Authority transfer

Overview

The state of network entities that are currently not simulated locally (either because they are being simulated on another game client or on a simulator) cannot be affected directly.

Network commands and events can help us affect state indirectly, but for anything more involved, an authority transfer might be necessary.

Types of Authority Transfer

In the design phase, CoherenceSync objects can be configured to handle authority transfer in different ways:

  • Request. Authority transfer may be requested, but it may be rejected by the receiving party (i.e. when Approve requests is false).

  • Steal. Authority will always be given to the requesting party on a FCFS ("first come first serve") basis.

  • Not transferable. Authority cannot be transferred.

Requesting Authority in Code

Requesting authority is very straight-forward.

var coherenceSync = target.GetComponent<CoherenceSync>();
coherenceSync.RequestAuthority();

As the transfer is asynchronous, we have to subscribe to one or more Unity Events in CoherenceSync to learn the result.

The request will first go to the replication server and be passed onto the receiving simulator or game client, so it may take a few frames to get a response.

// There Unity Events in CoherenceSync help us understand 
// what happened with authority requests and act accordingly.

public UnityEvent OnAuthorityTransferRejected;

// TRUE is authority is transfered being gained, FALSE if lost
public UnityEvent<bool> OnBeforeAuthorityTransfer;

// TRUE is authority is transfered being gained, FALSE if lost
public UnityEvent<bool> OnAfterAuthorityTransfer;

Last updated