public sealed class SessionRpcTransportSends a router's calls through a session.
No guide page documents this yet — the page shows what the code says about itself.
Remarks
The join between the two halves, and the reason it is a class of its own rather than the session implementing IRpcTransport directly: a call has to be marked as a call before it goes into the session's opaque payload space, or the receiver cannot tell it from a snapshot or from something the game sent. Wiring the session up as a transport without that would be a connection that looked right and mixed three streams together.
The mirror of it is one line on the receiving side: unwrap, and hand a Rpc to Receive.
Fields and properties (2)
public NetworkSession SessionThe session calls go through.
public long DroppedCountCalls that did not fit in a packet and were not sent.
Methods (4)
public SessionRpcTransport(NetworkSession session)Wraps a session.
public void SendToServer(ReadOnlySpan<byte> payload, Channel channel)Sends to the server.
public void SendToPlayer(PlayerId player, ReadOnlySpan<byte> payload, Channel channel)Sends to one player.
public void SendToAll(ReadOnlySpan<byte> payload, Channel channel)Sends to everybody in the session.
Used by (3)
- GameClientMultiplayer
- GameServerMultiplayer
- RpcOverSessionTestsVixen.Net.Tests