using System; namespace Unity.Netcode.TestHelpers.Runtime { internal class MessageHooks : INetworkHooks { public bool IsWaiting = true; public delegate bool MessageReceiptCheck(Type receivedMessageType); public MessageReceiptCheck ReceiptCheck; public delegate bool MessageHandleCheck(object receivedMessage); public MessageHandleCheck HandleCheck; public static bool CurrentMessageHasTriggerdAHook = false; public static bool CheckForMessageOfTypeHandled(object receivedMessage) where T : INetworkMessage { return receivedMessage is T; } public static bool CheckForMessageOfTypeReceived(Type receivedMessageType) where T : INetworkMessage { return receivedMessageType == typeof(T); } public void OnBeforeSendMessage(ulong clientId, ref T message, NetworkDelivery delivery) where T : INetworkMessage { } public void OnAfterSendMessage(ulong clientId, ref T message, NetworkDelivery delivery, int messageSizeBytes) where T : INetworkMessage { } public void OnBeforeReceiveMessage(ulong senderId, Type messageType, int messageSizeBytes) { // The way the system works, it goes through all hooks and calls OnBeforeHandleMessage, then handles the message, // then goes thorugh all hooks and calls OnAfterHandleMessage. // This ensures each message only manages to activate a single message hook - because we know that only // one message will ever be handled between OnBeforeHandleMessage and OnAfterHandleMessage, // we can reset the flag here, and then in OnAfterHandleMessage, the moment the message matches a hook, // it'll flip this flag back on, and then other hooks will stop checking that message. // Without this flag, waiting for 10 messages of the same type isn't possible - all 10 hooks would get // tripped by the first message. CurrentMessageHasTriggerdAHook = false; } public void OnAfterReceiveMessage(ulong senderId, Type messageType, int messageSizeBytes) { if (!CurrentMessageHasTriggerdAHook && IsWaiting && ReceiptCheck != null && ReceiptCheck.Invoke(messageType)) { IsWaiting = false; CurrentMessageHasTriggerdAHook = true; } } public void OnBeforeSendBatch(ulong clientId, int messageCount, int batchSizeInBytes, NetworkDelivery delivery) { } public void OnAfterSendBatch(ulong clientId, int messageCount, int batchSizeInBytes, NetworkDelivery delivery) { } public void OnBeforeReceiveBatch(ulong senderId, int messageCount, int batchSizeInBytes) { } public void OnAfterReceiveBatch(ulong senderId, int messageCount, int batchSizeInBytes) { } public bool OnVerifyCanSend(ulong destinationId, Type messageType, NetworkDelivery delivery) { return true; } public bool OnVerifyCanReceive(ulong senderId, Type messageType, FastBufferReader messageContent, ref NetworkContext context) { return true; } public void OnBeforeHandleMessage(ref T message, ref NetworkContext context) where T : INetworkMessage { // The way the system works, it goes through all hooks and calls OnBeforeHandleMessage, then handles the message, // then goes thorugh all hooks and calls OnAfterHandleMessage. // This ensures each message only manages to activate a single message hook - because we know that only // one message will ever be handled between OnBeforeHandleMessage and OnAfterHandleMessage, // we can reset the flag here, and then in OnAfterHandleMessage, the moment the message matches a hook, // it'll flip this flag back on, and then other hooks will stop checking that message. // Without this flag, waiting for 10 messages of the same type isn't possible - all 10 hooks would get // tripped by the first message. CurrentMessageHasTriggerdAHook = false; } public void OnAfterHandleMessage(ref T message, ref NetworkContext context) where T : INetworkMessage { if (!CurrentMessageHasTriggerdAHook && IsWaiting && HandleCheck != null && HandleCheck.Invoke(message)) { IsWaiting = false; CurrentMessageHasTriggerdAHook = true; } } } }