Noble Connect
Add relays and punchthrough to Mirror or UNet
NobleConnect.Mirror.NobleServer Member List

This is the complete list of members for NobleConnect.Mirror.NobleServer, including all inherited members.

activeNobleConnect.Mirror.NobleServerstatic
AddPlayerForConnection(NetworkConnection conn, GameObject player, Guid assetId)NobleConnect.Mirror.NobleServerstatic
AddPlayerForConnection(NetworkConnection conn, GameObject player)NobleConnect.Mirror.NobleServerstatic
allocationResendTimeoutNobleConnect.Mirror.NobleServerstatic
ClearHandlers()NobleConnect.Mirror.NobleServerstatic
connectionsNobleConnect.Mirror.NobleServerstatic
Destroy(GameObject obj)NobleConnect.Mirror.NobleServerstatic
DestroyPlayerForConnection(NetworkConnection conn)NobleConnect.Mirror.NobleServerstatic
DisconnectAll()NobleConnect.Mirror.NobleServerstatic
Dispose()NobleConnect.Mirror.NobleServerstatic
dontListenNobleConnect.Mirror.NobleServerstatic
FindLocalObject(uint netId)NobleConnect.Mirror.NobleServerstatic
GetTransportPort()NobleConnect.Mirror.NobleServerstatic
HostEndPointNobleConnect.Mirror.NobleServerstatic
InitializeHosting(int listenPort, GeographicRegion region=GeographicRegion.AUTO, Action< string, ushort > onPrepared=null, Action< string > onFatalError=null, bool forceRelayOnly=false)NobleConnect.Mirror.NobleServerstatic
InitializeHosting(int listenPort, string relayServerAddress, Action< string, ushort > onPrepared=null, Action< string > onFatalError=null, bool forceRelayOnly=false)NobleConnect.Mirror.NobleServerstatic
Listen(int port=0, GeographicRegion region=GeographicRegion.AUTO, Action< string, ushort > onPrepared=null, Action< string > onFatalError=null, bool forceRelayOnly=false)NobleConnect.Mirror.NobleServerstatic
localClientActiveNobleConnect.Mirror.NobleServerstatic
localConnectionNobleConnect.Mirror.NobleServerstatic
maxAllocationResendsNobleConnect.Mirror.NobleServerstatic
OnServerConnect(NetworkConnection conn)NobleConnect.Mirror.NobleServerstatic
OnServerDisconnect(NetworkConnection conn)NobleConnect.Mirror.NobleServerstatic
relayLifetimeNobleConnect.Mirror.NobleServerstatic
relayRefreshTimeNobleConnect.Mirror.NobleServerstatic
ReplacePlayerForConnection(NetworkConnection conn, GameObject player, Guid assetId, bool keepAuthority=false)NobleConnect.Mirror.NobleServerstatic
ReplacePlayerForConnection(NetworkConnection conn, GameObject player, bool keepAuthority=false)NobleConnect.Mirror.NobleServerstatic
requestTimeoutNobleConnect.Mirror.NobleServerstatic
SendToAll< T >(T msg, int channelId=Channels.DefaultReliable, bool sendToReadyOnly=false)NobleConnect.Mirror.NobleServerstatic
SendToClientOfPlayer< T >(NetworkIdentity player, T msg)NobleConnect.Mirror.NobleServerstatic
SendToReady< T >(NetworkIdentity identity, T msg, bool includeSelf=true, int channelId=Channels.DefaultReliable)NobleConnect.Mirror.NobleServerstatic
SendToReady< T >(NetworkIdentity identity, T msg, int channelId=Channels.DefaultReliable)NobleConnect.Mirror.NobleServerstatic
SetAllClientsNotReady()NobleConnect.Mirror.NobleServerstatic
SetClientNotReady(NetworkConnection conn)NobleConnect.Mirror.NobleServerstatic
SetClientReady(NetworkConnection conn)NobleConnect.Mirror.NobleServerstatic
SetListenPort(ushort port)NobleConnect.Mirror.NobleServerstatic
SetTransportPort(ushort port)NobleConnect.Mirror.NobleServerstatic
Shutdown()NobleConnect.Mirror.NobleServerstatic
Spawn(GameObject obj)NobleConnect.Mirror.NobleServerstatic
Spawn(GameObject obj, GameObject player)NobleConnect.Mirror.NobleServerstatic
Spawn(GameObject obj, NetworkConnection conn)NobleConnect.Mirror.NobleServerstatic
Spawn(GameObject obj, Guid assetId, NetworkConnection conn)NobleConnect.Mirror.NobleServerstatic
Spawn(GameObject obj, Guid assetId)NobleConnect.Mirror.NobleServerstatic
SpawnObjects()NobleConnect.Mirror.NobleServerstatic
UnregisterHandler< T >()NobleConnect.Mirror.NobleServerstatic
UnSpawn(GameObject obj)NobleConnect.Mirror.NobleServerstatic
Update()NobleConnect.Mirror.NobleServerstatic