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

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

_Init(int listenPort, string relayServerAddress, HostTopology topo=null, Action< string, ushort > onPrepared=null, Action< string > onFatalError=null, bool forceRelayOnly=false)NobleConnect.UNet.NobleServerstatic
activeNobleConnect.UNet.NobleServerstatic
AddExternalConnection(NetworkConnection conn)NobleConnect.UNet.NobleServerstatic
AddPlayerForConnection(NetworkConnection conn, GameObject player, short playerControllerId, NetworkHash128 assetId)NobleConnect.UNet.NobleServerstatic
AddPlayerForConnection(NetworkConnection conn, GameObject player, short playerControllerId)NobleConnect.UNet.NobleServerstatic
allocationResendTimeoutNobleConnect.UNet.NobleServerstatic
BecomeHost(NetworkClient oldClient, int port, MatchInfo matchInfo, int oldConnectionId, PeerInfoMessage[] peers)NobleConnect.UNet.NobleServerstatic
ClearHandlers()NobleConnect.UNet.NobleServerstatic
ClearLocalObjects()NobleConnect.UNet.NobleServerstatic
ClearSpawners()NobleConnect.UNet.NobleServerstatic
Configure(ConnectionConfig config, int maxConnections)NobleConnect.UNet.NobleServerstatic
Configure(HostTopology topology)NobleConnect.UNet.NobleServerstatic
connectionsNobleConnect.UNet.NobleServerstatic
Destroy(GameObject obj)NobleConnect.UNet.NobleServerstatic
DestroyPlayersForConnection(NetworkConnection conn)NobleConnect.UNet.NobleServerstatic
DisconnectAll()NobleConnect.UNet.NobleServerstatic
Dispose()NobleConnect.UNet.NobleServerstatic
dontListenNobleConnect.UNet.NobleServerstatic
FindLocalObject(NetworkInstanceId netId)NobleConnect.UNet.NobleServerstatic
GetConnectionStats()NobleConnect.UNet.NobleServerstatic
GetStatsIn(out int numMsgs, out int numBytes)NobleConnect.UNet.NobleServerstatic
GetStatsOut(out int numMsgs, out int numBufferedMsgs, out int numBytes, out int lastBufferedPerSecond)NobleConnect.UNet.NobleServerstatic
handlersNobleConnect.UNet.NobleServerstatic
HostEndPointNobleConnect.UNet.NobleServerstatic
hostTopologyNobleConnect.UNet.NobleServerstatic
InitializeHosting(int listenPort, GeographicRegion region=GeographicRegion.AUTO, HostTopology topo=null, Action< string, ushort > onPrepared=null, Action< string > onFatalError=null, bool forceRelayOnly=false)NobleConnect.UNet.NobleServerstatic
InitializeHosting(int listenPort, string relayServerAddress, HostTopology topo=null, Action< string, ushort > onPrepared=null, Action< string > onFatalError=null, bool forceRelayOnly=false)NobleConnect.UNet.NobleServerstatic
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.NobleServerstatic
listenPortNobleConnect.UNet.NobleServerstatic
localClientActiveNobleConnect.UNet.NobleServerstatic
localConnectionsNobleConnect.UNet.NobleServerstatic
maxAllocationResendsNobleConnect.UNet.NobleServerstatic
maxDelayNobleConnect.UNet.NobleServerstatic
networkConnectionClassNobleConnect.UNet.NobleServerstatic
numChannelsNobleConnect.UNet.NobleServerstatic
objectsNobleConnect.UNet.NobleServerstatic
OnServerConnect(NetworkConnection conn)NobleConnect.UNet.NobleServerstatic
OnServerDisconnect(NetworkConnection conn)NobleConnect.UNet.NobleServerstatic
RegisterHandler(short msgType, NetworkMessageDelegate handler)NobleConnect.UNet.NobleServerstatic
relayLifetimeNobleConnect.UNet.NobleServerstatic
relayRefreshTimeNobleConnect.UNet.NobleServerstatic
RemoveExternalConnection(int connectionId)NobleConnect.UNet.NobleServerstatic
ReplacePlayerForConnection(NetworkConnection conn, GameObject player, short playerControllerId, NetworkHash128 assetId)NobleConnect.UNet.NobleServerstatic
ReplacePlayerForConnection(NetworkConnection conn, GameObject player, short playerControllerId)NobleConnect.UNet.NobleServerstatic
Reset()NobleConnect.UNet.NobleServerstatic
ResetConnectionStats()NobleConnect.UNet.NobleServerstatic
SendByChannelToAll(short msgType, MessageBase msg, int channelId)NobleConnect.UNet.NobleServerstatic
SendByChannelToReady(GameObject contextObj, short msgType, MessageBase msg, int channelId)NobleConnect.UNet.NobleServerstatic
SendBytesToPlayer(GameObject player, byte[] buffer, int numBytes, int channelId)NobleConnect.UNet.NobleServerstatic
SendBytesToReady(GameObject contextObj, byte[] buffer, int numBytes, int channelId)NobleConnect.UNet.NobleServerstatic
SendToAll(short msgType, MessageBase msg)NobleConnect.UNet.NobleServerstatic
SendToClient(int connectionId, short msgType, MessageBase msg)NobleConnect.UNet.NobleServerstatic
SendToClientOfPlayer(GameObject player, short msgType, MessageBase msg)NobleConnect.UNet.NobleServerstatic
SendToReady(GameObject contextObj, short msgType, MessageBase msg)NobleConnect.UNet.NobleServerstatic
SendUnreliableToAll(short msgType, MessageBase msg)NobleConnect.UNet.NobleServerstatic
SendUnreliableToReady(GameObject contextObj, short msgType, MessageBase msg)NobleConnect.UNet.NobleServerstatic
SendWriterToReady(GameObject contextObj, NetworkWriter writer, int channelId)NobleConnect.UNet.NobleServerstatic
serverHostIdNobleConnect.UNet.NobleServerstatic
SetAllClientsNotReady()NobleConnect.UNet.NobleServerstatic
SetClientNotReady(NetworkConnection conn)NobleConnect.UNet.NobleServerstatic
SetClientReady(NetworkConnection conn)NobleConnect.UNet.NobleServerstatic
SetNetworkConnectionClass< T >()NobleConnect.UNet.NobleServerstatic
Shutdown()NobleConnect.UNet.NobleServerstatic
Spawn(GameObject obj)NobleConnect.UNet.NobleServerstatic
Spawn(GameObject obj, NetworkHash128 assetId)NobleConnect.UNet.NobleServerstatic
SpawnObjects()NobleConnect.UNet.NobleServerstatic
SpawnWithClientAuthority(GameObject obj, GameObject player)NobleConnect.UNet.NobleServerstatic
SpawnWithClientAuthority(GameObject obj, NetworkConnection conn)NobleConnect.UNet.NobleServerstatic
SpawnWithClientAuthority(GameObject obj, NetworkHash128 assetId, NetworkConnection conn)NobleConnect.UNet.NobleServerstatic
UnregisterHandler(short msgType)NobleConnect.UNet.NobleServerstatic
UnSpawn(GameObject obj)NobleConnect.UNet.NobleServerstatic
Update()NobleConnect.UNet.NobleServerstatic
useWebSocketsNobleConnect.UNet.NobleServerstatic