Mirror/docs/Concepts/Communications/NetworkManager.md
Chris Langsenkamp 76b75dbb9b New Documentation (#184)
* Documentation Outline

* Spacing adjustments

* Captured old wiki content

* yml fix

* Docs work

* resize images

* Replaced images

* Removed md from links

* Renamed Misty to Fizzy

* Captured Unity docs

* links cleanup

* clear links

* Cleanup and moved NetworkBehavior to Classes.

* added slashes to yml paths

* reverted slashes

* Fixes bad link

* Update Ignorance.md

This should be enough documentation for now, yeah?

* Localized images

* Update Ignorance.md

formatting updates

* Lots of Cleanup

* fix link

* Formatting

* fix code blocks

* Lots of content and cleanup

* fixed yml

* Added blank line

* Added spaces in titles

* tightened bullets

* Fixed bullet spacing

* Fixed more bullets

* unbolded content

* Cleanup and removal of empty pages
Updated README with links to docs pages

* Restored prior version

* Contributing

* Improvements to content

* lower case fix

* fix link

* renamed Contributions

* fixed link

* home page content

* Fixed Encoding

* Moved Why TCP

* Replaced Unity with Mirror

* Telepathy Description

* changed to h2

* Moved Sample down

* Removed dead links

* Copied Contributions
Added Test
Fixed h3's

* Fixed headings

* added to Test

* Fixed image alts and links

* fixed last alt
2018-12-26 16:07:24 -06:00

2.2 KiB
Raw Blame History

Network Manager Callbacks

There are a number of events that can occur over the course of the normal operation of a multiplayer game, such as the host starting up, a player joining, or a player leaving. Each of these possible events has an associated callback that you can implement in your own code to take action when the event occurs.

To do this for the Network Manager, you need to create your own script which inherits from NetworkManager. You can then override the virtual methods on NetworkManager with your own implementation of what should happen when the given event occurs.

This page lists all the virtual methods (the callbacks) that you can implement on the Network Manager, and when they occur. The callbacks that occur, and the order they occur, vary slightly depending on whether your game is running in LAN mode, so each modes callbacks are listed separately below.

LAN Callbacks

These are the callbacks that occur when the game is running on a Local Area Connection (LAN). A game can be running in one of three modes, host, client, or server-only. The callbacks for each mode are listed below:

LAN callbacks in host mode:

When the host is started:

  • Start() function is called
  • OnStartHost
  • OnStartServer
  • OnServerConnect
  • OnStartClient
  • OnClientConnect
  • OnServerSceneChanged
  • OnServerReady
  • OnServerAddPlayer
  • OnClientSceneChanged

When a client connects:

  • OnServerConnect
  • OnServerReady
  • OnServerAddPlayer

When a client disconnects:

  • OnServerDisconnect

When the host is stopped:

  • OnStopHost
  • OnStopServer
  • OnStopClient

LAN callbacks in client mode

When the client starts:

  • Start() function is called
  • OnStartClient
  • OnClientConnect
  • OnClientSceneChanged

When the client stops:

  • OnStopClient
  • OnClientDisconnect

LAN callbacks in server mode

When the server starts:

  • Start() function is called
  • OnStartServer
  • OnServerSceneChanged

When a client connects:

  • OnServerConnect
  • OnServerReady
  • OnServerAddPlayer

When a client disconnects:

  • OnServerDisconnect

When the server stops:

  • OnStopServer