Inherits NobleConnect.UNet.NobleNetworkManager.
Public Member Functions | |
void | CheckReadyToBegin () |
void | ServerReturnToLobby () |
bool | SendReturnToLobby () |
override void | OnServerConnect (NetworkConnection conn) |
override void | OnServerDisconnect (NetworkConnection conn) |
override void | OnServerAddPlayer (NetworkConnection conn, short playerControllerId) |
override void | OnServerRemovePlayer (NetworkConnection conn, PlayerController player) |
override void | ServerChangeScene (string sceneName) |
override void | OnServerSceneChanged (string sceneName) |
override void | OnStartServer () |
override void | OnStartHost () |
override void | OnStopHost () |
override void | OnStartClient (NetworkClient lobbyClient) |
override void | OnClientConnect (NetworkConnection conn) |
override void | OnClientDisconnect (NetworkConnection conn) |
override void | OnStopClient () |
override void | OnClientSceneChanged (NetworkConnection conn) |
virtual void | OnLobbyStartHost () |
virtual void | OnLobbyStopHost () |
virtual void | OnLobbyStartServer () |
virtual void | OnLobbyServerConnect (NetworkConnection conn) |
virtual void | OnLobbyServerDisconnect (NetworkConnection conn) |
virtual void | OnLobbyServerSceneChanged (string sceneName) |
virtual GameObject | OnLobbyServerCreateLobbyPlayer (NetworkConnection conn, short playerControllerId) |
virtual GameObject | OnLobbyServerCreateGamePlayer (NetworkConnection conn, short playerControllerId) |
virtual void | OnLobbyServerPlayerRemoved (NetworkConnection conn, short playerControllerId) |
virtual bool | OnLobbyServerSceneLoadedForPlayer (GameObject lobbyPlayer, GameObject gamePlayer) |
virtual void | OnLobbyServerPlayersReady () |
virtual void | OnLobbyClientEnter () |
virtual void | OnLobbyClientExit () |
virtual void | OnLobbyClientConnect (NetworkConnection conn) |
virtual void | OnLobbyClientDisconnect (NetworkConnection conn) |
virtual void | OnLobbyStartClient (NetworkClient lobbyClient) |
virtual void | OnLobbyStopClient () |
virtual void | OnLobbyClientSceneChanged (NetworkConnection conn) |
virtual void | OnLobbyClientAddPlayerFailed () |
void | TryToAddPlayer () |
Public Member Functions inherited from NobleConnect.UNet.NobleNetworkManager | |
virtual void | Awake () |
Initialize connectionConfig and HostTopology plus some other important setup. More... | |
virtual void | Start () |
virtual void | Update () |
Updates the NobleClient and NobleServer. More... | |
void | InitClient () |
Initialize the NobleClient and allocate a relay. More... | |
new void | StartClient () |
Like NetworkManager.StartClient() but utilizes the Noble Connect relay and punchthrough services. More... | |
void | StartClient (IPEndPoint hostEndPoint) |
Connect to a HostEndPoint, utilizing the Noble Connect relay and punchthrough services. More... | |
void | StartClientLANOnly (IPEndPoint hostEndPoint) |
Start a client in LAN only mode. No relays or punchthrough will be used. More... | |
void | StartClientLANOnly () |
Start a client in LAN only mode. No relays or punchthrough will be used. More... | |
new void | StopClient () |
Stop the client. More... | |
override NetworkClient | StartHost () |
Start hosting, connect a local client, and request a HostEndPoint from the NobleConnectServices More... | |
NetworkClient | StartHostLANOnly () |
Start hosting, connect a local client, but do no create a relay or enable punchthrough More... | |
new void | StartServer () |
Start a server and request a HostEndPoint from the NobleConnectServices More... | |
void | StartServerLANonly () |
Start a server, but do no create a relay or enable punchthrough More... | |
override void | OnStartClient (NetworkClient unetClient) |
override void | OnStartServer () |
Called when hosting starts. More... | |
void | OnStartServerLANOnly () |
IPAddress | GetALANAddress () |
virtual void | OnFatalError (string errorMessage) |
Override this method to be informed when something goes horribly wrong. More... | |
override void | OnStopServer () |
Cleans up the server More... | |
override void | OnServerConnect (NetworkConnection conn) |
Called when the server receives a client connection. More... | |
