| Unity Transport | 0.3.1-preview.4
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    using UnityEngine;
    
    using Unity.Jobs;
    using Unity.Collections;
    using Unity.Networking.Transport;
    
    struct ClientUpdateJob : IJob
    {
        public NetworkDriver driver;
        public NativeArray<NetworkConnection> connection;
        public NativeArray<byte> done;
    
        public void Execute()
        {
            if (!connection[0].IsCreated)
            {
                if (done[0] != 1)
                    Debug.Log("Something went wrong during connect");
                return;
            }
    
            DataStreamReader stream;
            NetworkEvent.Type cmd;
    
            while ((cmd = connection[0].PopEvent(driver, out stream)) != NetworkEvent.Type.Empty)
            {
                if (cmd == NetworkEvent.Type.Connect)
                {
                    Debug.Log("We are now connected to the server");
    
                    uint value = 1;
                    var writer = driver.BeginSend(connection[0]);
                    writer.WriteUInt(value);
                    driver.EndSend(writer);
                }
                else if (cmd == NetworkEvent.Type.Data)
                {
                    uint value = stream.ReadUInt();
                    Debug.Log("Got the value = " + value + " back from the server");
                    // And finally change the `done[0]` to `1`
                    done[0] = 1;
                    connection[0].Disconnect(driver);
                    connection[0] = default(NetworkConnection);
                }
                else if (cmd == NetworkEvent.Type.Disconnect)
                {
                    Debug.Log("Client got disconnected from server");
                    connection[0] = default(NetworkConnection);
                }
            }
        }
    }
    
    public class JobifiedClientBehaviour : MonoBehaviour
    {
        public NetworkDriver m_Driver;
        public NativeArray<NetworkConnection> m_Connection;
        public NativeArray<byte> m_Done;
    
        public JobHandle ClientJobHandle;
    
        void Start ()
        {
            m_Driver = NetworkDriver.Create();
    
            m_Connection = new NativeArray<NetworkConnection>(1, Allocator.Persistent);
            m_Done = new NativeArray<byte>(1, Allocator.Persistent);
            var endpoint = NetworkEndPoint.LoopbackIpv4;
            endpoint.Port = 9000;
            m_Connection[0] = m_Driver.Connect(endpoint);
        }
    
        public void OnDestroy()
        {
            ClientJobHandle.Complete();
            m_Connection.Dispose();
            m_Driver.Dispose();
            m_Done.Dispose();
        }
    
        void Update()
        {
            ClientJobHandle.Complete();
            var job = new ClientUpdateJob
            {
                driver = m_Driver,
                connection = m_Connection,
                done = m_Done
            };
            ClientJobHandle = m_Driver.ScheduleUpdate();
            ClientJobHandle = job.Schedule(ClientJobHandle);
        }
    }
    
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