Vixen
02b45cc4
csharp
public sealed class NetworkOwnership

Who owns which networked object.

No guide page documents this yet — the page shows what the code says about itself.

Remarks

Ownership is not authority. The server is always the authority; ownership says whose input an object answers to, and it is what RequireOwnership checks before a call is dispatched. Everything else — who may spawn, despawn, observe or write — is NetworkRules, which is not built yet.

Transfers are events, because half a game reacts to them: the camera, the input binding, the nameplate. A game that had to poll for "am I still driving this?" would poll it every frame for the two times a match that it changes.

Fields and properties (1)

  • public int Count

    How many objects have an owner.

Events (1)

Methods (6)

  • public bool TryGetOwner(NetworkId id, out PlayerId owner)

    Finds who owns an object.

  • public bool IsOwnedBy(NetworkId id, PlayerId player)

    Whether a player owns an object.

  • public bool SetOwner(NetworkId id, PlayerId owner)

    Gives an object to a player, or takes it back with None.

  • public int OwnedBy(PlayerId player, List<NetworkId> into)

    Everything one player owns.

  • public bool Forget(NetworkId id)

    Forgets an object, because it was destroyed.

  • public int TransferAll(PlayerId player, PlayerId transferTo = default(PlayerId))

    Takes everything a player owned away from them.

Used by (15)

  • ArenaMultiplayer
  • AwaitableRpcTestsVixen.Net.Tests
  • NetworkAnimatorTestsVixen.Net.Animation.Tests
  • NetworkAudioTestsVixen.Net.Audio.Tests
  • NetworkRigidBodyTestsVixen.Net.Physics.Tests
  • NetworkRulesRegistryVixen.Net
  • NetworkRulesTestsVixen.Net.Tests
  • NetworkSpawnSystemVixen.Net.Engine
  • NetworkSpawnerVixen.Net.Engine
  • PredictionWiringTestsVixen.Net.Tests
  • RpcGeneratorTestsVixen.Net.Generators.Tests
  • RpcOverSessionTestsVixen.Net.Tests
  • RpcRouterVixen.Net
  • RpcRouterTargetVixen.Net.Fuzz
  • RpcTestsVixen.Net.Tests