Remove need to define custom network header in upstream

This commit is contained in:
Evil Factory
2026-02-28 16:47:18 -03:00
parent de73a18637
commit 3192cc8b00
4 changed files with 40 additions and 12 deletions
@@ -18,7 +18,7 @@ partial class NetworkingService : INetworkingService, IEventServerConnected, IEv
public void OnReceivedServerNetMessage(IReadMessage netMessage, ServerPacketHeader serverPacketHeader)
{
if (serverPacketHeader != ServerPacketHeader.LUA_NET_MESSAGE)
if (serverPacketHeader != ServerHeader)
{
return;
}
@@ -46,7 +46,7 @@ partial class NetworkingService : INetworkingService, IEventServerConnected, IEv
if (GameMain.Client == null) { return; }
WriteOnlyMessage message = new WriteOnlyMessage();
message.WriteByte((byte)ClientPacketHeader.LUA_NET_MESSAGE);
message.WriteByte((byte)ClientHeader);
message.WriteByte((byte)ClientToServer.RequestSync);
GameMain.Client.ClientPeer.Send(message, DeliveryMethod.Reliable);
}
@@ -55,7 +55,7 @@ partial class NetworkingService : INetworkingService, IEventServerConnected, IEv
{
var message = new WriteOnlyMessage();
message.WriteByte((byte)ClientPacketHeader.LUA_NET_MESSAGE);
message.WriteByte((byte)ClientHeader);
if (idToPacket.ContainsKey(netId))
{
@@ -86,7 +86,7 @@ partial class NetworkingService : INetworkingService, IEventServerConnected, IEv
if (GameMain.Client == null) { return; }
WriteOnlyMessage message = new WriteOnlyMessage();
message.WriteByte((byte)ClientPacketHeader.LUA_NET_MESSAGE);
message.WriteByte((byte)ClientHeader);
message.WriteByte((byte)ClientToServer.RequestSingleNetId);
NetId.Write(message, netId);