Example #1
0
        public bool AssignClientAuthority(NetworkConnection conn)
        {
            bool result;

            if (!this.isServer)
            {
                if (LogFilter.logError)
                {
                    Debug.LogError("AssignClientAuthority can only be call on the server for spawned objects.");
                }
                result = false;
            }
            else if (!this.localPlayerAuthority)
            {
                if (LogFilter.logError)
                {
                    Debug.LogError("AssignClientAuthority can only be used for NetworkIdentity component with LocalPlayerAuthority set.");
                }
                result = false;
            }
            else if (this.m_ClientAuthorityOwner != null && conn != this.m_ClientAuthorityOwner)
            {
                if (LogFilter.logError)
                {
                    Debug.LogError("AssignClientAuthority for " + base.gameObject + " already has an owner. Use RemoveClientAuthority() first.");
                }
                result = false;
            }
            else if (conn == null)
            {
                if (LogFilter.logError)
                {
                    Debug.LogError("AssignClientAuthority for " + base.gameObject + " owner cannot be null. Use RemoveClientAuthority() instead.");
                }
                result = false;
            }
            else
            {
                this.m_ClientAuthorityOwner = conn;
                this.m_ClientAuthorityOwner.AddOwnedObject(this);
                this.ForceAuthority(false);
                conn.Send(15, new ClientAuthorityMessage
                {
                    netId     = this.netId,
                    authority = true
                });
                if (NetworkIdentity.clientAuthorityCallback != null)
                {
                    NetworkIdentity.clientAuthorityCallback(conn, this, true);
                }
                result = true;
            }
            return(result);
        }
Example #2
0
        public bool RemoveClientAuthority(NetworkConnection conn)
        {
            bool result;

            if (!this.isServer)
            {
                if (LogFilter.logError)
                {
                    Debug.LogError("RemoveClientAuthority can only be call on the server for spawned objects.");
                }
                result = false;
            }
            else if (this.connectionToClient != null)
            {
                if (LogFilter.logError)
                {
                    Debug.LogError("RemoveClientAuthority cannot remove authority for a player object");
                }
                result = false;
            }
            else if (this.m_ClientAuthorityOwner == null)
            {
                if (LogFilter.logError)
                {
                    Debug.LogError("RemoveClientAuthority for " + base.gameObject + " has no clientAuthority owner.");
                }
                result = false;
            }
            else if (this.m_ClientAuthorityOwner != conn)
            {
                if (LogFilter.logError)
                {
                    Debug.LogError("RemoveClientAuthority for " + base.gameObject + " has different owner.");
                }
                result = false;
            }
            else
            {
                this.m_ClientAuthorityOwner.RemoveOwnedObject(this);
                this.m_ClientAuthorityOwner = null;
                this.ForceAuthority(true);
                conn.Send(15, new ClientAuthorityMessage
                {
                    netId     = this.netId,
                    authority = false
                });
                if (NetworkIdentity.clientAuthorityCallback != null)
                {
                    NetworkIdentity.clientAuthorityCallback(conn, this, false);
                }
                result = true;
            }
            return(result);
        }
 /// <summary>
 ///   <para>Removes ownership for an object for a client by its conneciton.</para>
 /// </summary>
 /// <param name="conn">The connection of the client to remove authority for.</param>
 /// <returns>
 ///   <para>True if authority is removed.</para>
 /// </returns>
 public bool RemoveClientAuthority(NetworkConnection conn)
 {
     if (!this.isServer)
     {
         if (LogFilter.logError)
         {
             Debug.LogError((object)"RemoveClientAuthority can only be call on the server for spawned objects.");
         }
         return(false);
     }
     if (this.connectionToClient != null)
     {
         if (LogFilter.logError)
         {
             Debug.LogError((object)"RemoveClientAuthority cannot remove authority for a player object");
         }
         return(false);
     }
     if (this.m_ClientAuthorityOwner == null)
     {
         if (LogFilter.logError)
         {
             Debug.LogError((object)("RemoveClientAuthority for " + (object)this.gameObject + " has no clientAuthority owner."));
         }
         return(false);
     }
     if (this.m_ClientAuthorityOwner != conn)
     {
         if (LogFilter.logError)
         {
             Debug.LogError((object)("RemoveClientAuthority for " + (object)this.gameObject + " has different owner."));
         }
         return(false);
     }
     this.m_ClientAuthorityOwner.RemoveOwnedObject(this);
     this.m_ClientAuthorityOwner = (NetworkConnection)null;
     this.ForceAuthority(true);
     conn.Send((short)15, (MessageBase) new ClientAuthorityMessage()
     {
         netId     = this.netId,
         authority = false
     });
     if (NetworkIdentity.clientAuthorityCallback != null)
     {
         NetworkIdentity.clientAuthorityCallback(conn, this, false);
     }
     return(true);
 }