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Removed useless proxy methods and substituted in direct property modification. (#454)
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@ -664,7 +664,7 @@ static void OnOwnerMessage(NetworkMessage netMsg)
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if (NetworkIdentity.spawned.TryGetValue(msg.netId, out NetworkIdentity localObject) && localObject != null)
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{
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// this object already exists
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localObject.SetConnectionToServer(netMsg.conn);
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localObject.connectionToServer = netMsg.conn;
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localObject.SetLocalPlayer();
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InternalAddPlayer(localObject);
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}
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@ -684,7 +684,7 @@ static void CheckForOwner(NetworkIdentity identity)
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// found owner, turn into a local player
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// Set isLocalPlayer to true on this NetworkIdentity and trigger OnStartLocalPlayer in all scripts on the same GO
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identity.SetConnectionToServer(readyConnection);
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identity.connectionToServer = readyConnection;
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identity.SetLocalPlayer();
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if (LogFilter.Debug) { Debug.Log("ClientScene::OnOwnerMessage - player=" + identity.name); }
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@ -55,7 +55,7 @@ internal void AddLocalPlayer(NetworkIdentity localPlayer)
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{
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localPlayer.EnableIsClient();
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NetworkIdentity.spawned[localPlayer.netId] = localPlayer;
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localPlayer.SetConnectionToServer(connection);
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localPlayer.connectionToServer = connection;
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}
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// there is no SystemOwnerMessage for local client. add to ClientScene here instead
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ClientScene.InternalAddPlayer(localPlayer);
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@ -46,8 +46,8 @@ public sealed class NetworkIdentity : MonoBehaviour
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public bool serverOnly { get { return m_ServerOnly; } set { m_ServerOnly = value; } }
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public bool localPlayerAuthority { get { return m_LocalPlayerAuthority; } set { m_LocalPlayerAuthority = value; } }
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public NetworkConnection clientAuthorityOwner { get; private set; }
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public NetworkConnection connectionToServer { get; private set; }
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public NetworkConnection connectionToClient { get; private set; }
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public NetworkConnection connectionToServer { get; internal set; }
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public NetworkConnection connectionToClient { get; internal set; }
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// all spawned NetworkIdentities by netId. needed on server and client.
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public static Dictionary<uint, NetworkIdentity> spawned = new Dictionary<uint, NetworkIdentity>();
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@ -648,16 +648,6 @@ internal void SetLocalPlayer()
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}
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}
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internal void SetConnectionToServer(NetworkConnection conn)
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{
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connectionToServer = conn;
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}
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internal void SetConnectionToClient(NetworkConnection conn)
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{
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connectionToClient = conn;
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}
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internal void OnNetworkDestroy()
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{
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for (int i = 0; m_NetworkBehaviours != null && i < m_NetworkBehaviours.Length; i++)
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@ -524,7 +524,7 @@ internal static bool InternalAddPlayerForConnection(NetworkConnection conn, Game
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conn.SetPlayerController(identity);
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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.SetConnectionToClient(conn);
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identity.connectionToClient = conn;
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SetClientReady(conn);
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@ -613,7 +613,7 @@ internal static bool InternalReplacePlayerForConnection(NetworkConnection conn,
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conn.SetPlayerController(playerNetworkIdentity);
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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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playerNetworkIdentity.SetConnectionToClient(conn);
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playerNetworkIdentity.connectionToClient = conn;
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//NOTE: DONT set connection ready.
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