quantum-space-buddies/QSB/Messaging/MessageHandler.cs
AmazingAlek 78f89a342e
player id stuff (#181)
* player id stuff
2020-08-17 19:19:41 +02:00

65 lines
1.8 KiB
C#

using System;
using UnityEngine.Networking;
namespace QSB.Messaging
{
// Extend this to create new message handlers.
public class MessageHandler<T> where T : MessageBase, new()
{
public event Action<T> OnClientReceiveMessage;
public event Action<T> OnServerReceiveMessage;
private readonly MessageType _messageType;
public MessageHandler(MessageType messageType)
{
_messageType = messageType + 1 + MsgType.Highest;
if (QSBNetworkManager.IsReady)
{
Init();
}
else
{
QSBNetworkManager.OnNetworkManagerReady.AddListener(Init);
}
}
private void Init()
{
NetworkServer.RegisterHandler((short)_messageType, OnServerReceiveMessageHandler);
NetworkManager.singleton.client.RegisterHandler((short)_messageType, OnClientReceiveMessageHandler);
}
public void SendToAll(T message)
{
if (!QSBNetworkManager.IsReady)
{
return;
}
NetworkServer.SendToAll((short)_messageType, message);
}
public void SendToServer(T message)
{
if (!QSBNetworkManager.IsReady)
{
return;
}
NetworkManager.singleton.client.Send((short)_messageType, message);
}
private void OnClientReceiveMessageHandler(NetworkMessage netMsg)
{
var message = netMsg.ReadMessage<T>();
OnClientReceiveMessage?.Invoke(message);
}
private void OnServerReceiveMessageHandler(NetworkMessage netMsg)
{
var message = netMsg.ReadMessage<T>();
OnServerReceiveMessage?.Invoke(message);
}
}
}