = _data.Length,
                PacketCount = _remainingUnacknowledgedPackets,
                Description = Description
            };

            _sessionInterface.SendNetMessage(header, _connection);


            ////////////////////////////////////////////////////////////////////////////////////////
            //      Update Transfer
            ////////////////////////////////////////////////////////////////////////////////////////
            _sessionInterface.RegisterNetMessageReceiver <NetMessagePacketACK>(OnPacketAcknowledged);

            while (_remainingUnacknowledgedPackets > 0)
            {
                // reset 'packetsSentThisFrame'. This value will ensure we don't send to many packets per second to our sessionInterface
                s_currentUnityFrame.Set(Time.frameCount);
                if (s_currentUnityFrame.ClearDirty())
                {
                    s_packetsSentThisFrame = 0;
                }

                // Update
                UpdateDataTransfer();

                // wait a frame
                yield return(null);

                if (!IsRunning)
                {
                    yield break;
                }
            }

            TerminateWithSuccess();
        }