From 51cd792089427886470b8a7db513fc17860222aa Mon Sep 17 00:00:00 2001
From: cxxpxr <60411087+cxxpxr@users.noreply.github.com>
Date: Sat, 3 Apr 2021 22:49:11 -0400
Subject: [PATCH] Delete Transport.cs
---
Transport.cs | 244 ---------------------------------------------------
1 file changed, 244 deletions(-)
delete mode 100644 Transport.cs
diff --git a/Transport.cs b/Transport.cs
deleted file mode 100644
index abcd0ec..0000000
--- a/Transport.cs
+++ /dev/null
@@ -1,244 +0,0 @@
-using System;
-
-namespace Mirror
-{
- ///
- /// Abstract transport layer component
- ///
- ///
- ///
- /// Transport Rules
- ///
- ///
- ///
- /// All transports should follow these rules so that they work correctly with mirror
- ///
- /// -
- /// When Monobehaviour is disabled the Transport should not invoke callbacks
- ///
- /// -
- /// Callbacks should be invoked on main thread. It is best to do this from LateUpdate
- ///
- /// -
- /// Callbacks can be invoked after or as been called
- ///
- /// -
- /// or can be called by mirror multiple times
- ///
- /// -
- /// should check the platform and 32 vs 64 bit if the transport only works on some of them
- ///
- /// -
- /// should return size even if transport is not running
- ///
- /// -
- /// Default channel should be reliable
- ///
- ///
- ///
- public abstract class Transport
- {
- ///
- /// The current transport used by Mirror.
- ///
- public static Transport activeTransport;
-
- ///
- /// Is this transport available in the current platform?
- /// Some transports might only be available in mobile
- /// Many will not work in webgl
- /// Example usage: return Application.platform == RuntimePlatform.WebGLPlayer
- ///
- /// True if this transport works in the current platform
- public abstract bool Available();
-
- #region Client
- ///
- /// Notify subscribers when when this client establish a successful connection to the server
- /// callback()
- ///
- public Action OnClientConnected = () => Console.WriteLine("OnClientConnected called with no handler");
-
- ///
- /// Notify subscribers when this client receive data from the server
- /// callback(ArraySegment<byte> data, int channel)
- ///
- public Action, int> OnClientDataReceived = (data, channel) => Console.WriteLine("OnClientDataReceived called with no handler");
-
- ///
- /// Notify subscribers when this client encounters an error communicating with the server
- /// callback(Exception e)
- ///
- public Action OnClientError = (error) => Console.WriteLine("OnClientError called with no handler");
-
- ///
- /// Notify subscribers when this client disconnects from the server
- /// callback()
- ///
- public Action OnClientDisconnected = () => Console.WriteLine("OnClientDisconnected called with no handler");
-
- ///
- /// Determines if we are currently connected to the server
- ///
- /// True if a connection has been established to the server
- public abstract bool ClientConnected();
-
- ///
- /// Establish a connection to a server
- ///
- /// The IP address or FQDN of the server we are trying to connect to
- public abstract void ClientConnect(string address);
-
- ///
- /// Establish a connection to a server
- ///
- /// The address of the server we are trying to connect to
- public virtual void ClientConnect(Uri uri)
- {
- // By default, to keep backwards compatibility, just connect to the host
- // in the uri
- ClientConnect(uri.Host);
- }
-
- ///
- /// Send data to the server
- ///
- /// The channel to use. 0 is the default channel,
- /// but some transports might want to provide unreliable, encrypted, compressed, or any other feature
- /// as new channels
- /// The data to send to the server. Will be recycled after returning, so either use it directly or copy it internally. This allows for allocation-free sends!
- public abstract void ClientSend(int channelId, ArraySegment segment);
-
- ///
- /// Disconnect this client from the server
- ///
- public abstract void ClientDisconnect();
-
- #endregion
-
- #region Server
-
-
- ///
- /// Retrieves the address of this server.
