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| 1 | +using System; |
| 2 | +using Unity.Collections; |
| 3 | +using Unity.Netcode; |
| 4 | +using UnityEngine; |
| 5 | + |
| 6 | +namespace Unity.Multiplayer.Samples.BossRoom.Shared.Infrastructure |
| 7 | +{ |
| 8 | + public class NetworkedMessageChannel<T> : MessageChannel<T> where T : unmanaged |
| 9 | + { |
| 10 | + string m_Name; |
| 11 | + |
| 12 | + int m_BufferSize; |
| 13 | + |
| 14 | + bool m_HasRegisteredHandler; |
| 15 | + |
| 16 | + public NetworkedMessageChannel(string name, int bufferSize) |
| 17 | + { |
| 18 | + m_Name = name; |
| 19 | + m_BufferSize = bufferSize; |
| 20 | + } |
| 21 | + |
| 22 | + ~NetworkedMessageChannel() |
| 23 | + { |
| 24 | + if (NetworkManager.Singleton != null && NetworkManager.Singleton.CustomMessagingManager != null) |
| 25 | + { |
| 26 | + NetworkManager.Singleton.CustomMessagingManager.UnregisterNamedMessageHandler(m_Name); |
| 27 | + } |
| 28 | + } |
| 29 | + |
| 30 | + public override IDisposable Subscribe(Action<T> handler) |
| 31 | + { |
| 32 | + if (NetworkManager.Singleton != null && NetworkManager.Singleton.CustomMessagingManager != null) |
| 33 | + { |
| 34 | + if (!m_HasRegisteredHandler) |
| 35 | + { |
| 36 | + NetworkManager.Singleton.CustomMessagingManager.RegisterNamedMessageHandler(m_Name, ReceiveMessageThroughNetwork); |
| 37 | + m_HasRegisteredHandler = true; |
| 38 | + } |
| 39 | + |
| 40 | + return base.Subscribe(handler); |
| 41 | + } |
| 42 | + |
| 43 | + return null; |
| 44 | + } |
| 45 | + |
| 46 | + public override void Publish(T message) |
| 47 | + { |
| 48 | + if (NetworkManager.Singleton.IsServer) |
| 49 | + { |
| 50 | + // send message to clients, then publish locally |
| 51 | + SendMessageThroughNetwork(message); |
| 52 | + base.Publish(message); |
| 53 | + } |
| 54 | + else |
| 55 | + { |
| 56 | + Debug.LogError("Only a server can publish in a NetworkedMessageChannel"); |
| 57 | + } |
| 58 | + } |
| 59 | + |
| 60 | + void SendMessageThroughNetwork(T message) |
| 61 | + { |
| 62 | + var writer = new FastBufferWriter(m_BufferSize, Allocator.Temp); |
| 63 | + writer.WriteValueSafe(message); |
| 64 | + NetworkManager.Singleton.CustomMessagingManager.SendNamedMessageToAll(m_Name, writer); |
| 65 | + } |
| 66 | + |
| 67 | + void ReceiveMessageThroughNetwork(ulong clientID, FastBufferReader reader) |
| 68 | + { |
| 69 | + reader.ReadValueSafe(out T message); |
| 70 | + base.Publish(message); |
| 71 | + } |
| 72 | + } |
| 73 | +} |
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