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ClosemsgType | The id of the message to send. |
msg | A message instance to send. |
bool True if message was sent.
This sends a network message with a message Id to the server. This message is sent on channel zero, which by default is the reliable channel.
The message must be an instance of a class derived from MessageBase.
#pragma strict class RegisterHostMessage extends MessageBase { public var gameName: String; public var comment: String; public var passwordProtected: boolean; } class MasterClient { public var client: NetworkClient; public const var RegisterHostMsgId: short = 888; public function RegisterHost(name: string) { var msg: var = new RegisterHostMessage(); msg.gameName = name; msg.comment = "test"; msg.passwordProtected = false; client.Send(RegisterHostMsgId, msg); } }
using UnityEngine; using UnityEngine.Networking;
public class RegisterHostMessage : MessageBase { public string gameName; public string comment; public bool passwordProtected; }
public class MasterClient { public NetworkClient client;
public const short RegisterHostMsgId = 888;
public void RegisterHost(string name) { RegisterHostMessage msg = new RegisterHostMessage(); msg.gameName = name; msg.comment = "test"; msg.passwordProtected = false;
client.Send(RegisterHostMsgId, msg); } }
The message id passed to Send() is used to identify the handler function to invoke on the server when the message is received.
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