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cleanup
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@ -31,42 +31,30 @@ public abstract class NetworkConnection
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/// <summary>IP address of the connection. Can be useful for game master IP bans etc.</summary>
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public abstract string address { get; }
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/// <summary>
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/// The last time that a message was received on this connection.
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/// <para>This includes internal system messages (such as Commands and ClientRpc calls) and user messages.</para>
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/// </summary>
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/// <summary>Last time a message was received for this connection. Includes system & user messages.</summary>
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public float lastMessageTime;
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/// <summary>
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/// The NetworkIdentity for this connection.
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/// </summary>
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/// <summary>This connection's main object (usually the player object).</summary>
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public NetworkIdentity identity { get; internal set; }
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/// <summary>
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/// A list of the NetworkIdentity objects owned by this connection. This list is read-only.
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/// <para>This includes the player object for the connection - if it has localPlayerAutority set, and any objects spawned with local authority or set with AssignLocalAuthority.</para>
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/// <para>This list can be used to validate messages from clients, to ensure that clients are only trying to control objects that they own.</para>
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/// </summary>
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// IMPORTANT: this needs to be <NetworkIdentity>, not <uint netId>. fixes a bug where DestroyOwnedObjects wouldn't find
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// the netId anymore: https://github.com/vis2k/Mirror/issues/1380 . Works fine with NetworkIdentity pointers though.
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/// <summary>All NetworkIdentities owned by this connection. Can be main player, pets, etc.</summary>
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// IMPORTANT: this needs to be <NetworkIdentity>, not <uint netId>.
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// fixes a bug where DestroyOwnedObjects wouldn't find the
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// netId anymore: https://github.com/vis2k/Mirror/issues/1380
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// Works fine with NetworkIdentity pointers though.
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public readonly HashSet<NetworkIdentity> clientOwnedObjects = new HashSet<NetworkIdentity>();
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/// <summary>
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/// Creates a new NetworkConnection
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/// </summary>
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internal NetworkConnection()
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{
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// set lastTime to current time when creating connection to make sure it isn't instantly kicked for inactivity
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// set lastTime to current time when creating connection to make
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// sure it isn't instantly kicked for inactivity
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lastMessageTime = Time.time;
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}
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/// <summary>
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/// Creates a new NetworkConnection with the specified connectionId
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/// </summary>
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/// <param name="networkConnectionId"></param>
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internal NetworkConnection(int networkConnectionId) : this()
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{
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connectionId = networkConnectionId;
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// TODO why isn't lastMessageTime set in here like in the other ctor?
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}
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/// <summary>
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