The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/) and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0.html). Additional documentation and release notes are available at [Multiplayer Documentation](https://docs-multiplayer.unity3d.com). ## [2.0.0-exp.2] - 2024-04-02 ### Added - Added updates to all internal messages to account for a distributed authority network session connection. (#2863) - Added `NetworkRigidbodyBase` that provides users with a more customizable network rigidbody, handles both `Rigidbody` and `Rigidbody2D`, and provides an option to make `NetworkTransform` use the rigid body for motion. (#2863) - For a customized `NetworkRigidbodyBase` class: - `NetworkRigidbodyBase.AutoUpdateKinematicState` provides control on whether the kinematic setting will be automatically set or not when ownership changes. - `NetworkRigidbodyBase.AutoSetKinematicOnDespawn` provides control on whether isKinematic will automatically be set to true when the associated `NetworkObject` is despawned. - `NetworkRigidbodyBase.Initialize` is a protected method that, when invoked, will initialize the instance. This includes options to: - Set whether using a `RigidbodyTypes.Rigidbody` or `RigidbodyTypes.Rigidbody2D`. - Includes additional optional parameters to set the `NetworkTransform`, `Rigidbody`, and `Rigidbody2d` to use. - Provides additional public methods: - `NetworkRigidbodyBase.GetPosition` to return the position of the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting). - `NetworkRigidbodyBase.GetRotation` to return the rotation of the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting). - `NetworkRigidbodyBase.MovePosition` to move to the position of the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting). - `NetworkRigidbodyBase.MoveRotation` to move to the rotation of the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting). - `NetworkRigidbodyBase.Move` to move to the position and rotation of the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting). - `NetworkRigidbodyBase.Move` to move to the position and rotation of the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting). - `NetworkRigidbodyBase.SetPosition` to set the position of the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting). - `NetworkRigidbodyBase.SetRotation` to set the rotation of the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting). - `NetworkRigidbodyBase.ApplyCurrentTransform` to set the position and rotation of the `Rigidbody` or `Rigidbody2d` based on the associated `GameObject` transform (depending upon its initialized setting). - `NetworkRigidbodyBase.WakeIfSleeping` to wake up the rigid body if sleeping. - `NetworkRigidbodyBase.SleepRigidbody` to put the rigid body to sleep. - `NetworkRigidbodyBase.IsKinematic` to determine if the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting) is currently kinematic. - `NetworkRigidbodyBase.SetIsKinematic` to set the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting) current kinematic state. - `NetworkRigidbodyBase.ResetInterpolation` to reset the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting) back to its original interpolation value when initialized. - Now includes a `MonoBehaviour.FixedUpdate` implementation that will update the assigned `NetworkTransform` when `NetworkRigidbodyBase.UseRigidBodyForMotion` is true. (#2863) - Added `RigidbodyContactEventManager` that provides a more optimized way to process collision enter and collision stay events as opposed to the `Monobehaviour` approach. (#2863) - Can be used in client-server and distributed authority modes, but is particularly useful in distributed authority. - Added rigid body motion updates to `NetworkTransform` which allows users to set interolation on rigid bodies. (#2863) - Extrapolation is only allowed on authoritative instances, but custom class derived from `NetworkRigidbodyBase` or `NetworkRigidbody` or `NetworkRigidbody2D` automatically switches non-authoritative instances to interpolation if set to extrapolation. - Added distributed authority mode support to `NetworkAnimator`. (#2863) - Added session mode selection to `NetworkManager` inspector view. (#2863) - Added distributed authority permissions feature. (#2863) - Added distributed authority mode specific `NetworkObject` permissions flags (Distributable, Transferable, and RequestRequired). (#2863) - Added distributed authority mode specific `NetworkObject.SetOwnershipStatus` method that applies one or more `NetworkObject` instance's ownership flags. If updated when spawned, the ownership permission changes are synchronized with the other connected clients. (#2863) - Added distributed authority mode specific `NetworkObject.RemoveOwnershipStatus` method that removes one or more `NetworkObject` instance's ownership flags. If updated when spawned, the ownership permission changes are synchronized with the other connected clients. (#2863) - Added distributed authority mode specific `NetworkObject.HasOwnershipStatus` method that will return (true or false) whether one or more ownership flags is set. (#2863) - Added distributed authority mode specific `NetworkObject.SetOwnershipLock` method that locks ownership of a `NetworkObject` to prevent ownership from changing until the current owner releases the lock. (#2863) - Added distributed authority mode specific `NetworkObject.RequestOwnership` method that sends an ownership request to the current owner of a spawned `NetworkObject` instance. (#2863) - Added distributed authority mode specific `NetworkObject.OnOwnershipRequested` callback handler that is invoked on the owner/authoritative side when a non-owner requests