NetworkServer cleanup

This commit is contained in:
vis2k 2021-03-07 12:44:08 +08:00
parent 183de927d0
commit fdcd0b8541

View File

@ -22,25 +22,17 @@ public static class NetworkServer
public static Dictionary<int, NetworkConnectionToClient> connections =
new Dictionary<int, NetworkConnectionToClient>();
/// <summary>Message Handlers dictionary, with mesageId as key.</summary>
/// <summary>Message Handlers dictionary, with mesageId as key</summary>
static Dictionary<int, NetworkMessageDelegate> handlers =
new Dictionary<int, NetworkMessageDelegate>();
/// <summary>
/// <para>If you enable this, the server will not listen for incoming connections on the regular network port.</para>
/// <para>This can be used if the game is running in host mode and does not want external players to be able to connect - making it like a single-player game. Also this can be useful when using AddExternalConnection().</para>
/// </summary>
// NOTE: people use this for single player mode where it should not do
// any networking! see https://github.com/vis2k/Mirror/pull/2595
/// <summary>Single player mode can use dontListen to not accept incoming connections</summary>
// see also: https://github.com/vis2k/Mirror/pull/2595
public static bool dontListen;
/// <summary>
/// <para>Checks if the server has been started.</para>
/// <para>This will be true after NetworkServer.Listen() has been called.</para>
/// </summary>
/// <summary>active checks if the server has been started</summary>
public static bool active { get; internal set; }
/// <summary>
/// batching is still optional until we improve mirror's update order.
/// right now it increases latency because: