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96 lines
3.0 KiB
C#
96 lines
3.0 KiB
C#
using System;
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using Unity.Collections;
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using Unity.Netcode;
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using UnityEngine;
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using VContainer;
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namespace Unity.BossRoom.Infrastructure
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{
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/// <summary>
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/// This type of message channel allows the server to publish a message that will be sent to clients as well as
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/// being published locally. Clients and the server both can subscribe to it.
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/// </summary>
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/// <typeparam name="T"></typeparam>
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public class NetworkedMessageChannel<T> : MessageChannel<T> where T : unmanaged, INetworkSerializeByMemcpy
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{
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NetworkManager m_NetworkManager;
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string m_Name;
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public NetworkedMessageChannel()
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{
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m_Name = $"{typeof(T).FullName}NetworkMessageChannel";
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}
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[Inject]
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void InjectDependencies(NetworkManager networkManager)
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{
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m_NetworkManager = networkManager;
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m_NetworkManager.OnClientConnectedCallback += OnClientConnected;
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if (m_NetworkManager.IsListening)
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{
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RegisterHandler();
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}
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}
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public override void Dispose()
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{
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if (!IsDisposed)
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{
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if (m_NetworkManager != null && m_NetworkManager.CustomMessagingManager != null)
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{
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m_NetworkManager.CustomMessagingManager.UnregisterNamedMessageHandler(m_Name);
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}
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}
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base.Dispose();
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}
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void OnClientConnected(ulong clientId)
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{
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RegisterHandler();
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}
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void RegisterHandler()
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{
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// Only register message handler on clients
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if (!m_NetworkManager.IsServer)
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{
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m_NetworkManager.CustomMessagingManager.RegisterNamedMessageHandler(m_Name, ReceiveMessageThroughNetwork);
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}
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}
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public override void Publish(T message)
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{
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if (m_NetworkManager.IsServer)
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{
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// send message to clients, then publish locally
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SendMessageThroughNetwork(message);
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base.Publish(message);
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}
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else
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{
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Debug.LogError("Only a server can publish in a NetworkedMessageChannel");
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}
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}
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void SendMessageThroughNetwork(T message)
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{
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// Avoid throwing an exception if you are in the middle of shutting down and either
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// NetworkManager no longer exists or the CustomMessagingManager no longer exists.
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if (m_NetworkManager == null || m_NetworkManager.CustomMessagingManager == null)
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{
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return;
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}
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var writer = new FastBufferWriter(FastBufferWriter.GetWriteSize<T>(), Allocator.Temp);
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writer.WriteValueSafe(message);
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m_NetworkManager.CustomMessagingManager.SendNamedMessageToAll(m_Name, writer);
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}
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void ReceiveMessageThroughNetwork(ulong clientID, FastBufferReader reader)
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{
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reader.ReadValueSafe(out T message);
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base.Publish(message);
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}
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}
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}
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