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using Unity.Collections;
namespace Unity.Netcode
{
/// <summary>
/// Base building block for creating a message. Any struct (or class) that implements INetworkMessage
/// will automatically be found by the system and all the proper mechanisms for sending and receiving
/// that message will be hooked up automatically.
///
/// It's generally recommended to implement INetworkMessage types as structs, and define your messages
/// as close as you can to the network transport format. For messages with no dynamic-length or optional
/// data, FastBufferWriter allows for serializing the entire struct at once via writer.WriteValue(this)
///
/// In addition to the specified Serialize method, all INetworkMessage types must also have a
/// static message handler for receiving messages of the following name and signature:
///
/// <code>
/// public static void Receive(FastBufferReader reader, ref NetworkContext context)
/// </code>
///
/// It is the responsibility of the Serialize and Receive methods to ensure there is enough buffer space
/// to perform the serialization/deserialization, either via <see cref="FastBufferWriter.TryBeginWrite"/> and
/// <see cref="FastBufferReader.TryBeginRead"/>, or via <see cref="FastBufferWriter.WriteValueSafe{T}(T)"/> and
/// <see cref="FastBufferReader.ReadValueSafe{T}(T)"/>. The former is more efficient when it can be used
/// for bounds checking for multiple values at once.
///
/// When bandwidth is a bigger concern than CPU usage, values can be packed with <see cref="BytePacker"/>
/// and <see cref="ByteUnpacker"/>.
///
/// Note that for messages sent using non-fragmenting delivery modes (anything other than
/// <see cref="NetworkDelivery.ReliableFragmentedSequenced"/>), there is a hard limit of 1300 bytes per message.
/// With the fragmenting delivery mode, the limit is 64000 bytes per message. If your messages exceed that limit,
/// you will have to split them into multiple smaller messages.
///
/// Messages are sent with:
/// <see cref="NetworkManager.SendMessage{T}(T, NetworkDelivery, ulong, bool)"/>
/// <see cref="NetworkManager.SendMessage{T}(T, NetworkDelivery, ulong*, int, bool)"/>
/// <see cref="NetworkManager.SendMessage{T, U}(T, NetworkDelivery, U, bool)"/>
/// <see cref="NetworkManager.SendMessage{T}(T, NetworkDelivery, NativeArray{ulong}, bool)"/>
/// </summary>
internal interface INetworkMessage
{
void Serialize(FastBufferWriter writer, int targetVersion);
bool Deserialize(FastBufferReader reader, ref NetworkContext context, int receivedMessageVersion);
void Handle(ref NetworkContext context);
int Version { get; }
}
}