Removed useless proxy methods and substituted in direct property modification. (#454)

This commit is contained in:
rodolphito 2019-02-27 16:33:10 -08:00 committed by Paul Pacheco
parent 82535b0a8c
commit 96133d1583
4 changed files with 7 additions and 17 deletions

View File

@ -664,7 +664,7 @@ static void OnOwnerMessage(NetworkMessage netMsg)
if (NetworkIdentity.spawned.TryGetValue(msg.netId, out NetworkIdentity localObject) && localObject != null)
{
// this object already exists
localObject.SetConnectionToServer(netMsg.conn);
localObject.connectionToServer = netMsg.conn;
localObject.SetLocalPlayer();
InternalAddPlayer(localObject);
}
@ -684,7 +684,7 @@ static void CheckForOwner(NetworkIdentity identity)
// found owner, turn into a local player
// Set isLocalPlayer to true on this NetworkIdentity and trigger OnStartLocalPlayer in all scripts on the same GO
identity.SetConnectionToServer(readyConnection);
identity.connectionToServer = readyConnection;
identity.SetLocalPlayer();
if (LogFilter.Debug) { Debug.Log("ClientScene::OnOwnerMessage - player=" + identity.name); }

View File

@ -55,7 +55,7 @@ internal void AddLocalPlayer(NetworkIdentity localPlayer)
{
localPlayer.EnableIsClient();
NetworkIdentity.spawned[localPlayer.netId] = localPlayer;
localPlayer.SetConnectionToServer(connection);
localPlayer.connectionToServer = connection;
}
// there is no SystemOwnerMessage for local client. add to ClientScene here instead
ClientScene.InternalAddPlayer(localPlayer);

View File

@ -46,8 +46,8 @@ public sealed class NetworkIdentity : MonoBehaviour
public bool serverOnly { get { return m_ServerOnly; } set { m_ServerOnly = value; } }
public bool localPlayerAuthority { get { return m_LocalPlayerAuthority; } set { m_LocalPlayerAuthority = value; } }
public NetworkConnection clientAuthorityOwner { get; private set; }
public NetworkConnection connectionToServer { get; private set; }
public NetworkConnection connectionToClient { get; private set; }
public NetworkConnection connectionToServer { get; internal set; }
public NetworkConnection connectionToClient { get; internal set; }
// all spawned NetworkIdentities by netId. needed on server and client.
public static Dictionary<uint, NetworkIdentity> spawned = new Dictionary<uint, NetworkIdentity>();
@ -648,16 +648,6 @@ internal void SetLocalPlayer()
}
}
internal void SetConnectionToServer(NetworkConnection conn)
{
connectionToServer = conn;
}
internal void SetConnectionToClient(NetworkConnection conn)
{
connectionToClient = conn;
}
internal void OnNetworkDestroy()
{
for (int i = 0; m_NetworkBehaviours != null && i < m_NetworkBehaviours.Length; i++)

View File

@ -524,7 +524,7 @@ internal static bool InternalAddPlayerForConnection(NetworkConnection conn, Game
conn.SetPlayerController(identity);
// Set the connection on the NetworkIdentity on the server, NetworkIdentity.SetLocalPlayer is not called on the server (it is on clients)
identity.SetConnectionToClient(conn);
identity.connectionToClient = conn;
SetClientReady(conn);
@ -613,7 +613,7 @@ internal static bool InternalReplacePlayerForConnection(NetworkConnection conn,
conn.SetPlayerController(playerNetworkIdentity);
// Set the connection on the NetworkIdentity on the server, NetworkIdentity.SetLocalPlayer is not called on the server (it is on clients)
playerNetworkIdentity.SetConnectionToClient(conn);
playerNetworkIdentity.connectionToClient = conn;
//NOTE: DONT set connection ready.