Adjustments for high-level networking usage #878
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@@ -843,11 +843,6 @@ void NetworkReplicator::SetObjectOwnership(ScriptingObject* obj, uint32 ownerCli
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item.Role = localRole;
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SendObjectRoleMessage(item);
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}
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else
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{
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// Object is the owner
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CHECK(localRole == NetworkObjectRole::OwnedAuthoritative);
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}
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}
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else
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{
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@@ -146,7 +146,7 @@ public:
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/// <param name="ownerClientId">The new owner. Set to NetworkManager::LocalClientId for local client to be owner (server might reject it).</param>
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/// <param name="localRole">The local role to assign for the object.</param>
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/// <param name="hierarchical">True if apply the ownership to all child objects of this object (eg. all child actors and scripts attached to the networked actor).</param>
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API_FUNCTION() static void SetObjectOwnership(ScriptingObject* obj, uint32 ownerClientId, NetworkObjectRole localRole = NetworkObjectRole::Replicated, bool hierarchical = false);
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API_FUNCTION() static void SetObjectOwnership(ScriptingObject* obj, uint32 ownerClientId, NetworkObjectRole localRole = NetworkObjectRole::Replicated, bool hierarchical = true);
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/// <summary>
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/// Marks the object dirty to perform immediate replication to the other clients.
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