using System;
namespace Unity.Netcode
{
///
/// RPC delivery types
///
public enum RpcDelivery
{
///
/// Reliable delivery
///
Reliable = 0,
///
/// Unreliable delivery
///
Unreliable
}
///
/// Represents the common base class for Rpc attributes.
///
[AttributeUsage(AttributeTargets.Method)]
public class RpcAttribute : Attribute
{
// Must match the set of parameters below
public struct RpcAttributeParams
{
public RpcDelivery Delivery;
public bool RequireOwnership;
public bool DeferLocal;
public bool AllowTargetOverride;
}
// Must match the fields in RemoteAttributeParams
///
/// Type of RPC delivery method
///
public RpcDelivery Delivery = RpcDelivery.Reliable;
public bool RequireOwnership;
public bool DeferLocal;
public bool AllowTargetOverride;
public RpcAttribute(SendTo target)
{
}
// To get around an issue with the release validator, RuntimeAccessModifiersILPP will make this 'public'
private RpcAttribute()
{
}
}
///
/// Marks a method as ServerRpc.
/// A ServerRpc marked method will be fired by a client but executed on the server.
///
[AttributeUsage(AttributeTargets.Method), Obsolete]
public class ServerRpcAttribute : RpcAttribute
{
public new bool RequireOwnership;
public ServerRpcAttribute() : base(SendTo.Server)
{
}
}
///
/// Marks a method as ClientRpc.
/// A ClientRpc marked method will be fired by the server but executed on clients.
///
[AttributeUsage(AttributeTargets.Method), Obsolete]
public class ClientRpcAttribute : RpcAttribute
{
public ClientRpcAttribute() : base(SendTo.NotServer)
{
}
}
}