Mirror::Cloud::Example::NetworkManagerListServer
Network Manager with events that are used by the list server
Inherits from NetworkManager, MonoBehaviour
Inherited by NetworkManagerListServerPong
Public Events
Name | |
---|---|
Action | onServerStarted() Called when Server Starts |
Action | onServerStopped() Called when Server Stops |
OnPlayerListChanged | onPlayerListChanged() Called when players leaves or joins the room |
Public Functions
Name | |
---|---|
delegate void | OnPlayerListChanged(int playerCount) |
virtual override void | OnServerConnect(NetworkConnection conn) Called on the server when a new client connects. |
virtual override void | OnServerDisconnect(NetworkConnection conn) Called on the server when a client disconnects. |
virtual override void | OnStartServer() This is invoked when a server is started - including when a host is started. |
virtual override void | OnStopServer() This is called when a server is stopped - including when a host is stopped. |
Additional inherited members
Public Functions inherited from NetworkManager
Name | |
---|---|
virtual void | OnValidate() virtual so that inheriting classes' OnValidate() can call base.OnValidate() too |
virtual void | Awake() virtual so that inheriting classes' Awake() can call base.Awake() too |
virtual void | Start() virtual so that inheriting classes' Start() can call base.Start() too |
virtual void | LateUpdate() virtual so that inheriting classes' LateUpdate() can call base.LateUpdate() too |
void | StartServer() This starts a new server. |
void | StartClient() This starts a network client. It uses the networkAddress property as the address to connect to. |
void | StartClient(Uri uri) This starts a network client. It uses the Uri parameter as the address to connect to. |
void | StartHost() This starts a network "host" - a server and client in the same application. |
void | StopHost() This stops both the client and the server that the manager is using. |
void | StopServer() Stops the server that the manager is using. |
void | StopClient() Stops the client that the manager is using. |
virtual void | OnApplicationQuit() called when quitting the application by closing the window / pressing stop in the editor |
virtual void | ConfigureServerFrameRate() Set the frame rate for a headless server. |
virtual void | OnDestroy() virtual so that inheriting classes' OnDestroy() can call base.OnDestroy() too |
virtual void | ServerChangeScene(string newSceneName) This causes the server to switch scenes and sets the networkSceneName. |
Transform | GetStartPosition() This finds a spawn position based on NetworkStartPosition objects in the scene. |
virtual void | OnServerReady(NetworkConnection conn) Called on the server when a client is ready. |
virtual void | OnServerAddPlayer(NetworkConnection conn) Called on the server when a client adds a new player with ClientScene.AddPlayer. |
virtual void | OnServerError(NetworkConnection conn, int errorCode) Called on the server when a network error occurs for a client connection. |
virtual void | OnServerChangeScene(string newSceneName) Called from ServerChangeScene immediately before SceneManager.LoadSceneAsync is executed |
virtual void | OnServerSceneChanged(string sceneName) Called on the server when a scene is completed loaded, when the scene load was initiated by the server with ServerChangeScene(). |
virtual void | OnClientConnect(NetworkConnection conn) Called on the client when connected to a server. |
virtual void | OnClientDisconnect(NetworkConnection conn) Called on clients when disconnected from a server. |
virtual void | OnClientError(NetworkConnection conn, int errorCode) Called on clients when a network error occurs. |
virtual void | OnClientNotReady(NetworkConnection conn) Called on clients when a servers tells the client it is no longer ready. |
virtual void | OnClientChangeScene(string newSceneName, SceneOperation sceneOperation, bool customHandling) Called from ClientChangeScene immediately before SceneManager.LoadSceneAsync is executed |
virtual void | OnClientSceneChanged(NetworkConnection conn) Called on clients when a scene has completed loaded, when the scene load was initiated by the server. |
virtual void | OnStartHost() This is invoked when a host is started. |
virtual void | OnStartClient() This is invoked when the client is started. |
virtual void | OnStopClient() This is called when a client is stopped. |
virtual void | OnStopHost() This is called when a host is stopped. |
bool | IsSceneActive(string scene) |
