Files
survival-game/Assets/Mirror/Transports/KCP/kcp2k/highlevel/KcpHeader.cs
2025-06-16 15:14:23 +02:00

58 lines
1.9 KiB
C#

using System;
namespace kcp2k
{
// header for messages processed by kcp.
// this is NOT for the raw receive messages(!) because handshake/disconnect
// need to be sent reliably. it's not enough to have those in rawreceive
// because those messages might get lost without being resent!
public enum KcpHeaderReliable : byte
{
// don't react on 0x00. might help to filter out random noise.
Hello = 1,
// ping goes over reliable & KcpHeader for now. could go over unreliable
// too. there is no real difference except that this is easier because
// we already have a KcpHeader for reliable messages.
// ping is only used to keep it alive, so latency doesn't matter.
Ping = 2,
Data = 3,
}
public enum KcpHeaderUnreliable : byte
{
// users may send unreliable messages
Data = 4,
// disconnect always goes through rapid fire unreliable (glenn fielder)
Disconnect = 5,
}
// save convert the enums from/to byte.
// attackers may attempt to send invalid values, so '255' may not convert.
public static class KcpHeader
{
public static bool ParseReliable(byte value, out KcpHeaderReliable header)
{
if (Enum.IsDefined(typeof(KcpHeaderReliable), value))
{
header = (KcpHeaderReliable)value;
return true;
}
header = KcpHeaderReliable.Ping; // any default
return false;
}
public static bool ParseUnreliable(byte value, out KcpHeaderUnreliable header)
{
if (Enum.IsDefined(typeof(KcpHeaderUnreliable), value))
{
header = (KcpHeaderUnreliable)value;
return true;
}
header = KcpHeaderUnreliable.Disconnect; // any default
return false;
}
}
}