Merge branch 'master' of github.com:Saltosion/Cyber
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commit
7abde0d4cf
@ -62,8 +62,8 @@ namespace Cyber.Networking.Clientside {
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/// Send messages to the server if the connection is active.
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/// If client is not active, this will return false, otherwise true.
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/// </summary>
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/// <param name="msgType"></param>
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/// <param name="message"></param>
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/// <param name="msgType">The message type.</param>
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/// <param name="message">The message contents.</param>
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/// <returns>Weather the send was successful or not.</returns>
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public static bool Send(short msgType, MessageBase message) {
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if (Singleton.Running) {
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@ -75,6 +75,14 @@ namespace Cyber.Networking.Clientside {
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}
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}
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/// <summary>
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/// Sends messages to the server by a specified channel.
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/// If the client is not active, this will return false, otherwise true.
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/// </summary>
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/// <param name="msgType">The message type.</param>
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/// <param name="message">The message contents.</param>
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/// <param name="channelID">The ID of the channel to be used.</param>
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/// <returns></returns>
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public static bool SendByChannel(short msgType, MessageBase message, byte channelID) {
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if (Singleton.Running) {
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Singleton.NetClient.SendByChannel(msgType, message, channelID);
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@ -6,11 +6,19 @@ using UnityEngine;
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using UnityEngine.Networking;
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namespace Cyber.Networking.Serverside {
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/// <summary>
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/// The Server sync handler handles sync packets coming from the client, see <see cref="PktType.ClientSync"/>.
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/// </summary>
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public class ServerSyncHandler {
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private Dictionary<int, int> LastSyncIDReceived = new Dictionary<int, int>();
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private Dictionary<int, SConnectedPlayer> Players;
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/// <summary>
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/// Creates a nwe Server Sync handler for handling sync packets that are coming from the client.
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/// </summary>
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/// <param name="players"></param>
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public ServerSyncHandler(Dictionary<int, SConnectedPlayer> players) {
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Players = players;
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}
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