fishbait/FishBait-UnityProject/Assets/Mirror/Runtime/NetworkConnectionToServer.cs
2022-08-14 14:51:58 +02:00

31 lines
1 KiB
C#

using System;
namespace Mirror
{
public class NetworkConnectionToServer : NetworkConnection
{
public override string address => "";
internal override void Send(ArraySegment<byte> segment, int channelId = Channels.Reliable)
{
// Debug.Log("ConnectionSend " + this + " bytes:" + BitConverter.ToString(segment.Array, segment.Offset, segment.Count));
// validate packet size first.
if (ValidatePacketSize(segment, channelId))
{
Transport.activeTransport.ClientSend(segment, channelId);
}
}
/// <summary>Disconnects this connection.</summary>
public override void Disconnect()
{
// set not ready and handle clientscene disconnect in any case
// (might be client or host mode here)
// TODO remove redundant state. have one source of truth for .ready!
isReady = false;
NetworkClient.ready = false;
Transport.activeTransport.ClientDisconnect();
}
}
}