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Fix comments (#1860)
* fix ref to NetMan in Authenticator * does not return * added basic description of return conditions * comment is 2 years old from HLAPI 2017.4 and no longer relevant * remove empty whitespace * Update Assets/Mirror/Runtime/NetworkConnection.cs * Update Assets/Mirror/Runtime/NetworkServer.cs * Update Assets/Mirror/Runtime/NetworkAuthenticator.cs * Update Assets/Mirror/Runtime/NetworkServer.cs * Update Assets/Mirror/Runtime/NetworkServer.cs Co-authored-by: MrGadget <chris@clevertech.net>
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@ -76,7 +76,7 @@ internal void OnClientAuthenticateInternal(NetworkConnection conn)
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void OnValidate()
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{
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#if UNITY_EDITOR
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// automatically assign NetworkManager field if we add this to NetworkManager
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// automatically assign authenticator field if we add this to NetworkManager
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NetworkManager manager = GetComponent<NetworkManager>();
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if (manager != null && manager.authenticator == null)
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{
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@ -230,7 +230,7 @@ internal bool InvokeHandler(int msgType, NetworkReader reader, int channelId)
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/// </summary>
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/// <typeparam name="T">The message type to unregister.</typeparam>
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/// <param name="msg">The message object to process.</param>
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/// <returns></returns>
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/// <returns>Returns true if the handler was successfully invoked</returns>
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public bool InvokeHandler<T>(T msg, int channelId) where T : IMessageBase
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{
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// get writer from pool
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@ -334,7 +334,6 @@ void SetupServer()
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/// <summary>
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/// This starts a new server.
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/// </summary>
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/// <returns></returns>
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public void StartServer()
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{
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mode = NetworkManagerMode.ServerOnly;
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@ -146,7 +146,6 @@ internal static void RegisterMessageHandlers()
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/// Start the server, setting the maximum number of connections.
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/// </summary>
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/// <param name="maxConns">Maximum number of allowed connections</param>
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/// <returns></returns>
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public static void Listen(int maxConns)
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{
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Initialize();
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@ -657,7 +656,7 @@ public static void SendToClientOfPlayer<T>(NetworkIdentity identity, T msg, int
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/// <param name="player">Player object spawned for the player.</param>
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/// <param name="assetId"></param>
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/// <param name="keepAuthority">Does the previous player remain attached to this connection?</param>
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/// <returns></returns>
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/// <returns>True if connection was successfully replaced for player.</returns>
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public static bool ReplacePlayerForConnection(NetworkConnection conn, GameObject player, Guid assetId, bool keepAuthority = false)
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{
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if (GetNetworkIdentity(player, out NetworkIdentity identity))
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@ -674,7 +673,7 @@ public static bool ReplacePlayerForConnection(NetworkConnection conn, GameObject
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/// <param name="conn">Connection which is adding the player.</param>
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/// <param name="player">Player object spawned for the player.</param>
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/// <param name="keepAuthority">Does the previous player remain attached to this connection?</param>
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/// <returns></returns>
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/// <returns>True if connection was successfully replaced for player.</returns>
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public static bool ReplacePlayerForConnection(NetworkConnection conn, GameObject player, bool keepAuthority = false)
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{
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return InternalReplacePlayerForConnection(conn, player, keepAuthority);
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@ -687,7 +686,7 @@ public static bool ReplacePlayerForConnection(NetworkConnection conn, GameObject
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/// <param name="conn">Connection which is adding the player.</param>
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/// <param name="player">Player object spawned for the player.</param>
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/// <param name="assetId"></param>
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/// <returns></returns>
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/// <returns>True if connection was sucessfully added for a connection.</returns>
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public static bool AddPlayerForConnection(NetworkConnection conn, GameObject player, Guid assetId)
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{
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if (GetNetworkIdentity(player, out NetworkIdentity identity))
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@ -740,7 +739,7 @@ static void SpawnObserversForConnection(NetworkConnection conn)
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/// </summary>
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/// <param name="conn">Connection which is adding the player.</param>
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/// <param name="player">Player object spawned for the player.</param>
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/// <returns></returns>
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/// <returns>True if connection was successfully added for a connection.</returns>
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public static bool AddPlayerForConnection(NetworkConnection conn, GameObject player)
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{
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NetworkIdentity identity = player.GetComponent<NetworkIdentity>();
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@ -819,8 +818,6 @@ internal static bool InternalReplacePlayerForConnection(NetworkConnection conn,
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// Set the connection on the NetworkIdentity on the server, NetworkIdentity.SetLocalPlayer is not called on the server (it is on clients)
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identity.SetClientOwner(conn);
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//NOTE: DONT set connection ready.
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// special case, we are in host mode, set hasAuthority to true so that all overrides see it
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if (conn is ULocalConnectionToClient)
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{
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@ -1043,7 +1040,6 @@ internal static void SendSpawnMessage(NetworkIdentity identity, NetworkConnectio
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payload = payload,
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};
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conn.Send(msg);
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}
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}
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