This is passed to handler functions registered for the SYSTEM_ERROR built-in message.
private void __OnError(NetworkMessage message) { UnityEngine.Networking.NetworkSystem.ErrorMessage errorMessage = message == null ? null : message.ReadMessage <UnityEngine.Networking.NetworkSystem.ErrorMessage>(); if (errorMessage == null) { return; } if (onError != null) { onError((MahjongErrorType)errorMessage.errorCode); } }
void OnError1(NetworkMessage netMsg) { UnityEngine.Networking.NetworkSystem.ErrorMessage msg = netMsg.ReadMessage <UnityEngine.Networking.NetworkSystem.ErrorMessage>(); Assert.AreEqual(NetworkError.DNSFailure, (NetworkError)msg.errorCode); steps += 1; }
private void GenerateError(int error) { NetworkMessageDelegate networkMessageDelegate = this.m_MessageHandlers.GetHandler((short) 34) ?? this.m_MessageHandlers.GetHandler((short) 34); if (networkMessageDelegate == null) return; ErrorMessage errorMessage = new ErrorMessage(); errorMessage.errorCode = error; byte[] buffer = new byte[200]; NetworkWriter writer = new NetworkWriter(buffer); errorMessage.Serialize(writer); NetworkReader networkReader = new NetworkReader(buffer); networkMessageDelegate(new NetworkMessage() { msgType = (short) 34, reader = networkReader, conn = this.m_Connection, channelId = 0 }); }
private void GenerateError(NetworkConnection conn, int error) { if (this.m_MessageHandlers.GetHandler((short) 34) == null) return; ErrorMessage errorMessage = new ErrorMessage(); errorMessage.errorCode = error; NetworkWriter writer = new NetworkWriter(); errorMessage.Serialize(writer); NetworkReader reader = new NetworkReader(writer); this.m_MessageHandlers.InvokeHandler((short) 34, conn, reader, 0); }
private void GenerateError(NetworkConnection conn, int error) { if (handlers.ContainsKey(0x22)) { ErrorMessage message = new ErrorMessage { errorCode = error }; NetworkWriter writer = new NetworkWriter(); message.Serialize(writer); NetworkReader reader = new NetworkReader(writer); conn.InvokeHandler(0x22, reader, 0); } }