override void | OnClientDisconnect (NetworkConnection conn) |
override void | OnServerDisconnect (NetworkConnection conn) |
Called on the server when a client disconnects More... | |
virtual void | OnServerPrepared (string hostAddress, ushort hostPort) |
Override this method to know when a Server has received their HostEndPoint More... | |
Public Attributes | |
NobleLobbyPlayer[] | lobbySlots |
Public Attributes inherited from NobleConnect.UNet.NobleNetworkManager | |
new NobleClient | client |
The NobleClient that will be used to connect to the host. More... | |
GeographicRegion | region = GeographicRegion.AUTO |
The geographic region to use when selecting a relay server. More... | |
bool | forceRelayConnection |
You can enable this to force relay connections to be used for testing purposes. More... | |
int | relayRefreshTime = 30 |
How often to send relay refresh requests, in seconds. More... | |
float | relayRefreshTimeout = .1f |
Initial timeout before resending refresh messages. This is doubled for each failed resend. More... | |
int | maxRelayRefreshAttempts = 3 |
Max number of times to try and resend refresh messages before giving up and shutting down the relay connection. More... | |
int | relayLifetime = 30 |
How long a relay will stay alive without being refreshed (in seconds) More... | |
Properties | |
bool | showLobbyGUI [get, set] |
int | maxPlayers [get, set] |
int | maxPlayersPerConnection [get, set] |
int | minPlayers [get, set] |
NobleLobbyPlayer | lobbyPlayerPrefab [get, set] |
GameObject | gamePlayerPrefab [get, set] |
string | lobbyScene [get, set] |
string | playScene [get, set] |
Properties inherited from NobleConnect.UNet.NobleNetworkManager | |
IPEndPoint | HostEndPoint [get] |
This is the address that clients should connect to. It is assigned by the relay server. More... | |
Additional Inherited Members | |
Protected Member Functions inherited from NobleConnect.UNet.NobleNetworkManager | |
virtual void | OnDestroy () |
Clean up the client and server. More... | |
Protected Attributes inherited from NobleConnect.UNet.NobleNetworkManager | |
bool | isLANOnly |
If the current connection is LAN only More... | |
void NobleConnect.UNet.NobleNetworkLobbyManager.CheckReadyToBegin | ( | ) |
override void NobleConnect.UNet.NobleNetworkLobbyManager.OnClientConnect | ( | NetworkConnection | conn | ) |
override void NobleConnect.UNet.NobleNetworkLobbyManager.OnClientDisconnect | ( | NetworkConnection | conn | ) |
override void NobleConnect.UNet.NobleNetworkLobbyManager.OnClientSceneChanged | ( | NetworkConnection | conn | ) |
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override void NobleConnect.UNet.NobleNetworkLobbyManager.OnServerAddPlayer | ( | NetworkConnection | conn, |
short | playerControllerId | ||
) |
override void NobleConnect.UNet.NobleNetworkLobbyManager.OnServerConnect | ( | NetworkConnection | conn | ) |
override void NobleConnect.UNet.NobleNetworkLobbyManager.OnServerDisconnect | ( | NetworkConnection | conn | ) |
override void NobleConnect.UNet.NobleNetworkLobbyManager.OnServerRemovePlayer | ( | NetworkConnection | conn, |
PlayerController | player | ||
) |
override void NobleConnect.UNet.NobleNetworkLobbyManager.OnServerSceneChanged | ( | string | sceneName | ) |
override void NobleConnect.UNet.NobleNetworkLobbyManager.OnStartClient | ( | NetworkClient | lobbyClient | ) |
override void NobleConnect.UNet.NobleNetworkLobbyManager.OnStartHost | ( | ) |
override void NobleConnect.UNet.NobleNetworkLobbyManager.OnStartServer | ( | ) |
override void NobleConnect.UNet.NobleNetworkLobbyManager.OnStopClient | ( | ) |
override void NobleConnect.UNet.NobleNetworkLobbyManager.OnStopHost | ( | ) |
bool NobleConnect.UNet.NobleNetworkLobbyManager.SendReturnToLobby | ( | ) |
override void NobleConnect.UNet.NobleNetworkLobbyManager.ServerChangeScene | ( | string | sceneName | ) |
void NobleConnect.UNet.NobleNetworkLobbyManager.ServerReturnToLobby | ( | ) |
void NobleConnect.UNet.NobleNetworkLobbyManager.TryToAddPlayer | ( | ) |
NobleLobbyPlayer [] NobleConnect.UNet.NobleNetworkLobbyManager.lobbySlots |
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