本文整理汇总了C#中UnityEngine.Networking.NetworkConnection.FlushInternalBuffer方法的典型用法代码示例。如果您正苦于以下问题:C# NetworkConnection.FlushInternalBuffer方法的具体用法?C# NetworkConnection.FlushInternalBuffer怎么用?C# NetworkConnection.FlushInternalBuffer使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类UnityEngine.Networking.NetworkConnection
的用法示例。
在下文中一共展示了NetworkConnection.FlushInternalBuffer方法的1个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。
示例1: InternalUpdate
//.........这里部分代码省略.........
this.GenerateDataError(conn, (int) error1);
return;
}
NetworkDetailStats.IncrementStat(NetworkDetailStats.NetworkDirection.Incoming, (short) 29, "msg", 1);
if (conn != null)
{
this.m_MsgReader.SeekZero();
conn.HandleMessage(this.m_MessageHandlers.GetHandlers(), this.m_MsgReader, receivedSize, channelId);
goto case 3;
}
else if (LogFilter.logError)
{
Debug.LogError((object) "Unknown connection data event?!?");
goto case 3;
}
else
goto case 3;
case NetworkEventType.ConnectEvent:
if (LogFilter.logDebug)
Debug.Log((object) ("Server accepted client:" + (object) connectionId));
if ((int) error1 != 0)
{
this.GenerateConnectError((int) error1);
return;
}
string address;
int port;
NetworkID network;
NodeID dstNode;
byte error2;
NetworkTransport.GetConnectionInfo(this.m_ServerId, connectionId, out address, out port, out network, out dstNode, out error2);
NetworkConnection networkConnection = new NetworkConnection();
networkConnection.Initialize(address, this.m_ServerId, connectionId, this.m_hostTopology);
networkConnection.SetMaxDelay(this.m_MaxDelay);
this.m_Connections.Add(connectionId, networkConnection);
this.m_MessageHandlers.InvokeHandlerNoData((short) 32, networkConnection);
if (this.m_SendPeerInfo)
this.SendNetworkInfo(networkConnection);
this.SendCRC(networkConnection);
goto case 3;
case NetworkEventType.DisconnectEvent:
NetworkConnection @unsafe = this.m_Connections.GetUnsafe(connectionId);
if ((int) error1 != 0 && (int) error1 != 6)
this.GenerateDisconnectError(@unsafe, (int) error1);
this.m_Connections.Remove(connectionId);
if (@unsafe != null)
{
this.m_MessageHandlers.InvokeHandlerNoData((short) 33, @unsafe);
for (int index = 0; index < @unsafe.playerControllers.Count; ++index)
{
if ((UnityEngine.Object) @unsafe.playerControllers[index].gameObject != (UnityEngine.Object) null && LogFilter.logWarn)
Debug.LogWarning((object) "Player not destroyed when connection disconnected.");
}
if (LogFilter.logDebug)
Debug.Log((object) ("Server lost client:" + (object) connectionId));
@unsafe.RemoveObservers();
@unsafe.Dispose();
}
else if (LogFilter.logDebug)
Debug.Log((object) "Connection is null in disconnect event");
if (this.m_SendPeerInfo)
{
this.SendNetworkInfo(@unsafe);
goto case 3;
}
else
goto case 3;
case NetworkEventType.Nothing:
if (++num >= 500)
{
if (LogFilter.logDebug)
{
Debug.Log((object) ("kMaxEventsPerFrame hit (" + (object) 500 + ")"));
goto label_47;
}
else
goto label_47;
}
else
continue;
default:
if (LogFilter.logError)
{
Debug.LogError((object) ("Unknown network message type received: " + (object) networkEventType1));
goto case 3;
}
else
goto case 3;
}
}
while (networkEventType1 != NetworkEventType.Nothing);
label_47:
this.UpdateServerObjects();
for (int localIndex = this.m_Connections.LocalIndex; localIndex < this.m_Connections.Count; ++localIndex)
{
NetworkConnection networkConnection = this.m_Connections.Get(localIndex);
if (networkConnection != null)
networkConnection.FlushInternalBuffer();
}
}