# NetworkServer NetworkServer is a High-Level-API class that manages connections from multiple clients. ## Properties - **active** Checks if the server has been started. - **connections** A list of all the current connections from clients. - **dontListen** If you enable this, the server will not listen for incoming connections on the regular network port. - **handlers** Dictionary of the message handlers registered with the server. - **hostTopology** The host topology that the server is using. - **localClientActive** True if a local client is currently active on the server. - **localConnection** The connection to the local client. This is only used when in host mode ## Methods - static bool **AddConnection**(NetworkConnection conn) - static bool **AddPlayerForConnection**(NetworkConnection conn, GameObject player) - static bool **AddPlayerForConnection**(NetworkConnection conn, GameObject player, Guid assetId) - static void **ClearHandlers**() - static void **Destroy**(GameObject obj) - static void **DestroyPlayerForConnection**(NetworkConnection conn) - static void **DisconnectAll**() - static void **DisconnectAllConnections**() - static bool **Listen**(int maxConns) - static void **RegisterHandler**\(Action\ handler) - static bool **RemoveConnection**(int connectionId) - static bool **ReplacePlayerForConnection**(NetworkConnection conn, GameObject player) - static bool **ReplacePlayerForConnection**(NetworkConnection conn, GameObject player, Guid assetId) - static void **Reset**() - static bool **SendToAll**\(T msg, int channelId = Channels.DefaultReliable) - static void **SendToClient**\(int connectionId, T msg) - static void **SendToClientOfPlayer**\(NetworkIdentity identity, T msg) - static void **SetAllClientsNotReady**() - static void **SetClientNotReady**(NetworkConnection conn) - static void **SetClientReady**(NetworkConnection conn) - static void **Shutdown**() - static void **Spawn**(GameObject obj) - static void **Spawn**(GameObject obj, Guid assetId) - static bool **SpawnObjects**() - static bool **SpawnWithClientAuthority**(GameObject obj, GameObject player) - static bool **SpawnWithClientAuthority**(GameObject obj, NetworkConnection conn) - static bool **SpawnWithClientAuthority**(GameObject obj, Guid assetId, NetworkConnection conn) - static void **UnregisterHandler**\() - static void **UnSpawn**(GameObject obj)