diff --git a/Assets/Mirror/Runtime/NetworkConnection.cs b/Assets/Mirror/Runtime/NetworkConnection.cs
index 46d099621..9bcd33cad 100644
--- a/Assets/Mirror/Runtime/NetworkConnection.cs
+++ b/Assets/Mirror/Runtime/NetworkConnection.cs
@@ -31,42 +31,30 @@ public abstract class NetworkConnection
/// IP address of the connection. Can be useful for game master IP bans etc.
public abstract string address { get; }
- ///
- /// The last time that a message was received on this connection.
- /// This includes internal system messages (such as Commands and ClientRpc calls) and user messages.
- ///
+ /// Last time a message was received for this connection. Includes system & user messages.
public float lastMessageTime;
- ///
- /// The NetworkIdentity for this connection.
- ///
+ /// This connection's main object (usually the player object).
public NetworkIdentity identity { get; internal set; }
- ///
- /// A list of the NetworkIdentity objects owned by this connection. This list is read-only.
- /// This includes the player object for the connection - if it has localPlayerAutority set, and any objects spawned with local authority or set with AssignLocalAuthority.
- /// This list can be used to validate messages from clients, to ensure that clients are only trying to control objects that they own.
- ///
- // IMPORTANT: this needs to be , not . fixes a bug where DestroyOwnedObjects wouldn't find
- // the netId anymore: https://github.com/vis2k/Mirror/issues/1380 . Works fine with NetworkIdentity pointers though.
+ /// All NetworkIdentities owned by this connection. Can be main player, pets, etc.
+ // IMPORTANT: this needs to be , not .
+ // fixes a bug where DestroyOwnedObjects wouldn't find the
+ // netId anymore: https://github.com/vis2k/Mirror/issues/1380
+ // Works fine with NetworkIdentity pointers though.
public readonly HashSet clientOwnedObjects = new HashSet();
- ///
- /// Creates a new NetworkConnection
- ///
internal NetworkConnection()
{
- // set lastTime to current time when creating connection to make sure it isn't instantly kicked for inactivity
+ // set lastTime to current time when creating connection to make
+ // sure it isn't instantly kicked for inactivity
lastMessageTime = Time.time;
}
- ///
- /// Creates a new NetworkConnection with the specified connectionId
- ///
- ///
internal NetworkConnection(int networkConnectionId) : this()
{
connectionId = networkConnectionId;
+ // TODO why isn't lastMessageTime set in here like in the other ctor?
}
///