Mirror::Examples::NetworkRoom::NetworkRoomManagerExt
Inherits from NetworkRoomManager, NetworkManager, MonoBehaviour
Public Functions
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virtual override bool | OnRoomServerSceneLoadedForPlayer(NetworkConnection conn, GameObject roomPlayer, GameObject gamePlayer) Called just after GamePlayer object is instantiated and just before it replaces RoomPlayer object. This is the ideal point to pass any data like player name, credentials, tokens, colors, etc. into the GamePlayer object as it is about to enter the Online scene. |
virtual override void | OnRoomStopClient() This is called on the client when the client stops. |
virtual override void | OnRoomStopServer() This is called on the server when the server is started - including when a host is stopped. |
virtual override void | OnRoomServerPlayersReady() This is called on the server when all the players in the room are ready. |
virtual override void | OnGUI() virtual so inheriting classes can roll their own |
Additional inherited members
Public Classes inherited from NetworkRoomManager
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struct | PendingPlayer |
Public Functions inherited from NetworkRoomManager
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virtual override void | OnValidate() virtual so that inheriting classes' OnValidate() can call base.OnValidate() too |
virtual override void | OnServerReady(NetworkConnection conn) Called on the server when a client is ready. |
void | CheckReadyToBegin() CheckReadyToBegin checks all of the players in the room to see if their readyToBegin flag is set. |
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 | OnServerAddPlayer(NetworkConnection conn) Called on the server when a client adds a new player with ClientScene.AddPlayer. |
void | RecalculateRoomPlayerIndices() |
virtual override void | ServerChangeScene(string newSceneName) This causes the server to switch scenes and sets the networkSceneName. |
virtual override 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 override void | OnStartServer() This is invoked when a server is started - including when a host is started. |
virtual override void | OnStartHost() This is invoked when a host is started. |
virtual override void | OnStopServer() This is called when a server is stopped - including when a host is stopped. |
virtual override void | OnStopHost() This is called when a host is stopped. |
virtual override void | OnStartClient() This is invoked when the client is started. |
virtual override void | OnClientConnect(NetworkConnection conn) Called on the client when connected to a server. |
virtual override void | OnClientDisconnect(NetworkConnection conn) Called on clients when disconnected from a server. |
virtual override void | OnStopClient() This is called when a client is stopped. |
virtual override void | OnClientSceneChanged(NetworkConnection conn) Called on clients when a scene has completed loaded, when the scene load was initiated by the server. |
virtual void | OnRoomStartHost() This is called on the host when a host is started. |
virtual void | OnRoomStopHost() This is called on the host when the host is stopped. |
virtual void | OnRoomStartServer() This is called on the server when the server is started - including when a host is started. |
virtual void | OnRoomServerConnect(NetworkConnection conn) This is called on the server when a new client connects to the server. |
virtual void | OnRoomServerDisconnect(NetworkConnection conn) This is called on the server when a client disconnects. |
virtual void | OnRoomServerSceneChanged(string sceneName) This is called on the server when a networked scene finishes loading. |
virtual GameObject | OnRoomServerCreateRoomPlayer(NetworkConnection conn) This allows customization of the creation of the room-player object on the server. |
virtual GameObject | OnRoomServerCreateGamePlayer(NetworkConnection conn, GameObject roomPlayer) This allows customization of the creation of the GamePlayer object on the server. |
virtual void | OnRoomServerAddPlayer(NetworkConnection conn) This allows customization of the creation of the GamePlayer object on the server. |
virtual void | OnRoomServerPlayersNotReady() This is called on the server when CheckReadyToBegin finds that players are not ready |
virtual void | OnRoomClientEnter() This is a hook to allow custom behaviour when the game client enters the room. |
virtual void | OnRoomClientExit() This is a hook to allow custom behaviour when the game client exits the room. |
virtual void | OnRoomClientConnect(NetworkConnection conn) This is called on the client when it connects to server. |
virtual void | OnRoomClientDisconnect(NetworkConnection conn) This is called on the client when disconnected from a server. |
virtual void | OnRoomStartClient() This is called on the client when a client is started. |
virtual void | OnRoomClientSceneChanged(NetworkConnection conn) This is called on the client when the client is finished loading a new networked scene. |
virtual void | OnRoomClientAddPlayerFailed() Called on the client when adding a player to the room fails. |
Public Properties inherited from NetworkRoomManager
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bool | allPlayersReady |
Public Attributes inherited from NetworkRoomManager
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string | RoomScene The scene to use for the room. This is similar to the offlineScene of the NetworkManager. |
string | GameplayScene The scene to use for the playing the game from the room. This is similar to the onlineScene of the NetworkManager. |
List< PendingPlayer > | pendingPlayers List of players that are in the Room |
List< NetworkRoomPlayer > | roomSlots These slots track players that enter the room. |
int | clientIndex |
Protected Attributes inherited from NetworkRoomManager
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int | minPlayers |
NetworkRoomPlayer | roomPlayerPrefab |
Public Functions inherited from NetworkManager
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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 | OnServerConnect(NetworkConnection conn) Called on the server when a new client connects. |
virtual void | OnServerDisconnect(NetworkConnection conn) Called on the server when a client disconnects. |
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 | OnStartServer() This is invoked when a server is started - including when a host is started. |
virtual void | OnStartClient() This is invoked when the client is started. |
virtual void | OnStopServer() This is called when a server is stopped - including when a host is stopped. |
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
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NetworkManager | singleton NetworkManager singleton |
NetworkManagerMode | mode |
string | networkSceneName The name of the current network scene. |
Public Attributes inherited from NetworkManager
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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
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Transport | transport |
Public Functions Documentation
function OnRoomServerSceneLoadedForPlayer
inline virtual override bool OnRoomServerSceneLoadedForPlayer(
NetworkConnection conn,
GameObject roomPlayer,
GameObject gamePlayer
)
Called just after GamePlayer object is instantiated and just before it replaces RoomPlayer object. This is the ideal point to pass any data like player name, credentials, tokens, colors, etc. into the GamePlayer object as it is about to enter the Online scene.
Parameters:
- roomPlayer
- gamePlayer
Return: true unless some code in here decides it needs to abort the replacement
Reimplements: Mirror::NetworkRoomManager::OnRoomServerSceneLoadedForPlayer
function OnRoomStopClient
inline virtual override void OnRoomStopClient()
This is called on the client when the client stops.
Reimplements: Mirror::NetworkRoomManager::OnRoomStopClient
function OnRoomStopServer
inline virtual override void OnRoomStopServer()
This is called on the server when the server is started - including when a host is stopped.
Reimplements: Mirror::NetworkRoomManager::OnRoomStopServer
function OnRoomServerPlayersReady
inline virtual override void OnRoomServerPlayersReady()
This is called on the server when all the players in the room are ready.
Reimplements: Mirror::NetworkRoomManager::OnRoomServerPlayersReady
The default implementation of this function uses ServerChangeScene() to switch to the game player scene. By implementing this callback you can customize what happens when all the players in the room are ready, such as adding a countdown or a confirmation for a group leader.
function OnGUI
inline virtual override void OnGUI()
virtual so inheriting classes can roll their own
Reimplements: Mirror::NetworkRoomManager::OnGUI
Updated on 21 January 2021 at 11:06:37 UTC