Mirror/doc/articles/Classes/NetworkServer.md
Paul Pacheco 35fee94d56
docs: switch to docfx for documentation (#1026)
* Moved doc files to docfx folder

* load csproj

* doc generation

* Run docfx

* Add docfx

* Deploy docs to mirror-networking.com

* use deploy phase

* deploy whole generated site

* Fixed the semantic release command

* Is last \ required?

* show debug log

* using lftp for site deploy

* Testing lftp

* Show current folder

* try -e command option

* Show me the files

* use plain ftp

* use choco install instead of cinst

* fix ssl certificate validation

* fix username

* Upload site to xmldocs folder

* no need to archive docs

* No need for debug output

* Fix file permissions

* show me .htaccess

* Show me contents

* Wipe out folder to fix permissions

* Set file permissions

* Fix file permissions

* complete toc list

* Migrated intro page

* Remove old docs

* Update link to docs

* Add link to github

* Only update docs for stuff in master

* This is a powershell command

* Update doc/articles/Concepts/Communications/RemoteActions.md

* Update doc/articles/Concepts/VisibilityCustom.md

* Update doc/articles/Concepts/Authority.md

* Update doc/articles/Concepts/GameObjects/SpawnObjectCustom.md

* Update doc/articles/Concepts/Authority.md

* Update doc/articles/Classes/SyncVars.md

* No need to run semver twice
2019-08-24 10:20:33 -05:00

2.5 KiB

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<T>(Action<NetworkConnection, T> 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>(T msg, int channelId = Channels.DefaultReliable)

  • static void SendToClient<T>(int connectionId, T msg)

  • static void SendToClientOfPlayer<T>(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<T>()

  • static void UnSpawn(GameObject obj)