ownership. Depending upon the boolean returned value depends upon whether the request is approved or denied. (#2863) - Added distributed authority mode specific `NetworkObject.OnOwnershipRequestResponse` callback handler that is invoked when a non-owner's request has been processed. This callback includes a `NetworkObjet.OwnershipRequestResponseStatus` response parameter that describes whether the request was approved or the reason why it was not approved. (#2863) - Added distributed authority mode specific `NetworkObject.DeferDespawn` method that defers the despawning of `NetworkObject` instances on non-authoritative clients based on the tick offset parameter. (#2863) - Added distributed authority mode specific `NetworkObject.OnDeferredDespawnComplete` callback handler that can be used to further control when deferring the despawning of a `NetworkObject` on non-authoritative instances. (#2863) - Added `NetworkClient.SessionModeType` as one way to determine the current session mode of the network session a client is connected to. (#2863) - Added distributed authority mode specific `NetworkClient.IsSessionOwner` property to determine if the current local client is the current session owner of a distributed authority session. (#2863) - Added distributed authority mode specific client side spawning capabilities. When running in distributed authority mode, clients can instantiate and spawn `NetworkObject` instances (the local client is authomatically the owner of the spawned object). (#2863) - This is useful to better visually synchronize owner authoritative motion models and newly spawned `NetworkObject` instances (i.e. projectiles for example). - Added distributed authority mode specific client side player spawning capabilities. Clients will automatically spawn their associated player object locally. (#2863) - Added distributed authority mode specific `NetworkConfig.AutoSpawnPlayerPrefabClientSide` property (default is true) to provide control over the automatic spawning of player prefabs on the local client side. (#2863) - Added distributed authority mode specific `NetworkManager.OnFetchLocalPlayerPrefabToSpawn` callback that, when assigned, will allow the local client to provide the player prefab to be spawned for the local client. (#2863) - This is only invoked if the `NetworkConfig.AutoSpawnPlayerPrefabClientSide` property is set to true. - Added distributed authority mode specific `NetworkBehaviour.HasAuthority` property that determines if the local client has authority over the associated `NetworkObject` instance (typical use case is within a `NetworkBehaviour` script much like that of `IsServer` or `IsClient`). (#2863) - Added distributed authority mode specific `NetworkBehaviour.IsSessionOwner` property that determines if the local client is the session owner (typical use case would be to determine if the local client can has scene management authority within a `NetworkBehaviour` script). (#2863) - Added support for distributed authority mode scene management where the currently assigned session owner can start scene events (i.e. scene loading and scene unloading). (#2863) ### Fixed - Fixed issue where the host was not invoking `OnClientDisconnectCallback` for its own local client when internally shutting down. (#2822) - Fixed issue where NetworkTransform could potentially attempt to "unregister" a named message prior to it being registered. (#2807) - Fixed issue where in-scene placed `NetworkObject`s with complex nested children `NetworkObject`s (more than one child in depth) would not synchronize properly if WorldPositionStays was set to true. (#2796) ### Changed - Changed client side awareness of other clients is now the same as a server or host. (#2863) - Changed `NetworkManager.ConnectedClients` can now be accessed by both server and clients. (#2863) - Changed `NetworkManager.ConnectedClientsList` can now be accessed by both server and clients. (#2863) - Changed `NetworkTransform` defaults to owner authoritative when connected to a distributed authority session. (#2863) - Changed `NetworkVariable` defaults to owner write and everyone read permissions when connected to a distributed authority session (even if declared with server read or write permissions). (#2863) - Changed `NetworkObject` no longer implements the `MonoBehaviour.Update` method in order to determine whether a `NetworkObject` instance has been migrated to a different scene. Instead, only `NetworkObjects` with the `SceneMigrationSynchronization` property set will be updated internally during the `NetworkUpdateStage.PostLateUpdate` by `NetworkManager`. (#2863) - Changed `NetworkManager` inspector view layout where properties are now organized by category. (#2863) - Changed `NetworkTransform` to now use `NetworkTransformMessage` as opposed to named messages for NetworkTransformState updates. (#2810) - Changed `CustomMessageManager` so it no longer attempts to register or "unregister" a null or empty string and will log an error if this condition occurs. (#2807)
356 lines
15 KiB
C#
356 lines
15 KiB
C#
using System;
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using System.Collections.Generic;
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using Unity.Collections;
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using UnityEngine;
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namespace Unity.Netcode
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{
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/// <summary>
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/// The manager class to manage custom messages, note that this is different from the NetworkManager custom messages.
