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/main/staging/resetting_event_queue_fix
nathaniel.buck@unity3d.com 3 年前
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a9d87593
共有 1 个文件被更改,包括 1 次插入1 次删除
  1. 2
      Assets/Scripts/Relay/RelayUtpClient.cs

2
Assets/Scripts/Relay/RelayUtpClient.cs


{
if (!m_hasSentInitialMessage)
ReceiveNetworkEvents(m_networkDriver); // Just on the first execution, make sure to handle any events that accumulated while completing the connection.
m_networkDriver.ScheduleUpdate().Complete(); // This pumps all messages, which pings the Relay allocation and keeps it alive. It should be called 1:1 with ReceiveNetworkEvents.
m_networkDriver.ScheduleUpdate().Complete(); // This pumps all messages, which pings the Relay allocation and keeps it alive. It should be called no more often than ReceiveNetworkEvents.
ReceiveNetworkEvents(m_networkDriver); // This reads the message queue which was just updated.
if (!m_hasSentInitialMessage)
SendInitialMessage(m_networkDriver, m_connections[0]); // On a client, the 0th (and only) connection is to the host.

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