diff --git a/Assets/Mirror/Runtime/NetworkServer.cs b/Assets/Mirror/Runtime/NetworkServer.cs index cc2d107ca..6794478ce 100644 --- a/Assets/Mirror/Runtime/NetworkServer.cs +++ b/Assets/Mirror/Runtime/NetworkServer.cs @@ -1015,11 +1015,8 @@ public static void RemovePlayerForConnection(NetworkConnection conn, bool destro //else Debug.Log($"Connection {conn} has no identity"); } - /// - /// Handle command from specific player, this could be one of multiple players on a single client - /// - /// - /// + // Handle command from specific player, this could be one of multiple + // players on a single client static void OnCommandMessage(NetworkConnection conn, CommandMessage msg) { if (!NetworkIdentity.spawned.TryGetValue(msg.netId, out NetworkIdentity identity)) @@ -1140,11 +1137,10 @@ internal static void SendSpawnMessage(NetworkIdentity identity, NetworkConnectio } } - /// - /// This destroys all the player objects associated with a NetworkConnections on a server. - /// This is used when a client disconnects, to remove the players for that client. This also destroys non-player objects that have client authority set for this connection. - /// - /// The connections object to clean up for. + /// Destroys all of the connection's owned objects on the server. + // This is used when a client disconnects, to remove the players for + // that client. This also destroys non-player objects that have client + // authority set for this connection. public static void DestroyPlayerForConnection(NetworkConnection conn) { // destroy all objects owned by this connection, including the player object @@ -1152,12 +1148,9 @@ public static void DestroyPlayerForConnection(NetworkConnection conn) conn.identity = null; } - /// - /// Spawn the given game object on all clients which are ready. - /// This will cause a new object to be instantiated from the registered prefab, or from a custom spawn function. - /// - /// Game object with NetworkIdentity to spawn. - /// The connection that has authority over the object + /// Spawn the given game object on all clients which are ready. + // This will cause a new object to be instantiated from the registered + // prefab, or from a custom spawn function. public static void Spawn(GameObject obj, NetworkConnection ownerConnection = null) { if (VerifyCanSpawn(obj)) @@ -1166,12 +1159,8 @@ public static void Spawn(GameObject obj, NetworkConnection ownerConnection = nul } } - /// - /// This spawns an object like NetworkServer.Spawn() but also assigns Client Authority to the specified client. - /// This is the same as calling NetworkIdentity.AssignClientAuthority on the spawned object. - /// - /// The object to spawn. - /// The player object to set Client Authority to. + /// Spawns an object and also assigns Client Authority to the specified client. + // This is the same as calling NetworkIdentity.AssignClientAuthority on the spawned object. public static void Spawn(GameObject obj, GameObject ownerPlayer) { NetworkIdentity identity = ownerPlayer.GetComponent();