diff --git a/Assets/Scripts/Networking/Clientside/Client.cs b/Assets/Scripts/Networking/Clientside/Client.cs
index cafdf6f..b6a196a 100644
--- a/Assets/Scripts/Networking/Clientside/Client.cs
+++ b/Assets/Scripts/Networking/Clientside/Client.cs
@@ -62,8 +62,8 @@ namespace Cyber.Networking.Clientside {
/// Send messages to the server if the connection is active.
/// If client is not active, this will return false, otherwise true.
///
- ///
- ///
+ /// The message type.
+ /// The message contents.
/// Weather the send was successful or not.
public static bool Send(short msgType, MessageBase message) {
if (Singleton.Running) {
@@ -75,6 +75,14 @@ namespace Cyber.Networking.Clientside {
}
}
+ ///
+ /// Sends messages to the server by a specified channel.
+ /// If the client is not active, this will return false, otherwise true.
+ ///
+ /// The message type.
+ /// The message contents.
+ /// The ID of the channel to be used.
+ ///
public static bool SendByChannel(short msgType, MessageBase message, byte channelID) {
if (Singleton.Running) {
Singleton.NetClient.SendByChannel(msgType, message, channelID);
diff --git a/Assets/Scripts/Networking/Serverside/ServerSyncHandler.cs b/Assets/Scripts/Networking/Serverside/ServerSyncHandler.cs
index 748a85c..9824e34 100644
--- a/Assets/Scripts/Networking/Serverside/ServerSyncHandler.cs
+++ b/Assets/Scripts/Networking/Serverside/ServerSyncHandler.cs
@@ -6,11 +6,19 @@ using UnityEngine;
using UnityEngine.Networking;
namespace Cyber.Networking.Serverside {
+
+ ///
+ /// The Server sync handler handles sync packets coming from the client, see .
+ ///
public class ServerSyncHandler {
private Dictionary LastSyncIDReceived = new Dictionary();
private Dictionary Players;
+ ///
+ /// Creates a nwe Server Sync handler for handling sync packets that are coming from the client.
+ ///
+ ///
public ServerSyncHandler(Dictionary players) {
Players = players;
}