// 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;
}
}
}