_Init(int listenPort, string relayServerAddress, HostTopology topo=null, Action< string, ushort > onPrepared=null, Action< string > onFatalError=null, bool forceRelayOnly=false) | NobleConnect.UNet.NobleServer | static |
active | NobleConnect.UNet.NobleServer | static |
AddExternalConnection(NetworkConnection conn) | NobleConnect.UNet.NobleServer | static |
AddPlayerForConnection(NetworkConnection conn, GameObject player, short playerControllerId, NetworkHash128 assetId) | NobleConnect.UNet.NobleServer | static |
AddPlayerForConnection(NetworkConnection conn, GameObject player, short playerControllerId) | NobleConnect.UNet.NobleServer | static |
allocationResendTimeout | NobleConnect.UNet.NobleServer | static |
BecomeHost(NetworkClient oldClient, int port, MatchInfo matchInfo, int oldConnectionId, PeerInfoMessage[] peers) | NobleConnect.UNet.NobleServer | static |
ClearHandlers() | NobleConnect.UNet.NobleServer | static |
ClearLocalObjects() | NobleConnect.UNet.NobleServer | static |
ClearSpawners() | NobleConnect.UNet.NobleServer | static |
Configure(ConnectionConfig config, int maxConnections) | NobleConnect.UNet.NobleServer | static |
Configure(HostTopology topology) | NobleConnect.UNet.NobleServer | static |
connections | NobleConnect.UNet.NobleServer | static |
Destroy(GameObject obj) | NobleConnect.UNet.NobleServer | static |
DestroyPlayersForConnection(NetworkConnection conn) | NobleConnect.UNet.NobleServer | static |
DisconnectAll() | NobleConnect.UNet.NobleServer | static |
Dispose() | NobleConnect.UNet.NobleServer | static |
dontListen | NobleConnect.UNet.NobleServer | static |
FindLocalObject(NetworkInstanceId netId) | NobleConnect.UNet.NobleServer | static |
GetConnectionStats() | NobleConnect.UNet.NobleServer | static |
GetStatsIn(out int numMsgs, out int numBytes) | NobleConnect.UNet.NobleServer | static |
GetStatsOut(out int numMsgs, out int numBufferedMsgs, out int numBytes, out int lastBufferedPerSecond) | NobleConnect.UNet.NobleServer | static |
handlers | NobleConnect.UNet.NobleServer | static |
HostEndPoint | NobleConnect.UNet.NobleServer | static |
hostTopology | NobleConnect.UNet.NobleServer | static |
InitializeHosting(int listenPort, GeographicRegion region=GeographicRegion.AUTO, HostTopology topo=null, Action< string, ushort > onPrepared=null, Action< string > onFatalError=null, bool forceRelayOnly=false) | NobleConnect.UNet.NobleServer | static |
InitializeHosting(int listenPort, string relayServerAddress, HostTopology topo=null, Action< string, ushort > onPrepared=null, Action< string > onFatalError=null, bool forceRelayOnly=false) | NobleConnect.UNet.NobleServer | static |
Listen(int port=0, GeographicRegion region=GeographicRegion.AUTO, HostTopology topo=null, Action< string, ushort > onPrepared=null, Action< string > onFatalError=null, bool forceRelayOnly=false) | NobleConnect.UNet.NobleServer | static |
listenPort | NobleConnect.UNet.NobleServer | static |
localClientActive | NobleConnect.UNet.NobleServer | static |
localConnections | NobleConnect.UNet.NobleServer | static |
maxAllocationResends | NobleConnect.UNet.NobleServer | static |
maxDelay | NobleConnect.UNet.NobleServer | static |
networkConnectionClass | NobleConnect.UNet.NobleServer | static |
numChannels | NobleConnect.UNet.NobleServer | static |
objects | NobleConnect.UNet.NobleServer | static |
OnServerConnect(NetworkConnection conn) | NobleConnect.UNet.NobleServer | static |
OnServerDisconnect(NetworkConnection conn) | NobleConnect.UNet.NobleServer | static |
RegisterHandler(short msgType, NetworkMessageDelegate handler) | NobleConnect.UNet.NobleServer | static |
relayLifetime | NobleConnect.UNet.NobleServer | static |
relayRefreshTime | NobleConnect.UNet.NobleServer | static |
RemoveExternalConnection(int connectionId) | NobleConnect.UNet.NobleServer | static |
ReplacePlayerForConnection(NetworkConnection conn, GameObject player, short playerControllerId, NetworkHash128 assetId) | NobleConnect.UNet.NobleServer | static |
ReplacePlayerForConnection(NetworkConnection conn, GameObject player, short playerControllerId) | NobleConnect.UNet.NobleServer | static |
Reset() | NobleConnect.UNet.NobleServer | static |
ResetConnectionStats() | NobleConnect.UNet.NobleServer | static |
SendByChannelToAll(short msgType, MessageBase msg, int channelId) | NobleConnect.UNet.NobleServer | static |
SendByChannelToReady(GameObject contextObj, short msgType, MessageBase msg, int channelId) | NobleConnect.UNet.NobleServer | static |
SendBytesToPlayer(GameObject player, byte[] buffer, int numBytes, int channelId) | NobleConnect.UNet.NobleServer | static |
SendBytesToReady(GameObject contextObj, byte[] buffer, int numBytes, int channelId) | NobleConnect.UNet.NobleServer | static |
SendToAll(short msgType, MessageBase msg) | NobleConnect.UNet.NobleServer | static |
SendToClient(int connectionId, short msgType, MessageBase msg) | NobleConnect.UNet.NobleServer | static |
SendToClientOfPlayer(GameObject player, short msgType, MessageBase msg) | NobleConnect.UNet.NobleServer | static |
SendToReady(GameObject contextObj, short msgType, MessageBase msg) | NobleConnect.UNet.NobleServer | static |
SendUnreliableToAll(short msgType, MessageBase msg) | NobleConnect.UNet.NobleServer | static |
SendUnreliableToReady(GameObject contextObj, short msgType, MessageBase msg) | NobleConnect.UNet.NobleServer | static |
SendWriterToReady(GameObject contextObj, NetworkWriter writer, int channelId) | NobleConnect.UNet.NobleServer | static |
serverHostId | NobleConnect.UNet.NobleServer | static |
SetAllClientsNotReady() | NobleConnect.UNet.NobleServer | static |
SetClientNotReady(NetworkConnection conn) | NobleConnect.UNet.NobleServer | static |
SetClientReady(NetworkConnection conn) | NobleConnect.UNet.NobleServer | static |
SetNetworkConnectionClass< T >() | NobleConnect.UNet.NobleServer | static |
Shutdown() | NobleConnect.UNet.NobleServer | static |
Spawn(GameObject obj) | NobleConnect.UNet.NobleServer | static |
Spawn(GameObject obj, NetworkHash128 assetId) | NobleConnect.UNet.NobleServer | static |
SpawnObjects() | NobleConnect.UNet.NobleServer | static |
SpawnWithClientAuthority(GameObject obj, GameObject player) | NobleConnect.UNet.NobleServer | static |
SpawnWithClientAuthority(GameObject obj, NetworkConnection conn) | NobleConnect.UNet.NobleServer | static |
SpawnWithClientAuthority(GameObject obj, NetworkHash128 assetId, NetworkConnection conn) | NobleConnect.UNet.NobleServer | static |
UnregisterHandler(short msgType) | NobleConnect.UNet.NobleServer | static |
UnSpawn(GameObject obj) | NobleConnect.UNet.NobleServer | static |
Update() | NobleConnect.UNet.NobleServer | static |
useWebSockets | NobleConnect.UNet.NobleServer | static |