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fix(NetworkIdentity): Made clientStarted public and moved it up
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MrGadget1024 committed Nov 24, 2023
1 parent 11dc4a9 commit 28a876c
Showing 1 changed file with 3 additions and 1 deletion.
4 changes: 3 additions & 1 deletion Assets/Mirror/Core/NetworkIdentity.cs
Original file line number Diff line number Diff line change
Expand Up @@ -93,6 +93,9 @@ public sealed class NetworkIdentity : MonoBehaviour
// for example: main player & pets are owned. monsters & npcs aren't.
public bool isOwned { get; internal set; }

// public so NetworkManager can reset it from StopClient.
public bool clientStarted;

/// <summary>The set of network connections (players) that can see this object.</summary>
public readonly Dictionary<int, NetworkConnectionToClient> observers =
new Dictionary<int, NetworkConnectionToClient>();
Expand Down Expand Up @@ -707,7 +710,6 @@ internal void OnStopServer()
}
}

bool clientStarted;
internal void OnStartClient()
{
if (clientStarted) return;
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