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CloseTMsg The type of the Network Message, must be derived from MessageBase.
ReadMessage is used to extract a typed network message from the NetworkReader of a NetworkMessage object.
For example in a handler for the AddPlayer message:
#pragma strict class MyManager extends NetworkManager { function OnServerAddPlayerMessageInternal(netMsg) { var msg = netMsg.ReadMessage.<NetworkSystem.AddPlayerMessage>(); OnServerAddPlayer(netMsg.conn, msg.playerControllerId); } }
using UnityEngine; using UnityEngine.Networking; using UnityEngine.Networking.NetworkSystem;
public class MyManager : NetworkManager { void OnServerAddPlayerMessageInternal(NetworkMessage netMsg) { var msg = netMsg.ReadMessage<AddPlayerMessage>(); OnServerAddPlayer(netMsg.conn, msg.playerControllerId); } }
The AddPlayerMessage that is created will be populated by calling DeSerialize(). So when it is returned form ReadMessage it is ready to use.
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