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NetworkClient.activeHost to replace .isHostClient (consistent with NetworkServer.activeHost)
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@ -63,11 +63,15 @@ public static partial class NetworkClient
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// empty if the client has not connected yet.
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public static string serverIp => connection.address;
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/// <summary>active is true while a client is connecting/connected</summary>
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/// <summary>active is true while a client is connecting/connected either as standalone or as host client.</summary>
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// (= while the network is active)
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public static bool active => connectState == ConnectState.Connecting ||
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connectState == ConnectState.Connected;
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/// <summary>active is true while the client is connected in host mode.</summary>
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// naming consistent with NetworkServer.activeHost.
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public static bool activeHost => connection is LocalConnectionToServer;
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/// <summary>Check if client is connecting (before connected).</summary>
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public static bool isConnecting => connectState == ConnectState.Connecting;
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@ -75,7 +79,8 @@ public static partial class NetworkClient
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public static bool isConnected => connectState == ConnectState.Connected;
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/// <summary>True if client is running in host mode.</summary>
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public static bool isHostClient => connection is LocalConnectionToServer;
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[Obsolete("NetworkClient.isHostClient was renamed to .activeHost to be more obvious")] // DEPRECATED 2022-12-12
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public static bool isHostClient => activeHost;
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// OnConnected / OnDisconnected used to be NetworkMessages that were
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// invoked. this introduced a bug where external clients could send
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@ -60,6 +60,7 @@ public static partial class NetworkServer
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public static bool active { get; internal set; }
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/// <summary>active checks if the server has been started in host mode.</summary>
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// naming consistent with NetworkClient.activeHost.
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public static bool activeHost => localConnection != null;
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// scene loading
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