RemotePlayerConnection.cs 2.1 KB

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  1. using System;
  2. using System.Collections.Generic;
  3. using UnityEngine.Events;
  4. using UnityEngine.Networking.PlayerConnection;
  5. using UnityEngine;
  6. namespace YooAsset
  7. {
  8. internal class RemotePlayerConnection
  9. {
  10. #if UNITY_EDITOR
  11. [RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.SubsystemRegistration)]
  12. private static void OnRuntimeInitialize()
  13. {
  14. _instance = null;
  15. }
  16. #endif
  17. private static RemotePlayerConnection _instance;
  18. public static RemotePlayerConnection Instance
  19. {
  20. get
  21. {
  22. if (_instance == null)
  23. _instance = new RemotePlayerConnection();
  24. return _instance;
  25. }
  26. }
  27. private readonly Dictionary<Guid, UnityAction<MessageEventArgs>> _messageCallbacks = new Dictionary<Guid, UnityAction<MessageEventArgs>>();
  28. public void Initialize()
  29. {
  30. _messageCallbacks.Clear();
  31. }
  32. public void Register(Guid messageID, UnityAction<MessageEventArgs> callback)
  33. {
  34. if (messageID == Guid.Empty)
  35. throw new ArgumentException("messageID is empty !");
  36. if (_messageCallbacks.ContainsKey(messageID) == false)
  37. _messageCallbacks.Add(messageID, callback);
  38. }
  39. public void Unregister(Guid messageID)
  40. {
  41. if (_messageCallbacks.ContainsKey(messageID))
  42. _messageCallbacks.Remove(messageID);
  43. }
  44. public void Send(Guid messageID, byte[] data)
  45. {
  46. if (messageID == Guid.Empty)
  47. throw new ArgumentException("messageID is empty !");
  48. // 接收对方的消息
  49. RemoteEditorConnection.Instance.HandlePlayerMessage(messageID, data);
  50. }
  51. internal void HandleEditorMessage(Guid messageID, byte[] data)
  52. {
  53. if (_messageCallbacks.TryGetValue(messageID, out UnityAction<MessageEventArgs> value))
  54. {
  55. var args = new MessageEventArgs();
  56. args.playerId = 0;
  57. args.data = data;
  58. value?.Invoke(args);
  59. }
  60. }
  61. }
  62. }