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/// These are named and are much easier to use.
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/// </summary>
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public class CustomMessagingManager
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{
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private readonly NetworkManager m_NetworkManager;
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internal CustomMessagingManager(NetworkManager networkManager)
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{
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m_NetworkManager = networkManager;
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}
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/// <summary>
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/// Delegate used for incoming unnamed messages
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/// </summary>
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/// <param name="clientId">The clientId that sent the message</param>
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/// <param name="reader">The stream containing the message data</param>
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public delegate void UnnamedMessageDelegate(ulong clientId, FastBufferReader reader);
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/// <summary>
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/// Event invoked when unnamed messages arrive
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/// </summary>
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public event UnnamedMessageDelegate OnUnnamedMessage;
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internal void InvokeUnnamedMessage(ulong clientId, FastBufferReader reader, int serializedHeaderSize)
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{
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if (OnUnnamedMessage != null)
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{
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var pos = reader.Position;
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var delegates = OnUnnamedMessage.GetInvocationList();
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foreach (var handler in delegates)
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{
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reader.Seek(pos);
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((UnnamedMessageDelegate)handler).Invoke(clientId, reader);
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}
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}
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m_NetworkManager.NetworkMetrics.TrackUnnamedMessageReceived(clientId, reader.Length + serializedHeaderSize);
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}
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/// <summary>
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/// Sends unnamed message to all clients
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/// </summary>
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/// <param name="messageBuffer">The message stream containing the data</param>
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/// <param name="networkDelivery">The delivery type (QoS) to send data with</param>
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public void SendUnnamedMessageToAll(FastBufferWriter messageBuffer, NetworkDelivery networkDelivery = NetworkDelivery.ReliableSequenced)
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{
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SendUnnamedMessage(m_NetworkManager.ConnectedClientsIds, messageBuffer, networkDelivery);
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}
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/// <summary>
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/// Sends unnamed message to a list of clients
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/// </summary>
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/// <param name="clientIds">The clients to send to, sends to everyone if null</param>
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/// <param name="messageBuffer">The message stream containing the data</param>
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/// <param name="networkDelivery">The delivery type (QoS) to send data with</param>
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public void SendUnnamedMessage(IReadOnlyList<ulong> clientIds, FastBufferWriter messageBuffer, NetworkDelivery networkDelivery = NetworkDelivery.ReliableSequenced)
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{
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if (!m_NetworkManager.IsServer)
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{
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throw new InvalidOperationException("Can not send unnamed messages to multiple users as a client");
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}
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if (clientIds == null)
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{
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throw new ArgumentNullException(nameof(clientIds), "You must pass in a valid clientId List");
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}
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if (m_NetworkManager.IsHost)
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{
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for (var i = 0; i < clientIds.Count; ++i)
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{
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if (clientIds[i] == m_NetworkManager.LocalClientId)
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{
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InvokeUnnamedMessage(
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m_NetworkManager.LocalClientId,
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new FastBufferReader(messageBuffer, Allocator.None),
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0
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);
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}
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}
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}
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var message = new UnnamedMessage
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{
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SendData = messageBuffer
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};
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var size = m_NetworkManager.ConnectionManager.SendMessage(ref message, networkDelivery, clientIds);
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// Size is zero if we were only sending the message to ourself in which case it isn't sent.
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if (size != 0)
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{
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m_NetworkManager.NetworkMetrics.TrackUnnamedMessageSent(clientIds, size);
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}
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}
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/// <summary>
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/// Sends a unnamed message to a specific client
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/// </summary>
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/// <param name="clientId">The client to send the message to</param>
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/// <param name="messageBuffer">The message stream containing the data</param>
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/// <param name="networkDelivery">The delivery type (QoS) to send data with</param>
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public void SendUnnamedMessage(ulong clientId, FastBufferWriter messageBuffer, NetworkDelivery networkDelivery = NetworkDelivery.ReliableSequenced)
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{
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if (m_NetworkManager.IsHost)
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{
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if (clientId == m_NetworkManager.LocalClientId)
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{
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InvokeUnnamedMessage(
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m_NetworkManager.LocalClientId,
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new FastBufferReader(messageBuffer, Allocator.None),
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0
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);
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return;
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}
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}
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var message = new UnnamedMessage
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{
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SendData = messageBuffer
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};
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var size = m_NetworkManager.ConnectionManager.SendMessage(ref message, networkDelivery, clientId);
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// Size is zero if we were only sending the message to ourself in which case it isn't sent.
