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NetworkServer
NetworkServer is a High-Level-API class that manages connections from multiple clients.
Properties
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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
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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)