private static void processAddJointMessage(byte[] msg, bool clientMessage) { short jointParentID = ObjectSerializer.deserializeShort(ref msg); if (NetworkEntityManager.Instance.findComponent(jointParentID, out NetworkIdentity jointParent)) { short connectedBodyID = ObjectSerializer.deserializeShort(ref msg); if (connectedBodyID == -2) //No connected body { byte[] addJointMsg = null; //Message to forward to other clients if this is a client message bool forwardMessage = clientMessage && ServerBehaviour.Instance; //Should the message be forwarded? byte jointType = ObjectSerializer.deserializeByte(ref msg); switch (jointType) { case 0: jointParent.gameObject.AddComponent <FixedJoint>(); if (forwardMessage) { addJointMsg = MessageFactory.createAddJointMessage <FixedJoint>(jointParent, null); } break; case 1: jointParent.gameObject.AddComponent <HingeJoint>(); if (forwardMessage) { addJointMsg = MessageFactory.createAddJointMessage <HingeJoint>(jointParent, null); } break; case 2: jointParent.gameObject.AddComponent <SpringJoint>(); if (forwardMessage) { addJointMsg = MessageFactory.createAddJointMessage <SpringJoint>(jointParent, null); } break; case 3: jointParent.gameObject.AddComponent <ConfigurableJoint>(); if (forwardMessage) { addJointMsg = MessageFactory.createAddJointMessage <ConfigurableJoint>(jointParent, null); } break; case 4: jointParent.gameObject.AddComponent <CharacterJoint>(); if (forwardMessage) { addJointMsg = MessageFactory.createAddJointMessage <CharacterJoint>(jointParent, null); } break; } //Message was sent from a client, now being processed on the server if (forwardMessage) { short clientID = ObjectSerializer.deserializeShort(ref msg); //Client who sent the message ServerBehaviour.Instance.sendMessage(addJointMsg, clientID, true); //Forward to all clients but the sender } } else //Connected body { if (NetworkEntityManager.Instance.findComponent(connectedBodyID, out NetworkIdentity connectedBody)) { if (NetworkEntityManager.Instance.findComponent(connectedBodyID, out Rigidbody connectedBodyRb)) { byte[] addJointMsg = null; //Message to forward to other clients if this is a client message bool forwardMessage = clientMessage && ServerBehaviour.Instance; //Should the message be forwarded? byte jointType = ObjectSerializer.deserializeByte(ref msg); switch (jointType) { case 0: jointParent.gameObject.AddComponent <FixedJoint>().connectedBody = connectedBodyRb; if (forwardMessage) { addJointMsg = MessageFactory.createAddJointMessage <FixedJoint>(jointParent, connectedBody); } break; case 1: jointParent.gameObject.AddComponent <HingeJoint>().connectedBody = connectedBodyRb; if (forwardMessage) { addJointMsg = MessageFactory.createAddJointMessage <HingeJoint>(jointParent, connectedBody); } break; case 2: jointParent.gameObject.AddComponent <SpringJoint>().connectedBody = connectedBodyRb; if (forwardMessage) { addJointMsg = MessageFactory.createAddJointMessage <SpringJoint>(jointParent, connectedBody); } break; case 3: jointParent.gameObject.AddComponent <ConfigurableJoint>().connectedBody = connectedBodyRb; if (forwardMessage) { addJointMsg = MessageFactory.createAddJointMessage <ConfigurableJoint>(jointParent, connectedBody); } break; case 4: jointParent.gameObject.AddComponent <CharacterJoint>().connectedBody = connectedBodyRb; if (forwardMessage) { addJointMsg = MessageFactory.createAddJointMessage <CharacterJoint>(jointParent, connectedBody); } break; } //Message was sent from a client, now being processed on the server if (forwardMessage) { short clientID = ObjectSerializer.deserializeShort(ref msg); //Client who sent the message ServerBehaviour.Instance.sendMessage(addJointMsg, clientID, true); //Forward to all clients but the sender } } } } } }
