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NetworkClient.Send

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public method Send(msgType: short, msg: Networking.MessageBase): bool;
public bool Send(short msgType, Networking.MessageBase msg);

Parameters

msgTypeThe id of the message to send.
msgA message instance to send.

Returns

bool True if message was sent.

Description

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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