mirror of
https://github.com/DerTyp7/defrain-shooter-unity.git
synced 2025-10-30 13:07:10 +01:00
CHANGED TO MIRROR
This commit is contained in:
115
Assets/Mirror/Runtime/Messages.cs
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115
Assets/Mirror/Runtime/Messages.cs
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using System;
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using UnityEngine;
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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 int 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 int 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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}
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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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}
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