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refactor: BufferManager now uses internal NetworkManager (#746)
1 parent 6998fd4 commit 9e127c1

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2 files changed

+10
-3
lines changed

2 files changed

+10
-3
lines changed

com.unity.multiplayer.mlapi/Runtime/Core/NetworkManager.cs

Lines changed: 2 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -321,11 +321,11 @@ private void Init(bool server)
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SpawnManager = new NetworkSpawnManager(this);
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CustomMessagingManager = new CustomMessagingManager(this);
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BufferManager = new BufferManager(this);
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SceneManager = new NetworkSceneManager(this);
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327-
BufferManager = new BufferManager();
328-
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if (MessageHandler == null)
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{
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// Only create this if it's not already set (like in test cases)

com.unity.multiplayer.mlapi/Runtime/Messaging/Buffering/BufferManager.cs

Lines changed: 8 additions & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -24,6 +24,13 @@ internal struct BufferedMessage
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internal float BufferTime;
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}
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27+
private NetworkManager m_NetworkManager { get; }
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internal BufferManager(NetworkManager networkManager)
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{
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m_NetworkManager = networkManager;
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}
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internal Queue<BufferedMessage> ConsumeBuffersForNetworkId(ulong networkId)
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{
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if (m_BufferQueues.ContainsKey(networkId))
@@ -77,7 +84,7 @@ internal void CleanBuffer()
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#endif
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foreach (var pair in m_BufferQueues)
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{
80-
while (pair.Value.Count > 0 && Time.realtimeSinceStartup - pair.Value.Peek().BufferTime >= NetworkManager.Singleton.NetworkConfig.MessageBufferTimeout)
87+
while (pair.Value.Count > 0 && Time.realtimeSinceStartup - pair.Value.Peek().BufferTime >= m_NetworkManager.NetworkConfig.MessageBufferTimeout)
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{
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BufferedMessage message = pair.Value.Dequeue();
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