void | Shutdown() This is the only way to clear the singleton, so another instance can be created. |
void | RegisterStartPosition(Transform start) Registers the transform of a game object as a player spawn location. |
void | UnRegisterStartPosition(Transform start) Unregisters the transform of a game object as a player spawn location. |
Public Properties inherited from NetworkManager
Name | |
---|---|
NetworkManager | singleton NetworkManager singleton |
NetworkManagerMode | mode |
string | networkSceneName The name of the current network scene. |
Public Attributes inherited from NetworkManager
Name | |
---|---|
bool | dontDestroyOnLoad A flag to control whether the NetworkManager object is destroyed when the scene changes. |
bool | runInBackground Controls whether the program runs when it is in the background. |
bool | autoStartServerBuild Automatically invoke StartServer() |
bool | showDebugMessages Enables verbose debug messages in the console |
int | serverTickRate Server Update frequency, per second. Use around 60Hz for fast paced games like Counter-Strike to minimize latency. Use around 30Hz for games like WoW to minimize computations. Use around 1-10Hz for slow paced games like EVE. |
string | offlineScene The scene to switch to when offline. |
string | onlineScene The scene to switch to when online. |
string | networkAddress The network address currently in use. |
int | maxConnections The maximum number of concurrent network connections to support. |
bool | disconnectInactiveConnections Should the server disconnect remote connections that have gone silent for more than Server Idle Timeout? |
float | disconnectInactiveTimeout Timeout in seconds since last message from a client after which server will auto-disconnect. |
NetworkAuthenticator | authenticator |
GameObject | playerPrefab The default prefab to be used to create player objects on the server. |
bool | autoCreatePlayer A flag to control whether or not player objects are automatically created on connect, and on scene change. |
PlayerSpawnMethod | playerSpawnMethod The current method of spawning players used by the NetworkManager. |
List< GameObject > | spawnPrefabs List of prefabs that will be registered with the spawning system. |
int | numPlayers Number of active player objects across all connections on the server. |
bool | isNetworkActive True if the server or client is started and running |
bool | clientLoadedScene This is true if the client loaded a new scene when connecting to the server. |
UnityEngine.AsyncOperation | loadingSceneAsync |
int | startPositionIndex |
List< Transform > | startPositions List of transforms populted by NetworkStartPosition components found in the scene. |
Protected Attributes inherited from NetworkManager
Name | |
---|---|
Transport | transport |
Public Events Documentation
event onServerStarted
Action onServerStarted()
Called when Server Starts
event onServerStopped
Action onServerStopped()
Called when Server Stops
event onPlayerListChanged
OnPlayerListChanged onPlayerListChanged()
Called when players leaves or joins the room
Public Functions Documentation
function OnPlayerListChanged
delegate void OnPlayerListChanged(
int playerCount
)
function OnServerConnect
inline virtual override void OnServerConnect(
NetworkConnection conn
)
Called on the server when a new client connects.
Parameters:
- conn Connection from client.
Reimplements: Mirror::NetworkManager::OnServerConnect
Unity calls this on the Server when a Client connects to the Server. Use an override to tell the NetworkManager what to do when a client connects to the server.
function OnServerDisconnect
inline virtual override void OnServerDisconnect(
NetworkConnection conn
)
Called on the server when a client disconnects.
Parameters:
- conn Connection from client.
Reimplements: Mirror::NetworkManager::OnServerDisconnect
This is called on the Server when a Client disconnects from the Server. Use an override to decide what should happen when a disconnection is detected.
function OnStartServer
inline virtual override void OnStartServer()
This is invoked when a server is started - including when a host is started.
Reimplements: Mirror::NetworkManager::OnStartServer
StartServer has multiple signatures, but they all cause this hook to be called.
function OnStopServer
inline virtual override void OnStopServer()
This is called when a server is stopped - including when a host is stopped.
Reimplements: Mirror::NetworkManager::OnStopServer
Updated on 26 January 2021 at 15:30:27 UTC