Mirror Networking
Messages.cs
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using
System;
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using
UnityEngine;
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4
namespace
Mirror
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{
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public
struct
ReadyMessage
:
NetworkMessage
{}
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public
struct
NotReadyMessage
:
NetworkMessage
{}
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public
struct
AddPlayerMessage
:
NetworkMessage
{}
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public
struct
SceneMessage
:
NetworkMessage
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{
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public
string
sceneName;
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// Normal = 0, LoadAdditive = 1, UnloadAdditive = 2
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public
SceneOperation sceneOperation;
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public
bool
customHandling;
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}
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public
enum
SceneOperation :
byte
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{
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Normal,
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LoadAdditive,
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UnloadAdditive
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}
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public
struct
CommandMessage
:
NetworkMessage
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{
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public
uint netId;
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public
byte
componentIndex;
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public
ushort functionHash;
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// the parameters for the Cmd function
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// -> ArraySegment to avoid unnecessary allocations
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public
ArraySegment<byte> payload;
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}
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public
struct
RpcMessage
:
NetworkMessage
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{
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public
uint netId;
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public
byte
componentIndex;
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public
ushort functionHash;
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// the parameters for the Cmd function
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// -> ArraySegment to avoid unnecessary allocations
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public
ArraySegment<byte> payload;
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}
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public
struct
SpawnMessage
:
NetworkMessage
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{
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// netId of new or existing object
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public
uint netId;
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public
bool
isLocalPlayer;
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// Sets hasAuthority on the spawned object
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public
bool
isOwner;
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public
ulong sceneId;
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// If sceneId != 0 then it is used instead of assetId
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public
Guid assetId;
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// Local position
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public
Vector3 position;
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// Local rotation
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public
Quaternion rotation;
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// Local scale
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public
Vector3 scale;
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// serialized component data
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// ArraySegment to avoid unnecessary allocations
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public
ArraySegment<byte> payload;
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}
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public
struct
ChangeOwnerMessage
:
NetworkMessage
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{
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public
uint netId;
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public
bool
isOwner;
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public
bool
isLocalPlayer;
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}
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public
struct
ObjectSpawnStartedMessage
:
NetworkMessage
{}
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public
struct
ObjectSpawnFinishedMessage
:
NetworkMessage
{}
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public
struct
ObjectDestroyMessage
:
NetworkMessage
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{
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public
uint netId;
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}
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public
struct
ObjectHideMessage
:
NetworkMessage
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{
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public
uint netId;
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}
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public
struct
EntityStateMessage
:
NetworkMessage
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{
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public
uint netId;
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// the serialized component data
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// -> ArraySegment to avoid unnecessary allocations
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public
ArraySegment<byte> payload;
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}
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// A client sends this message to the server
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// to calculate RTT and synchronize time
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public
struct
NetworkPingMessage
:
NetworkMessage
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{
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public
double
clientTime;
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public
NetworkPingMessage
(
double
value)
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{
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clientTime = value;
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}
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}
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// The server responds with this message
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// The client can use this to calculate RTT and sync time
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public
struct
NetworkPongMessage
:
NetworkMessage
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{
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public
double
clientTime;
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public
double
serverTime;
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}
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}
Mirror.NetworkMessage
Definition:
NetworkMessage.cs:3
Mirror
Definition:
Attributes.cs:5
Mirror.AddPlayerMessage
Definition:
Messages.cs:10
Mirror.ChangeOwnerMessage
Definition:
Messages.cs:69
Mirror.CommandMessage
Definition:
Messages.cs:28
Mirror.EntityStateMessage
Definition:
Messages.cs:90
Mirror.NetworkPingMessage
Definition:
Messages.cs:100
Mirror.NetworkPongMessage
Definition:
Messages.cs:112
Mirror.NotReadyMessage
Definition:
Messages.cs:8
Mirror.ObjectDestroyMessage
Definition:
Messages.cs:80
Mirror.ObjectHideMessage
Definition:
Messages.cs:85
Mirror.ObjectSpawnFinishedMessage
Definition:
Messages.cs:77
Mirror.ObjectSpawnStartedMessage
Definition:
Messages.cs:75
Mirror.ReadyMessage
Definition:
Messages.cs:6
Mirror.RpcMessage
Definition:
Messages.cs:38
Mirror.SceneMessage
Definition:
Messages.cs:13
Mirror.SpawnMessage
Definition:
Messages.cs:48
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project_Mirror
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Mirror
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Messages.cs
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