- /// Useful for network discovery
- ///
- /// the url at which this server can be reached
- public abstract Uri ServerUri();
-
- ///
- /// Notify subscribers when a client connects to this server
- /// callback(int connId)
- ///
- public Action OnServerConnected = (connId) => Console.WriteLine("OnServerConnected called with no handler");
-
- ///
- /// Notify subscribers when this server receives data from the client
- /// callback(int connId, ArraySegment<byte> data, int channel)
- ///
- public Action, int> OnServerDataReceived = (connId, data, channel) => Console.WriteLine("OnServerDataReceived called with no handler");
-
- ///
- /// Notify subscribers when this server has some problem communicating with the client
- /// callback(int connId, Exception e)
- ///
- public Action OnServerError = (connId, error) => Console.WriteLine("OnServerError called with no handler");
-
- ///
- /// Notify subscribers when a client disconnects from this server
- /// callback(int connId)
- ///
- public Action OnServerDisconnected = (connId) => Console.WriteLine("OnServerDisconnected called with no handler");
-
- ///
- /// Determines if the server is up and running
- ///
- /// true if the transport is ready for connections from clients
- public abstract bool ServerActive();
-
- ///
- /// Start listening for clients
- ///
- public abstract void ServerStart();
-
- ///
- /// Send data to a client.
- ///
- /// The client connection id to send the data to
- /// The channel to be used. Transports can use channels to implement
- /// other features such as unreliable, encryption, compression, etc...
- ///
- public abstract void ServerSend(int connectionId, int channelId, ArraySegment segment);
-
- ///
- /// Disconnect a client from this server. Useful to kick people out.
- ///
- /// the id of the client to disconnect
- /// true if the client was kicked
- public abstract bool ServerDisconnect(int connectionId);
-
- ///
- /// Get the client address
- ///
- /// id of the client
- /// address of the client
- public abstract string ServerGetClientAddress(int connectionId);
-
- ///
- /// Stop listening for clients and disconnect all existing clients
- ///
- public abstract void ServerStop();
-
- #endregion
-
- ///
- /// The maximum packet size for a given channel. Unreliable transports
- /// usually can only deliver small packets. Reliable fragmented channels
- /// can usually deliver large ones.
- ///
- /// GetMaxPacketSize needs to return a value at all times. Even if the
- /// Transport isn't running, or isn't Available(). This is because
- /// Fallback and Multiplex transports need to find the smallest possible
- /// packet size at runtime.
- ///
- /// channel id
- /// the size in bytes that can be sent via the provided channel
- public abstract int GetMaxPacketSize(int channelId = 0);
-
- ///
- /// Shut down the transport, both as client and server
- ///
- public abstract void Shutdown();
-
- // block Update() to force Transports to use LateUpdate to avoid race
- // conditions. messages should be processed after all the game state
- // was processed in Update.
- // -> in other words: use LateUpdate!
- // -> uMMORPG 480 CCU stress test: when bot machine stops, it causes
- // 'Observer not ready for ...' log messages when using Update
- // -> occupying a public Update() function will cause Warnings if a
- // transport uses Update.
- //
- // IMPORTANT: set script execution order to >1000 to call Transport's
- // LateUpdate after all others. Fixes race condition where
- // e.g. in uSurvival Transport would apply Cmds before
- // ShoulderRotation.LateUpdate, resulting in projectile
- // spawns at the point before shoulder rotation.
-#pragma warning disable UNT0001 // Empty Unity message
- public void Update() { }
-#pragma warning restore UNT0001 // Empty Unity message
-
- ///
- /// called when quitting the application by closing the window / pressing stop in the editor
- /// virtual so that inheriting classes' OnApplicationQuit() can call base.OnApplicationQuit() too
- ///
- public virtual void OnApplicationQuit()
- {
- // stop transport (e.g. to shut down threads)
- // (when pressing Stop in the Editor, Unity keeps threads alive
- // until we press Start again. so if Transports use threads, we
- // really want them to end now and not after next start)
- Shutdown();
- }
- }
-}
\ No newline at end of file