Mirror::NetworkSceneChecker
Component that controls visibility of networked objects between scenes. More...
Inherits from NetworkVisibility, NetworkBehaviour, MonoBehaviour
Public Functions
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virtual override void | OnStartServer() This is invoked for NetworkBehaviour objects when they become active on the server. |
virtual override bool | OnCheckObserver(NetworkConnection conn) Callback used by the visibility system to determine if an observer (player) can see this object. |
virtual override void | OnRebuildObservers(HashSet< NetworkConnection > observers, bool initialize) Callback used by the visibility system to (re)construct the set of observers that can see this object. |
Public Attributes
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bool | forceHidden Flag to force this object to be hidden from all observers. |
Additional inherited members
Public Functions inherited from NetworkVisibility
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virtual void | OnSetHostVisibility(bool visible) Callback used by the visibility system for objects on a host. |
Public Functions inherited from NetworkBehaviour
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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 | 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 inherited from NetworkBehaviour
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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 inherited from NetworkBehaviour
Name | |
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NetworkIdentity | netIdentity Returns the NetworkIdentity of this object |
int | ComponentIndex Returns the index of the component on this object |
Protected Properties inherited from NetworkBehaviour
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ulong | syncVarDirtyBits |
Public Attributes inherited from NetworkBehaviour
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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 inherited from NetworkBehaviour
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readonly List< SyncObject > | syncObjects objects that can synchronize themselves, such as synclists |
Detailed Description
class Mirror::NetworkSceneChecker;
Component that controls visibility of networked objects between scenes.
Any object with this component on it will only be visible to other objects in the same scene
This would be used when the server has multiple additive subscenes loaded to isolate players to their respective subscenes
Public Functions Documentation
function OnStartServer
inline virtual override void OnStartServer()
This is invoked for NetworkBehaviour objects when they become active on the server.
Reimplements: Mirror::NetworkBehaviour::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 OnCheckObserver
inline virtual override bool OnCheckObserver(
NetworkConnection conn
)
Callback used by the visibility system to determine if an observer (player) can see this object.
Parameters:
- conn Network connection of a player.
Return: True if the player can see this object.
Reimplements: Mirror::NetworkVisibility::OnCheckObserver
If this function returns true, the network connection will be added as an observer.
function OnRebuildObservers
inline virtual override void OnRebuildObservers(
HashSet< NetworkConnection > observers,
bool initialize
)
Callback used by the visibility system to (re)construct the set of observers that can see this object.
Parameters:
- observers The new set of observers for this object.
- initialize True if the set of observers is being built for the first time.
Reimplements: Mirror::NetworkVisibility::OnRebuildObservers
Implementations of this callback should add network connections of players that can see this object to the observers set.
Public Attributes Documentation
variable forceHidden
bool forceHidden;
Flag to force this object to be hidden from all observers.
If this object is a player object, it will not be hidden for that client.
Updated on 17 January 2021 at 15:32:32 UTC