1
0
mirror of https://github.com/lidgren/lidgren-network-gen3.git synced 2026-05-06 02:11:06 +09:00

Merge pull request #59 from forestrf/master

WriteAt method and changes to work with Unity3D
This commit is contained in:
lidgren
2016-02-05 11:30:51 +01:00
3 changed files with 24 additions and 2 deletions

View File

@@ -7,18 +7,30 @@ namespace Lidgren.Network
public class NetAESEncryption : NetCryptoProviderBase
{
public NetAESEncryption(NetPeer peer)
#if UNITY
: base(peer, new RijndaelManaged())
#else
: base(peer, new AesCryptoServiceProvider())
#endif
{
}
public NetAESEncryption(NetPeer peer, string key)
#if UNITY
: base(peer, new RijndaelManaged())
#else
: base(peer, new AesCryptoServiceProvider())
#endif
{
SetKey(key);
}
public NetAESEncryption(NetPeer peer, byte[] data, int offset, int count)
#if UNITY
: base(peer, new RijndaelManaged())
#else
: base(peer, new AesCryptoServiceProvider())
#endif
{
SetKey(data, offset, count);
}

View File

@@ -101,6 +101,16 @@ namespace Lidgren.Network
m_bitLength += 8;
}
/// <summary>
/// Writes a byte at a given offset in the buffer
/// </summary>
public void WriteAt(Int32 offset, byte source) {
int newBitLength = Math.Max(m_bitLength, offset + 8);
EnsureBufferSize(newBitLength);
NetBitWriter.WriteByte((byte) source, 8, m_data, offset);
m_bitLength = newBitLength;
}
/// <summary>
/// Writes a signed byte
/// </summary>

View File

@@ -1,4 +1,4 @@
#if __CONSTRAINED__ || UNITY_STANDALONE_LINUX
#if __CONSTRAINED__ || UNITY_STANDALONE_LINUX || UNITY
using System;
using System.Collections.Generic;
using System.Net;
@@ -29,9 +29,9 @@ namespace Lidgren.Network
public static IPAddress GetMyAddress(out IPAddress mask)
{
mask = null;
#if UNITY_ANDROID || UNITY_STANDALONE_OSX || UNITY_STANDALONE_WIN || UNITY_STANDALONE_LINUX || UNITY_IOS
try
{
#if UNITY_ANDROID || UNITY_STANDALONE_OSX || UNITY_STANDALONE_WIN || UNITY_STANDALONE_LINUX || UNITY_IOS || UNITY
if (!(UnityEngine.Application.internetReachability == UnityEngine.NetworkReachability.NotReachable))
{
return null;