UnityEngine.Networking.NetworkTransport.ReceiveRelayEventFromHost C# (CSharp) Method

ReceiveRelayEventFromHost() private method

private ReceiveRelayEventFromHost ( int hostId, byte &error ) : NetworkEventType
hostId int
error byte
return NetworkEventType
        public static extern NetworkEventType ReceiveRelayEventFromHost(int hostId, out byte error);
        /// <summary>

Usage Example

        /// <summary>
        /// <para>This function pumps the server causing incoming network data to be processed, and pending outgoing data to be sent.</para>
        /// </summary>
        public void Update()
        {
            if (this.m_ServerHostId != -1)
            {
                byte             num4;
                NetworkEventType dataEvent = NetworkEventType.DataEvent;
                if (this.m_RelaySlotId != -1)
                {
                    dataEvent = NetworkTransport.ReceiveRelayEventFromHost(this.m_ServerHostId, out num4);
                    if ((dataEvent != NetworkEventType.Nothing) && LogFilter.logDebug)
                    {
                        Debug.Log("NetGroup event:" + dataEvent);
                    }
                    if ((dataEvent == NetworkEventType.ConnectEvent) && LogFilter.logDebug)
                    {
                        Debug.Log("NetGroup server connected");
                    }
                    if ((dataEvent == NetworkEventType.DisconnectEvent) && LogFilter.logDebug)
                    {
                        Debug.Log("NetGroup server disconnected");
                    }
                }
                do
                {
                    int num;
                    int num2;
                    int num3;
                    dataEvent = NetworkTransport.ReceiveFromHost(this.m_ServerHostId, out num, out num2, this.m_MsgBuffer, this.m_MsgBuffer.Length, out num3, out num4);
                    if ((dataEvent != NetworkEventType.Nothing) && LogFilter.logDev)
                    {
                        Debug.Log(string.Concat(new object[] { "Server event: host=", this.m_ServerHostId, " event=", dataEvent, " error=", num4 }));
                    }
                    switch (dataEvent)
                    {
                    case NetworkEventType.DataEvent:
                        this.HandleData(num, num2, num3, num4);
                        break;

                    case NetworkEventType.ConnectEvent:
                        this.HandleConnect(num, num4);
                        break;

                    case NetworkEventType.DisconnectEvent:
                        this.HandleDisconnect(num, num4);
                        break;

                    case NetworkEventType.Nothing:
                        break;

                    default:
                        if (LogFilter.logError)
                        {
                            Debug.LogError("Unknown network message type received: " + dataEvent);
                        }
                        break;
                    }
                }while (dataEvent != NetworkEventType.Nothing);
                this.UpdateConnections();
            }
        }
All Usage Examples Of UnityEngine.Networking.NetworkTransport::ReceiveRelayEventFromHost