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if (size != 0)
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{
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m_NetworkManager.NetworkMetrics.TrackUnnamedMessageSent(clientId, size);
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}
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}
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/// <summary>
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/// Delegate used to handle named messages
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/// </summary>
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public delegate void HandleNamedMessageDelegate(ulong senderClientId, FastBufferReader messagePayload);
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private Dictionary<ulong, HandleNamedMessageDelegate> m_NamedMessageHandlers32 = new Dictionary<ulong, HandleNamedMessageDelegate>();
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private Dictionary<ulong, HandleNamedMessageDelegate> m_NamedMessageHandlers64 = new Dictionary<ulong, HandleNamedMessageDelegate>();
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private Dictionary<ulong, string> m_MessageHandlerNameLookup32 = new Dictionary<ulong, string>();
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private Dictionary<ulong, string> m_MessageHandlerNameLookup64 = new Dictionary<ulong, string>();
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internal void InvokeNamedMessage(ulong hash, ulong sender, FastBufferReader reader, int serializedHeaderSize)
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{
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var bytesCount = reader.Length + serializedHeaderSize;
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if (m_NetworkManager == null)
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{
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// We dont know what size to use. Try every (more collision prone)
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if (m_NamedMessageHandlers32.TryGetValue(hash, out HandleNamedMessageDelegate messageHandler32))
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{
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messageHandler32(sender, reader);
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m_NetworkManager.NetworkMetrics.TrackNamedMessageReceived(sender, m_MessageHandlerNameLookup32[hash], bytesCount);
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}
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if (m_NamedMessageHandlers64.TryGetValue(hash, out HandleNamedMessageDelegate messageHandler64))
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{
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messageHandler64(sender, reader);
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m_NetworkManager.NetworkMetrics.TrackNamedMessageReceived(sender, m_MessageHandlerNameLookup64[hash], bytesCount);
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}
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}
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else
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{
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// Only check the right size.
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switch (m_NetworkManager.NetworkConfig.RpcHashSize)
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{
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case HashSize.VarIntFourBytes:
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if (m_NamedMessageHandlers32.TryGetValue(hash, out HandleNamedMessageDelegate messageHandler32))
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{
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messageHandler32(sender, reader);
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m_NetworkManager.NetworkMetrics.TrackNamedMessageReceived(sender, m_MessageHandlerNameLookup32[hash], bytesCount);
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}
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break;
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case HashSize.VarIntEightBytes:
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if (m_NamedMessageHandlers64.TryGetValue(hash, out HandleNamedMessageDelegate messageHandler64))
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{
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messageHandler64(sender, reader);
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m_NetworkManager.NetworkMetrics.TrackNamedMessageReceived(sender, m_MessageHandlerNameLookup64[hash], bytesCount);
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}
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break;
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}
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}
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}
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/// <summary>
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/// Registers a named message handler delegate.
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/// </summary>
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/// <param name="name">Name of the message.</param>
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/// <param name="callback">The callback to run when a named message is received.</param>
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public void RegisterNamedMessageHandler(string name, HandleNamedMessageDelegate callback)
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{
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if (string.IsNullOrEmpty(name))
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{
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if (m_NetworkManager.LogLevel <= LogLevel.Error)
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{
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Debug.LogError($"[{nameof(RegisterNamedMessageHandler)}] Cannot register a named message of type null or empty!");
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}
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return;
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}
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var hash32 = XXHash.Hash32(name);
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var hash64 = XXHash.Hash64(name);
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m_NamedMessageHandlers32[hash32] = callback;
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m_NamedMessageHandlers64[hash64] = callback;
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m_MessageHandlerNameLookup32[hash32] = name;
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m_MessageHandlerNameLookup64[hash64] = name;
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}
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/// <summary>
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/// Unregisters a named message handler.
