monopoly/Assets/Mirror/Runtime/NetworkConnectionToServer.cs
2020-11-30 08:12:07 +00:00

36 lines
1.1 KiB
C#

using System;
using UnityEngine;
namespace Mirror
{
public class NetworkConnectionToServer : NetworkConnection
{
static readonly ILogger logger = LogFactory.GetLogger<NetworkConnectionToServer>();
public override string address => "";
internal override void Send(ArraySegment<byte> segment, int channelId = Channels.DefaultReliable)
{
if (logger.LogEnabled()) logger.Log("ConnectionSend " + this + " bytes:" + BitConverter.ToString(segment.Array, segment.Offset, segment.Count));
// validate packet size first.
if (ValidatePacketSize(segment, channelId))
{
Transport.activeTransport.ClientSend(channelId, segment);
}
}
/// <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)
isReady = false;
ClientScene.HandleClientDisconnect(this);
Transport.activeTransport.ClientDisconnect();
}
}
}