Property | Type | Description | |
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RunActionsInFixedLoop | bool |
Method | Description | |
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ChangeClientScene ( BeardedManStudios.Network.NetWorker netWorker, |
Tells the client to change their scene to the given scene. This is often called after the server has changed to that scene to ensure that the server will always load up the scene before the client does
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ChangeClientScene ( BeardedManStudios.Network.NetWorker netWorker, string sceneName ) : void |
Tells the client to change their scene to the given scene. This is often called after the server has changed to that scene to ensure that the server will always load up the scene before the client does
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ChangeClientScene ( ushort port, |
Tells the client to change their scene to the given scene. This is often called after the server has changed to that scene to ensure that the server will always load up the scene before the client does
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ChangeClientScene ( ushort port, string sceneName ) : void |
Tells the client to change their scene to the given scene. This is often called after the server has changed to that scene to ensure that the server will always load up the scene before the client does
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ClientReady ( BeardedManStudios.Network.NetWorker socket ) : void | ||
Connect ( string ip, ushort port, TransportationProtocolType comType, bool winRT = false, bool useNat = false, bool standAlone = false ) : BeardedManStudios.Network.NetWorker |
Create and connect a client to the specified server ip and port
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Destroy ( |
Destroy a simple networked object
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Disconnect ( ) : void |
Disconnects all sockets and clients for this machine running under this system and removes them all from the lookup (calls Networking.NetworkingReset
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Disconnect ( BeardedManStudios.Network.NetWorker socket ) : void |
Disconnect the specified NetWorker (socket) and remove it from the Networking.Sockets lookup
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Disconnect ( BeardedManStudios.Network.NetWorker socket, |
Disconnect a player on a given NetWorker(Socket)
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Disconnect ( ushort port ) : void |
Disconnects (on this machine) either a client or a server on the specified port
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Disconnect ( ushort port, |
Disconnects a player on a given port
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DynamicCommand ( BeardedManStudios.Network.NetWorker socket, string command, bool relayOnServer = true, bool reliable = true ) : void | ||
GetLocalIPAddress ( ) : string |
Get the local Ip address
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Host ( ushort port, TransportationProtocolType comType, int maxConnections, bool winRT = false, string overrideIP = null, bool allowWebplayerConnection = false, bool relayToAll = true, bool useNat = false, BeardedManStudios.Network.NetWorker errorCallback = null ) : BeardedManStudios.Network.NetWorker |
Will setup a new server on this machine
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InitializeFirewallCheck ( ushort port ) : void |
This will force a firewall request by the users machine to allow for network communications with this particular application
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Instantiate ( |
Instantiate an object on the network
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Instantiate ( |
Instantiate an object on the network
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Instantiate ( string obj, NetworkReceivers receivers, Action |
Instantiate an object on the network
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Instantiate ( string obj, Vector3 position, |
Instantiate an object on the network
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InstantiateFromResources ( string resourcePath, NetworkReceivers receivers = NetworkReceivers.All, Action |
Instantiate an object on the network from the resources folder
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InstantiateFromResources ( string resourcePath, Vector3 position, |
Instantiate an object on the network from the resources folder
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IsConnected ( BeardedManStudios.Network.NetWorker socket ) : bool |
Determine if a NetWorker(Socket) reference is connected, (Dumbly returns socket.Connected)
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IsConnected ( ushort port ) : bool |
Determine if a NetWorker(Socket) is connected on a given port
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LanDiscovery ( ushort port, int listenWaitTime = 10000, TransportationProtocolType protocol = TransportationProtocolType.UDP, bool winRT = false ) : |
||
LanDiscovery ( ushort port, int listenWaitTime = 10000, TransportationProtocolType protocol = TransportationProtocolType.UDP, bool winRT = false ) : |
Finds the first host on the network on the specified port number in the local area network and makes a connection to it
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NetworkingReset ( ) : void |
To reset the network by clearing the sockets and disconnecting them if possible
