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