GameEntities.PlayerIntellect.Server_ReceiveChangeMainControlledUnit C# (CSharp) Method

Server_ReceiveChangeMainControlledUnit() private method

private Server_ReceiveChangeMainControlledUnit ( RemoteEntityWorld sender, ReceiveDataReader reader ) : void
sender RemoteEntityWorld
reader ReceiveDataReader
return void
        void Server_ReceiveChangeMainControlledUnit( RemoteEntityWorld sender,
            ReceiveDataReader reader)
        {
            //not safe. client can send networkUIN of any unit from any place.

            //check to ensure that other players can not send messages to another player
            if( !Server_CheckRemoteEntityWorldAssociatedWithThisIntellect( sender ) )
                return;

            uint unitNetworkUIN = reader.ReadVariableUInt32();
            if( !reader.Complete() )
                return;

            Unit unit = Entities.Instance.GetByNetworkUIN( unitNetworkUIN ) as Unit;
            //unit is not exists
            if( unit == null )
                return;

            ServerOrSingle_ChangeMainControlledUnit( unit );
        }