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How to register and send custom NetworkMessages with Mirage
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| public static class CustomMessageExample | |
| { | |
| public struct MyMessage | |
| { | |
| public string ModName; | |
| public int ModVersion; | |
| } | |
| public static void Setup() | |
| { | |
| // manually register functions so mirage can use them when sending MyMessage | |
| Mirage.Serialization.Writer<MyMessage>.Write = WriteMyMessage; | |
| Mirage.Serialization.Reader<MyMessage>.Read = ReadMyMessage; | |
| } | |
| private static void WriteMyMessage(NetworkWriter writer, MyMessage message) | |
| { | |
| writer.WriteString(message.ModName); | |
| writer.WritePackedInt32(message.ModVersion); | |
| } | |
| private static MyMessage ReadMyMessage(NetworkReader reader) | |
| { | |
| // make sure to read in same order as writing | |
| var name = reader.ReadString(); | |
| var version = reader.ReadPackedInt32(); | |
| return new MyMessage | |
| { | |
| ModName = name, | |
| ModVersion = version, | |
| }; | |
| } | |
| public static void SetupHandler(NetworkServer server) // or use NetworkClient | |
| { | |
| server.MessageHandler.RegisterHandler<MyMessage>(HandleMyMessage); | |
| } | |
| private static void HandleMyMessage(INetworkPlayer player, MyMessage message) | |
| { | |
| // do stuff with message here | |
| } | |
| public static void SendCustomMessage(INetworkPlayer player) | |
| { | |
| // do this anywhere to send message | |
| player.Send(new MyMessage | |
| { | |
| ModName = "My Cool Mod", | |
| ModVersion = 1, | |
| }); | |
| } | |
| } |
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