private static void processRemoveJointMessage(byte[] msg, bool clientMessage) { short jointParentID = ObjectSerializer.deserializeShort(ref msg); if (NetworkEntityManager.Instance.findComponent(jointParentID, out NetworkIdentity jointParent)) { byte[] removeJointMsg = null; bool forwardMessage = clientMessage && ServerBehaviour.Instance; //Should the message be forwarded? byte jointType = ObjectSerializer.deserializeByte(ref msg); switch (jointType) { case 0: if (NetworkEntityManager.Instance.findComponent(jointParentID, out FixedJoint fixedJoint, true)) { Object.Destroy(fixedJoint); //Destroy the joint } if (forwardMessage) { removeJointMsg = MessageFactory.createRemoveJointMessage <FixedJoint>(jointParent); } break; case 1: if (NetworkEntityManager.Instance.findComponent(jointParentID, out HingeJoint hingeJoint, true)) { Object.Destroy(hingeJoint); //Destroy the joint } if (forwardMessage) { removeJointMsg = MessageFactory.createRemoveJointMessage <HingeJoint>(jointParent); } break; case 2: if (NetworkEntityManager.Instance.findComponent(jointParentID, out SpringJoint springJoint, true)) { Object.Destroy(springJoint); //Destroy the joint } if (forwardMessage) { removeJointMsg = MessageFactory.createRemoveJointMessage <SpringJoint>(jointParent); } break; case 3: if (NetworkEntityManager.Instance.findComponent(jointParentID, out ConfigurableJoint configurableJoint, true)) { Object.Destroy(configurableJoint); //Destroy the joint } if (forwardMessage) { removeJointMsg = MessageFactory.createRemoveJointMessage <ConfigurableJoint>(jointParent); } break; case 4: if (NetworkEntityManager.Instance.findComponent(jointParentID, out CharacterJoint characterJoint, true)) { Object.Destroy(characterJoint); //Destroy the joint } if (forwardMessage) { removeJointMsg = MessageFactory.createRemoveJointMessage <CharacterJoint>(jointParent); } break; } //Message was sent from a client, now being processed on the server if (forwardMessage) { short clientID = ObjectSerializer.deserializeShort(ref msg); //Client who sent the message ServerBehaviour.Instance.sendMessage(removeJointMsg, clientID, true); //Forward to all clients but the sender } } }
/// <summary> /// Processes the message data according to the message header included in the data. /// </summary> /// <param name="msg">Message to process.</param> private static void processMessage(byte[] msg) { byte msgHeader = ObjectSerializer.deserializeByte(ref msg); switch (msgHeader) { case 0: processTransformMessage(msg, false); break; case 1: processTransformMessage(msg, true); break; case 2: processRigidbodyMessage(msg, false); break; case 3: processRigidbodyMessage(msg, true); break; case 4: processSetActiveMessage(msg, false); break; case 5: processSetActiveMessage(msg, true); break; case 6: processNetworkAuthorityMessage(msg, false); break; case 7: processNetworkAuthorityMessage(msg, true); break; case 8: processAddJointMessage(msg, false); break; case 9: processAddJointMessage(msg, true); break; case 10: processRemoveJointMessage(msg, false); break; case 11: processRemoveJointMessage(msg, true); break; case 12: processClientConnectionEventMessage(msg); break; case 13: processClientDisconnectionEventMessage(msg); break; case 14: processClientReconnectionEventMessage(msg); break; case 15: processClientIDMessage(msg); break; case 16: processClientReidentifiedMessage(msg); break; case 17: processBaseSyncVarMessage(msg, false); break; case 18: processBaseSyncVarMessage(msg, true); break; case 19: processColorSyncVarMessage(msg, false); break; case 20: processColorSyncVarMessage(msg, true); break; case 21: processGameObjectSyncVarMessage(msg, false); break; case 22: processGameObjectSyncVarMessage(msg, true); break; case 23: processQuaternionSyncVarMessage(msg, false); break; case 24: processQuaternionSyncVarMessage(msg, true); break; case 25: processVector2SyncVarMessage(msg, false); break; case 26: processVector2SyncVarMessage(msg, true); break; case 27: processVector3SyncVarMessage(msg, false); break; case 28: processVector3SyncVarMessage(msg, true); break; case 29: processNetworkIDRequestMessage(msg); break; case 30: processNetworkIDMessage(msg); break; case 31: processAvatarRequestMessage(msg, false); break; case 32: processAvatarRequestMessage(msg, true); break; case 33: processNetworkEventMessage(msg, true); break; case 34: processNetworkEventMessage(msg, false); break; default: processCustomMessage(msgHeader, msg); break; } }