您最多选择25个主题 主题必须以中文或者字母或数字开头,可以包含连字符 (-),并且长度不得超过35个字符

102 行
4.6 KiB

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<T>(object receivedMessage) where T : INetworkMessage
{
return receivedMessage is T;
}
public static bool CheckForMessageOfTypeReceived<T>(Type receivedMessageType) where T : INetworkMessage
{
return receivedMessageType == typeof(T);
}
public void OnBeforeSendMessage<T>(ulong clientId, ref T message, NetworkDelivery delivery) where T : INetworkMessage
{
}
public void OnAfterSendMessage<T>(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<T>(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<T>(ref T message, ref NetworkContext context) where T : INetworkMessage
{
if (!CurrentMessageHasTriggerdAHook && IsWaiting && HandleCheck != null && HandleCheck.Invoke(message))
{
IsWaiting = false;
CurrentMessageHasTriggerdAHook = true;
}
}
}
}