A list of the NetworkIdentity objects owned by this connection.
This includes the player object for the connection - if it has localPlayerAutority set, and any objects spawned with local authority or set with AssignLocalAuthority. This list is read only.
This list can be used to validate messages from clients, to ensure that clients are only trying to control objects that they own.
#pragma strict class Handler { public static function HandleTransform(netMsg: NetworkMessage) { var netId: NetworkInstanceId = netMsg.reader.ReadNetworkId(); var foundObj: GameObject = NetworkServer.FindLocalObject(netId); if (foundObj == null) { return ; } var foundSync: NetworkTransform = foundObj.GetComponent.<NetworkTransform>(); if (foundSync == null) { return ; } if (!foundSync.localPlayerAuthority) { return ; } if (netMsg.conn.clientOwnedObjects.Contains(netId)) { // process message } else { // error } } }
using UnityEngine; using UnityEngine.Networking;
public class Handler { static public void HandleTransform(NetworkMessage netMsg) { NetworkInstanceId netId = netMsg.reader.ReadNetworkId(); GameObject foundObj = NetworkServer.FindLocalObject(netId); if (foundObj == null) { return; } NetworkTransform foundSync = foundObj.GetComponent<NetworkTransform>(); if (foundSync == null) { return; } if (!foundSync.localPlayerAuthority) { return; }
if (netMsg.conn.clientOwnedObjects.Contains(netId)) { // process message } else { // error } } }
Did you find this page useful? Please give it a rating: