Mirror::NetworkBehaviour
Base class which should be inherited by scripts which contain networking functionality. More...
Inherits from MonoBehaviour
Inherited by AutoHostClient, CameraController, MatchMaker, Player, PlayerAttack, PlayerCameraContoller, PlayerMovement, TurnManager, Ball, BallManager, Player, PlayerController, RandomColor, ShootingTankBehaviour, ZoneHandler, Player, MonsterMovement, PlayerMovement, Player, PhysicsCollision, PlayerController, PlayerScore, RandomColor, Reward, Spawner, PlayerController, PlayerScore, RandomColor, Reward, Spawner, Ball, Player, AddForce, Projectile, Tank, NetworkLerpRigidbody, NetworkRigidbody, NetworkRigidbody2D, NetworkTransformBase, NetworkAnimator, NetworkRoomPlayer, NetworkTransformBase, NetworkVisibility
Public Functions
Name | |
---|---|
void | SetDirtyBit(ulong dirtyBit) Used to set the behaviour as dirty, so that a network update will be sent for the object. these are masks, not bit numbers, ie. 0x004 not 2 |
void | ClearAllDirtyBits() This clears all the dirty bits that were set on this script by SetDirtyBits(); |
bool | IsDirty() |
virtual bool | OnSerialize(NetworkWriter writer, bool initialState) Virtual function to override to send custom serialization data. The corresponding function to send serialization data is OnDeserialize(). |
virtual void | OnDeserialize(NetworkReader reader, bool initialState) Virtual function to override to receive custom serialization data. The corresponding function to send serialization data is OnSerialize(). |
bool | SerializeObjectsAll(NetworkWriter writer) |
bool | SerializeObjectsDelta(NetworkWriter writer) |
virtual void | OnStopClient() This is invoked on clients when the server has caused this object to be destroyed. |
virtual void | OnStartServer() This is invoked for NetworkBehaviour objects when they become active on the server. |
virtual void | OnStopServer() Invoked on the server when the object is unspawned |
virtual void | OnStartClient() Called on every NetworkBehaviour when it is activated on a client. |
virtual void | OnStartLocalPlayer() Called when the local player object has been set up. |
virtual void | OnStartAuthority() This is invoked on behaviours that have authority, based on context and NetworkIdentity.hasAuthority. |
virtual void | OnStopAuthority() This is invoked on behaviours when authority is removed. |
Protected Functions
Name | |
---|---|
bool | getSyncVarHookGuard(ulong dirtyBit) |
void | setSyncVarHookGuard(ulong dirtyBit, bool value) |
void | InitSyncObject(SyncObject syncObject) |
void | SendCommandInternal(Type invokeClass, string cmdName, NetworkWriter writer, int channelId, bool ignoreAuthority =false) |
void | SendRPCInternal(Type invokeClass, string rpcName, NetworkWriter writer, int channelId, bool excludeOwner) |
void | SendTargetRPCInternal(NetworkConnection conn, Type invokeClass, string rpcName, NetworkWriter writer, int channelId) |
bool | SyncVarGameObjectEqual(GameObject newGameObject, uint netIdField) |
void | SetSyncVarGameObject(GameObject newGameObject, ref GameObject gameObjectField, ulong dirtyBit, ref uint netIdField) |
GameObject | GetSyncVarGameObject(uint netId, ref GameObject gameObjectField) |
bool | SyncVarNetworkIdentityEqual(NetworkIdentity newIdentity, uint netIdField) |
void | SetSyncVarNetworkIdentity(NetworkIdentity newIdentity, ref NetworkIdentity identityField, ulong dirtyBit, ref uint netIdField) |
NetworkIdentity | GetSyncVarNetworkIdentity(uint netId, ref NetworkIdentity identityField) |
bool | SyncVarEqual< T >(T value, ref T fieldValue) |
void | SetSyncVar< T >(T value, ref T fieldValue, ulong dirtyBit) |
virtual bool | SerializeSyncVars(NetworkWriter writer, bool initialState) |
virtual void | DeserializeSyncVars(NetworkReader reader, bool initialState) |
Public Properties
Name | |
---|---|
NetworkIdentity | netIdentity Returns the NetworkIdentity of this object |
int | ComponentIndex Returns the index of the component on this object |
Protected Properties
Name | |
---|---|
ulong | syncVarDirtyBits |
Public Attributes
Name | |
---|---|
SyncMode | syncMode sync mode for OnSerialize |
float | syncInterval sync interval for OnSerialize (in seconds) |
bool | isServer Returns true if this object is active on an active server. |
bool | isClient Returns true if running as a client and this object was spawned by a server. |
bool | isLocalPlayer This returns true if this object is the one that represents the player on the local machine. |
bool | isServerOnly True if this object only exists on the server |
bool | isClientOnly True if this object exists on a client that is not also acting as a server |
bool | hasAuthority This returns true if this object is the authoritative version of the object in the distributed network application. |
uint | netId The unique network Id of this object. |
NetworkConnection | connectionToServer The NetworkConnection associated with this NetworkIdentity. This is only valid for player objects on the client. |
NetworkConnection | connectionToClient The NetworkConnection associated with this NetworkIdentity. This is only valid for player objects on the server. |
Protected Attributes
Name | |
---|---|
readonly List< SyncObject > | syncObjects objects that can synchronize themselves, such as synclists |
Detailed Description
class Mirror::NetworkBehaviour;
Base class which should be inherited by scripts which contain networking functionality.
This is a MonoBehaviour class so scripts which need to use the networking feature should inherit this class instead of MonoBehaviour. It allows you to invoke networked actions, receive various callbacks, and automatically synchronize state from server-to-client.
The NetworkBehaviour component requires a NetworkIdentity on the game object. There can be multiple NetworkBehaviours on a single game object. For an object with sub-components in a hierarchy, the NetworkIdentity must be on the root object, and NetworkBehaviour scripts must also be on the root object.
Some of the built-in components of the networking system are derived from NetworkBehaviour, including NetworkTransport, NetworkAnimator and NetworkProximityChecker.
Public Functions Documentation
function SetDirtyBit
inline void SetDirtyBit(
ulong dirtyBit
)
Used to set the behaviour as dirty, so that a network update will be sent for the object. these are masks, not bit numbers, ie. 0x004 not 2
Parameters:
- dirtyBit Bit mask to set.
function ClearAllDirtyBits
inline void ClearAllDirtyBits()
This clears all the dirty bits that were set on this script by SetDirtyBits();
This is automatically invoked when an update is sent for this object, but can be called manually as well.
function IsDirty
inline bool IsDirty()
function OnSerialize
inline virtual bool OnSerialize(
NetworkWriter writer,
bool initialState
)
Virtual function to override to send custom serialization data. The corresponding function to send serialization data is OnDeserialize().
Parameters:
- writer Writer to use to write to the stream.
- initialState If this is being called to send initial state.
Return: True if data was written.
Reimplemented by: Mirror::NetworkTransformBase::OnSerialize, Mirror::NetworkAnimator::OnSerialize
The initialState flag is useful to differentiate between the first time an object is serialized and when incremental updates can be sent. The first time an object is sent to a client, it must include a full state snapshot, but subsequent updates can save on bandwidth by including only incremental changes. Note that SyncVar hook functions are not called when initialState is true, only for incremental updates.
If a class has SyncVars, then an implementation of this function and OnDeserialize() are added automatically to the class. So a class that has SyncVars cannot also have custom serialization functions.
The OnSerialize function should return true to indicate that an update should be sent. If it returns true, then the dirty bits for that script are set to zero, if it returns false then the dirty bits are not changed. This allows multiple changes to a script to be accumulated over time and sent when the system is ready, instead of every frame.
function OnDeserialize
inline virtual void OnDeserialize(
NetworkReader reader,
bool initialState
)
Virtual function to override to receive custom serialization data. The corresponding function to send serialization data is OnSerialize().
Parameters:
- reader Reader to read from the stream.
- initialState True if being sent initial state.
Reimplemented by: Mirror::NetworkTransformBase::OnDeserialize, Mirror::NetworkAnimator::OnDeserialize
function SerializeObjectsAll
inline bool SerializeObjectsAll(
NetworkWriter writer
)
function SerializeObjectsDelta
inline bool SerializeObjectsDelta(
NetworkWriter writer
)
function OnStopClient
inline virtual void OnStopClient()
This is invoked on clients when the server has caused this object to be destroyed.
Reimplemented by: Me::DerangedSenators::CopsAndRobbers::Player::OnStopClient
This can be used as a hook to invoke effects or do client specific cleanup.
function OnStartServer
inline virtual void OnStartServer()
This is invoked for NetworkBehaviour objects when they become active on the server.
Reimplemented by: Mirror::Examples::NetworkRoom::RandomColor::OnStartServer, Mirror::Examples::MultipleAdditiveScenes::RandomColor::OnStartServer, Mirror::Examples::Additive::RandomColor::OnStartServer, Mirror::Examples::NetworkRoom::Spawner::OnStartServer, Mirror::Examples::Pong::Ball::OnStartServer, Mirror::Examples::MultipleAdditiveScenes::Spawner::OnStartServer, Mirror::Cloud::Examples::Pong::Ball::OnStartServer, Mirror::Examples::Tanks::Projectile::OnStartServer, Mirror::Cloud::Examples::Pong::BallManager::OnStartServer, Mirror::Examples::Benchmark::MonsterMovement::OnStartServer, Mirror::Examples::Basic::Player::OnStartServer, Mirror::NetworkProximityChecker::OnStartServer, Mirror::NetworkSceneChecker::OnStartServer, Mirror::NetworkMatchChecker::OnStartServer
This could be triggered by NetworkServer.Listen() for objects in the scene, or by NetworkServer.Spawn() for objects that are dynamically created.
This will be called for objects on a "host" as well as for object on a dedicated server.
function OnStopServer
inline virtual void OnStopServer()
Invoked on the server when the object is unspawned
Reimplemented by: Mirror::Cloud::Examples::Pong::BallManager::OnStopServer, Mirror::NetworkProximityChecker::OnStopServer, Me::DerangedSenators::CopsAndRobbers::Player::OnStopServer
Useful for saving object data in persistant storage
function OnStartClient
inline virtual void OnStartClient()
Called on every NetworkBehaviour when it is activated on a client.
Reimplemented by: Mirror::Examples::NetworkRoom::NetworkRoomPlayerExt::OnStartClient, Me::DerangedSenators::CopsAndRobbers::Player::OnStartClient, Mirror::Examples::Basic::Player::OnStartClient
Objects on the host have this function called, as there is a local client on the host. The values of SyncVars on object are guaranteed to be initialized correctly with the latest state from the server when this function is called on the client.
function OnStartLocalPlayer
inline virtual void OnStartLocalPlayer()
Called when the local player object has been set up.
Reimplemented by: Me::DerangedSenators::CopsAndRobbers::CameraController::OnStartLocalPlayer, Mirror::Examples::NetworkRoom::PlayerController::OnStartLocalPlayer, Mirror::Examples::Additive::PlayerController::OnStartLocalPlayer, Mirror::Examples::MultipleAdditiveScenes::PlayerController::OnStartLocalPlayer, Mirror::Examples::Basic::Player::OnStartLocalPlayer
This happens after OnStartClient(), as it is triggered by an ownership message from the server. This is an appropriate place to activate components or functionality that should only be active for the local player, such as cameras and input.
function OnStartAuthority
inline virtual void OnStartAuthority()
This is invoked on behaviours that have authority, based on context and NetworkIdentity.hasAuthority.
This is called after OnStartServer and before OnStartClient.
When AssignClientAuthority is called on the server, this will be called on the client that owns the object. When an object is spawned with [NetworkServer.Spawn] with a NetworkConnection parameter included, this will be called on the client that owns the object.
function OnStopAuthority
inline virtual void OnStopAuthority()
This is invoked on behaviours when authority is removed.
When NetworkIdentity.RemoveClientAuthority is called on the server, this will be called on the client that owns the object.
Protected Functions Documentation
function getSyncVarHookGuard
inline bool getSyncVarHookGuard(
ulong dirtyBit
)
function setSyncVarHookGuard
inline void setSyncVarHookGuard(
ulong dirtyBit,
bool value
)
function InitSyncObject
inline void InitSyncObject(
SyncObject syncObject
)
function SendCommandInternal
inline void SendCommandInternal(
Type invokeClass,
string cmdName,
NetworkWriter writer,
int channelId,
bool ignoreAuthority =false
)
function SendRPCInternal
inline void SendRPCInternal(
Type invokeClass,
string rpcName,
NetworkWriter writer,
int channelId,
bool excludeOwner
)
function SendTargetRPCInternal
inline void SendTargetRPCInternal(
NetworkConnection conn,
Type invokeClass,
string rpcName,
NetworkWriter writer,
int channelId
)
function SyncVarGameObjectEqual
inline bool SyncVarGameObjectEqual(
GameObject newGameObject,
uint netIdField
)
function SetSyncVarGameObject
inline void SetSyncVarGameObject(
GameObject newGameObject,
ref GameObject gameObjectField,
ulong dirtyBit,
ref uint netIdField
)
function GetSyncVarGameObject
inline GameObject GetSyncVarGameObject(
uint netId,
ref GameObject gameObjectField
)
function SyncVarNetworkIdentityEqual
inline bool SyncVarNetworkIdentityEqual(
NetworkIdentity newIdentity,
uint netIdField
)
function SetSyncVarNetworkIdentity
inline void SetSyncVarNetworkIdentity(
NetworkIdentity newIdentity,
ref NetworkIdentity identityField,
ulong dirtyBit,
ref uint netIdField
)
function GetSyncVarNetworkIdentity
inline NetworkIdentity GetSyncVarNetworkIdentity(
uint netId,
ref NetworkIdentity identityField
)
function SyncVarEqual< T >
inline bool SyncVarEqual< T >(
T value,
ref T fieldValue
)
function SetSyncVar< T >
inline void SetSyncVar< T >(
T value,
ref T fieldValue,
ulong dirtyBit
)
function SerializeSyncVars
inline virtual bool SerializeSyncVars(
NetworkWriter writer,
bool initialState
)
function DeserializeSyncVars
inline virtual void DeserializeSyncVars(
NetworkReader reader,
bool initialState
)
Public Property Documentation
property netIdentity
NetworkIdentity netIdentity;
Returns the NetworkIdentity of this object
property ComponentIndex
int ComponentIndex;
Returns the index of the component on this object
Protected Property Documentation
property syncVarDirtyBits
ulong syncVarDirtyBits;
Public Attributes Documentation
variable syncMode
SyncMode syncMode = SyncMode.Observers;
sync mode for OnSerialize
variable syncInterval
float syncInterval = 0.1f;
sync interval for OnSerialize (in seconds)
variable isServer
bool isServer => netIdentity.isServer;
Returns true if this object is active on an active server.
This is only true if the object has been spawned. This is different from NetworkServer.active, which is true if the server itself is active rather than this object being active.
variable isClient
bool isClient => netIdentity.isClient;
Returns true if running as a client and this object was spawned by a server.
variable isLocalPlayer
bool isLocalPlayer => netIdentity.isLocalPlayer;
This returns true if this object is the one that represents the player on the local machine.
In multiplayer games, there are multiple instances of the Player object. The client needs to know which one is for "themselves" so that only that player processes input and potentially has a camera attached. The IsLocalPlayer function will return true only for the player instance that belongs to the player on the local machine, so it can be used to filter out input for non-local players.
variable isServerOnly
bool isServerOnly => [isServer](/Documentation/Cops%20And%20Robbers/Classes/classMirror_1_1NetworkBehaviour/#variable-isserver) && ;
True if this object only exists on the server
variable isClientOnly
bool isClientOnly => [isClient](/Documentation/Cops%20And%20Robbers/Classes/classMirror_1_1NetworkBehaviour/#variable-isclient) && ;
True if this object exists on a client that is not also acting as a server
variable hasAuthority
bool hasAuthority => netIdentity.hasAuthority;
This returns true if this object is the authoritative version of the object in the distributed network application.
The NetworkIdentity.hasAuthority value on the NetworkIdentity determines how authority is determined. For most objects, authority is held by the server. For objects with NetworkIdentity.hasAuthority set, authority is held by the client of that player.
variable netId
uint netId => netIdentity.netId;
The unique network Id of this object.
This is assigned at runtime by the network server and will be unique for all objects for that network session.
variable connectionToServer
NetworkConnection connectionToServer => netIdentity.connectionToServer;
The NetworkConnection associated with this NetworkIdentity. This is only valid for player objects on the client.
variable connectionToClient
NetworkConnection connectionToClient => netIdentity.connectionToClient;
The NetworkConnection associated with this NetworkIdentity. This is only valid for player objects on the server.
Protected Attributes Documentation
variable syncObjects
readonly List< SyncObject > syncObjects = new List<[SyncObject](/Documentation/Cops%20And%20Robbers/Classes/interfaceMirror_1_1SyncObject/)>();
objects that can synchronize themselves, such as synclists
Updated on 22 January 2021 at 07:53:47 UTC