// Decompiled with JetBrains decompiler // Type: UnityEngine.Networking.MsgType // Assembly: UnityEngine.Networking, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null // MVID: 8B34E19C-EF53-416E-AE36-35C45BAFD2DE // Assembly location: C:\Users\Blake\sandbox\unity\test-project\Library\UnityAssemblies\UnityEngine.Networking.dll namespace UnityEngine.Networking { /// /// Container class for networking system built-in message types. /// public class MsgType { internal static string[] msgLabels = new string[48]{ "none", "ObjectDestroy", "Rpc", "ObjectSpawn", "Owner", "Command", "LocalPlayerTransform", "SyncEvent", "UpdateVars", "SyncList", "ObjectSpawnScene", "NetworkInfo", "SpawnFinished", "ObjectHide", "CRC", "LocalClientAuthority", "LocalChildTransform", "PeerClientAuthority", string.Empty, string.Empty, string.Empty, string.Empty, string.Empty, string.Empty, string.Empty, string.Empty, string.Empty, string.Empty, string.Empty, string.Empty, string.Empty, string.Empty, "Connect", "Disconnect", "Error", "Ready", "NotReady", "AddPlayer", "RemovePlayer", "Scene", "Animation", "AnimationParams", "AnimationTrigger", "LobbyReadyToBegin", "LobbySceneLoaded", "LobbyAddPlayerFailed", "LobbyReturnToLobby", "ReconnectPlayer" }; /// /// Internal networking system message for destroying objects. /// public const short ObjectDestroy = 1; /// /// Internal networking system message for sending a ClientRPC from server to client. /// public const short Rpc = 2; /// /// Internal networking system message for spawning objects. /// public const short ObjectSpawn = 3; /// /// Internal networking system message for telling clients they own a player object. /// public const short Owner = 4; /// /// Internal networking system message for sending a command from client to server. /// public const short Command = 5; /// /// Internal networking system message for sending tranforms from client to server. /// public const short LocalPlayerTransform = 6; /// /// Internal networking system message for sending a SyncEvent from server to client. /// public const short SyncEvent = 7; /// /// Internal networking system message for updating SyncVars on a client from a server. /// public const short UpdateVars = 8; /// /// Internal networking system message for sending a USyncList generic list. /// public const short SyncList = 9; /// /// Internal networking system message for spawning scene objects. /// public const short ObjectSpawnScene = 10; /// /// Internal networking system message for sending information about network peers to clients. /// public const short NetworkInfo = 11; /// /// Internal networking system messages used to tell when the initial contents of a scene is being spawned. /// public const short SpawnFinished = 12; /// /// Internal networking system message for hiding objects. /// public const short ObjectHide = 13; /// /// Internal networking system message for HLAPI CRC checking. /// public const short CRC = 14; /// /// Internal networking system message for setting authority to a client for an object. /// public const short LocalClientAuthority = 15; /// /// Internal networking system message for sending tranforms for client object from client to server. /// public const short LocalChildTransform = 16; /// /// Internal networking system message for sending information about changes in authority for non-player objects to clients. /// public const short PeerClientAuthority = 17; internal const short UserMessage = 0; internal const short HLAPIMsg = 28; internal const short LLAPIMsg = 29; internal const short HLAPIResend = 30; internal const short HLAPIPending = 31; /// /// The highest value of internal networking system message ids. User messages must be above this value. User code cannot replace these handlers. /// public const short InternalHighest = 31; /// /// Internal networking system message for communicating a connection has occurred. /// public const short Connect = 32; /// /// Internal networking system message for communicating a disconnect has occurred,. /// public const short Disconnect = 33; /// /// Internal networking system message for communicating an error. /// public const short Error = 34; /// /// Internal networking system message for clients to tell server they are ready. /// public const short Ready = 35; /// /// Internal networking system message for server to tell clients they are no longer ready. /// public const short NotReady = 36; /// /// Internal networking system message for adding player objects to client instances. /// public const short AddPlayer = 37; /// /// Internal networking system message for removing a player object which was spawned for a client. /// public const short RemovePlayer = 38; /// /// Internal networking system message that tells clients which scene to load when they connect to a server. /// public const short Scene = 39; /// /// Internal networking system message for sending synchronizing animation state. /// public const short Animation = 40; /// /// Internal networking system message for sending synchronizing animation parameter state. /// public const short AnimationParameters = 41; /// /// Internal networking system message for sending animation triggers. /// public const short AnimationTrigger = 42; /// /// Internal networking system message for communicating a player is ready in the lobby. /// public const short LobbyReadyToBegin = 43; /// /// Internal networking system message for communicating a lobby player has loaded the game scene. /// public const short LobbySceneLoaded = 44; /// /// Internal networking system message for communicating failing to add lobby player. /// public const short LobbyAddPlayerFailed = 45; /// /// Internal networking system messages used to return the game to the lobby scene. /// public const short LobbyReturnToLobby = 46; /// /// Internal networking system message used when a client connects to the new host of a game. /// public const short ReconnectPlayer = 47; /// /// The highest value of built-in networking system message ids. User messages must be above this value. /// public const short Highest = 47; /// /// Returns the name of internal message types by their id. /// /// A internal message id value. /// /// The name of the internal message. /// public static string MsgTypeToString(short value) { if ((int) value < 0 || (int) value > 47) return string.Empty; string str = MsgType.msgLabels[(int) value]; if (string.IsNullOrEmpty(str)) str = "[" + (object) value + "]"; return str; } } }