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/// </summary>
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/// <param name="name">The name of the message.</param>
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public void UnregisterNamedMessageHandler(string name)
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{
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if (string.IsNullOrEmpty(name))
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{
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if (m_NetworkManager.LogLevel <= LogLevel.Error)
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{
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Debug.LogError($"[{nameof(UnregisterNamedMessageHandler)}] Cannot unregister a named message of type null or empty!");
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}
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return;
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}
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var hash32 = XXHash.Hash32(name);
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var hash64 = XXHash.Hash64(name);
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m_NamedMessageHandlers32.Remove(hash32);
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m_NamedMessageHandlers64.Remove(hash64);
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m_MessageHandlerNameLookup32.Remove(hash32);
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m_MessageHandlerNameLookup64.Remove(hash64);
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}
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/// <summary>
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/// Sends a named message to all clients
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/// </summary>
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/// <param name="messageName">The message name to send</param>
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/// <param name="messageStream">The message stream containing the data</param>
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/// <param name="networkDelivery">The delivery type (QoS) to send data with</param>
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public void SendNamedMessageToAll(string messageName, FastBufferWriter messageStream, NetworkDelivery networkDelivery = NetworkDelivery.ReliableSequenced)
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{
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SendNamedMessage(messageName, m_NetworkManager.ConnectedClientsIds, messageStream, networkDelivery);
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}
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/// <summary>
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/// Sends a named message
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/// </summary>
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/// <param name="messageName">The message name to send</param>
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/// <param name="clientId">The client to send the message to</param>
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/// <param name="messageStream">The message stream containing the data</param>
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/// <param name="networkDelivery">The delivery type (QoS) to send data with</param>
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public void SendNamedMessage(string messageName, ulong clientId, FastBufferWriter messageStream, NetworkDelivery networkDelivery = NetworkDelivery.ReliableSequenced)
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{
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ulong hash = 0;
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switch (m_NetworkManager.NetworkConfig.RpcHashSize)
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{
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case HashSize.VarIntFourBytes:
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hash = XXHash.Hash32(messageName);
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break;
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case HashSize.VarIntEightBytes:
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hash = XXHash.Hash64(messageName);
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break;
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}
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if (m_NetworkManager.IsHost)
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{
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if (clientId == m_NetworkManager.LocalClientId)
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{
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InvokeNamedMessage(
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hash,
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m_NetworkManager.LocalClientId,
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new FastBufferReader(messageStream, Allocator.None),
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0
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);
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return;
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}
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}
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var message = new NamedMessage
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{
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Hash = hash,
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SendData = messageStream,
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};
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var size = m_NetworkManager.ConnectionManager.SendMessage(ref message, networkDelivery, clientId);
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// Size is zero if we were only sending the message to ourself in which case it isn't sent.
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if (size != 0)
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{
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m_NetworkManager.NetworkMetrics.TrackNamedMessageSent(clientId, messageName, size);
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}
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}
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/// <summary>
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/// Sends the named message
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/// </summary>
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/// <param name="messageName">The message name to send</param>
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/// <param name="clientIds">The clients to send to</param>
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/// <param name="messageStream">The message stream containing the data</param>
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/// <param name="networkDelivery">The delivery type (QoS) to send data with</param>
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public void SendNamedMessage(string messageName, IReadOnlyList<ulong> clientIds, FastBufferWriter messageStream, NetworkDelivery networkDelivery = NetworkDelivery.ReliableSequenced)
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{
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if (!m_NetworkManager.IsServer)
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{
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throw new InvalidOperationException("Can not send unnamed messages to multiple users as a client");
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}
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if (clientIds == null)
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{
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throw new ArgumentNullException(nameof(clientIds), "You must pass in a valid clientId List");
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}
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ulong hash = 0;
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switch (m_NetworkManager.NetworkConfig.RpcHashSize)
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{
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case HashSize.VarIntFourBytes:
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hash = XXHash.Hash32(messageName);
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break;
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case HashSize.VarIntEightBytes:
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hash = XXHash.Hash64(messageName);
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break;
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}
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if (m_NetworkManager.IsHost)
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{
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for (var i = 0; i < clientIds.Count; ++i)
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{
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if (clientIds[i] == m_NetworkManager.LocalClientId)
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{
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InvokeNamedMessage(
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hash,
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m_NetworkManager.LocalClientId,
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new FastBufferReader(messageStream, Allocator.None),
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0
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);
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}
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}
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}
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var message = new NamedMessage
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{
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Hash = hash,
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SendData = messageStream
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};
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var size = m_NetworkManager.ConnectionManager.SendMessage(ref message, networkDelivery, clientIds);
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// Size is zero if we were only sending the message to ourself in which case it isn't sent.
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if (size != 0)
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{
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m_NetworkManager.NetworkMetrics.TrackNamedMessageSent(clientIds, messageName, size);
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}
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}
|
|
}
|
|
}
|