Improved ControlCore
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parent
1d2da54a17
commit
7e80a36027
@ -53,7 +53,7 @@ namespace Passer.Control {
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ProcessThing(thing);
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ProcessThing(thing);
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break;
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break;
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case NameMsg name:
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case NameMsg name:
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UnityEngine.Debug.Log($"Name [{name.networkId}/{name.thingId}] {name.name}");
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//UnityEngine.Debug.Log($"Name [{name.networkId}/{name.thingId}] {name.name}");
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ProcessName(name);
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ProcessName(name);
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break;
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break;
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case ModelUrlMsg modelUrl:
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case ModelUrlMsg modelUrl:
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10
Messages.cs
10
Messages.cs
@ -171,6 +171,7 @@ namespace Passer.Control {
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public static bool Send(Client client, byte networkId, byte thingId) {
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public static bool Send(Client client, byte networkId, byte thingId) {
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InvestigateMsg msg = new(networkId, thingId);
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InvestigateMsg msg = new(networkId, thingId);
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//UnityEngine.Debug.Log($"Send investigate [{msg.networkId}/{msg.thingId}]");
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return SendMsg(client, msg);
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return SendMsg(client, msg);
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}
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}
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public static async Task<bool> Receive(Stream dataStream, Client client, byte packetSize) {
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public static async Task<bool> Receive(Stream dataStream, Client client, byte packetSize) {
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@ -179,6 +180,8 @@ namespace Passer.Control {
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byte[] buffer = await Receive(dataStream, packetSize);
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byte[] buffer = await Receive(dataStream, packetSize);
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InvestigateMsg msg = new(buffer);
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InvestigateMsg msg = new(buffer);
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//UnityEngine.Debug.Log($"Receive investigate [{msg.networkId}/{msg.thingId}]");
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client.messageQueue.Enqueue(msg);
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client.messageQueue.Enqueue(msg);
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return true;
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return true;
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@ -198,6 +201,7 @@ namespace Passer.Control {
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public byte parentId;
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public byte parentId;
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public ThingMsg(byte networkId, byte thingId, byte thingType, byte parentId) {
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public ThingMsg(byte networkId, byte thingId, byte thingType, byte parentId) {
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this.networkId = networkId;
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this.thingId = thingId;
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this.thingId = thingId;
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this.thingType = thingType;
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this.thingType = thingType;
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this.parentId = parentId;
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this.parentId = parentId;
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@ -222,8 +226,9 @@ namespace Passer.Control {
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this.parentId = buffer[ix];
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this.parentId = buffer[ix];
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}
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}
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public static bool Send(Client client, byte thingId, byte thingType, byte parentId) {
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public static bool Send(Client client, byte networkId, byte thingId, byte thingType, byte parentId) {
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ThingMsg msg = new(client.networkId, thingId, thingType, parentId);
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ThingMsg msg = new(networkId, thingId, thingType, parentId);
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//UnityEngine.Debug.Log($"Send thing [{msg.networkId}/{msg.thingId}]");
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return SendMsg(client, msg);
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return SendMsg(client, msg);
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}
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}
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public static async Task<bool> Receive(Stream dataStream, Client client, byte packetSize) {
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public static async Task<bool> Receive(Stream dataStream, Client client, byte packetSize) {
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@ -232,6 +237,7 @@ namespace Passer.Control {
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byte[] buffer = await Receive(dataStream, packetSize);
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byte[] buffer = await Receive(dataStream, packetSize);
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ThingMsg msg = new(buffer);
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ThingMsg msg = new(buffer);
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//UnityEngine.Debug.Log($"Receive thing [{msg.networkId}/{msg.thingId}]");
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// Do no process poses with nwid == 0 (== local)
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// Do no process poses with nwid == 0 (== local)
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//if (msg.networkId == 0)
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//if (msg.networkId == 0)
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