Information about a change in authority of a non-player in the same network game.
internal void AssignAuthorityCallback(NetworkConnection conn, NetworkIdentity uv, bool authorityState) { PeerAuthorityMessage msg = new PeerAuthorityMessage { connectionId = conn.connectionId, netId = uv.netId, authorityState = authorityState }; if (LogFilter.logDebug) { Debug.Log("AssignAuthorityCallback send for netId" + uv.netId); } for (int i = 0; i < NetworkServer.connections.Count; i++) { NetworkConnection connection = NetworkServer.connections[i]; if (connection != null) { connection.Send(0x12, msg); } } }
internal void AssignAuthorityCallback(NetworkConnection conn, NetworkIdentity uv, bool authorityState) { PeerAuthorityMessage authorityMessage = new PeerAuthorityMessage(); authorityMessage.connectionId = conn.connectionId; authorityMessage.netId = uv.netId; authorityMessage.authorityState = authorityState; if (LogFilter.logDebug) Debug.Log((object) ("AssignAuthorityCallback send for netId" + (object) uv.netId)); for (int index = 0; index < NetworkServer.connections.Count; ++index) { NetworkConnection connection = NetworkServer.connections[index]; if (connection != null) connection.Send((short) 17, (MessageBase) authorityMessage); } }