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Ping ( |
Ping a particular host to get its response time in milliseconds
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RunInstantiateCallback ( int index, |
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SetBareMetal ( bool isBareMetal ) : void |
Tell the system if we are currently running it as Bare Metal or not - Mainly internal
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SetMyMessageGroup ( BeardedManStudios.Network.NetWorker socket, ushort groupId ) : void |
This will set the message group for the specified socket connection
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SetPrimarySocket ( BeardedManStudios.Network.NetWorker netWorker ) : void |
Used to assign the Networking.PrimarySocket object to the specified NetWorker
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Write ( BeardedManStudios.Network.NetWorker socket, |
Writes a NetworkingStream to a particular NetWorker directly to a player (if the port is a server)
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Write ( ushort port, |
Writes a NetworkingStream to a particular NetWorker that is running on a particular port directly to a player (if the port is a server)
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WriteCustom ( uint id, BeardedManStudios.Network.NetWorker netWorker, BMSByte data, |
TODO
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WriteCustom ( uint id, BeardedManStudios.Network.NetWorker netWorker, BMSByte data, bool reliableUDP = false, NetworkReceivers recievers = NetworkReceivers.All ) : void |
This allows you to write custom data across the network and is useful for serializing entire classes if needed
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WriteCustom ( uint id, ushort port, BMSByte data, NetworkReceivers recievers = NetworkReceivers.All ) : void |
This allows you to write custom data across the network and is useful for serializing entire classes if needed
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WriteRaw ( BeardedManStudios.Network.NetWorker netWorker, BMSByte data, string uniqueId, bool reliable ) : void |
Write a custom raw byte message with a 1 byte header across the network
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WriteRaw ( BeardedManStudios.Network.NetWorker netWorker, |
Allows the server to send a raw message to a particular player
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WriteTCP ( BeardedManStudios.Network.NetWorker socket, NetworkingStream stream ) : void |
Write to the TCP given a NetWorker(Socket) with a stream of data
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WriteTCP ( ushort port, NetworkingStream stream ) : void |
Write to the TCP given a NetWorker(Socket) with a stream of data
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WriteUDP ( BeardedManStudios.Network.NetWorker socket, string identifier, NetworkingStream stream, bool reliable = false ) : void |
Writes a NetworkingStream to a particular NetWorker
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WriteUDP ( ushort port, string identifier, NetworkingStream stream, bool reliable = false ) : void |
Writes a NetworkingStream to a particular NetWorker that is running on a particular port
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Method | Description | |
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CallInstantiate ( string obj, NetworkReceivers receivers, Action |
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CallInstantiate ( string obj, Vector3 position, |
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ThreadPing ( object hostObj ) : void | ||
ValidateNetworkedObject ( string name, |
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WriteUDP ( string ip, ushort port, string updateidentifier, NetworkingStream stream, bool reliable = false ) : void |
public static ChangeClientScene ( BeardedManStudios.Network.NetWorker netWorker, |
||
netWorker | BeardedManStudios.Network.NetWorker | The current |
targetPlayer | The particular player that will be receiving this message | |
sceneName | string | The name of the scene in which the client should load |
return | void |
public static ChangeClientScene ( BeardedManStudios.Network.NetWorker netWorker, string sceneName ) : void | ||
netWorker | BeardedManStudios.Network.NetWorker | |
sceneName | string | The name of the scene in which the client should load |
return | void |
public static ChangeClientScene ( ushort port, |
||
port | ushort | The port of the |
targetPlayer | The particular player that will be receiving this message | |
sceneName | string | The name of the scene in which the client should load |
return | void |
public static ChangeClientScene ( ushort port, string sceneName ) : void | ||
port | ushort | The port of the |
sceneName | string | The name of the scene in which the client should load |
return | void |
public static ClientReady ( BeardedManStudios.Network.NetWorker socket ) : void | ||
socket | BeardedManStudios.Network.NetWorker | |
return | void |
public static Connect ( string ip, ushort port, TransportationProtocolType comType, bool winRT = false, bool useNat = false, bool standAlone = false ) : BeardedManStudios.Network.NetWorker | ||
ip | string | The host (usually ip address or domain name) to connect to |
port | ushort | The port for the particular server that this connection is attempting |
comType | TransportationProtocolType | The transportation protocol type that is to be used |
winRT | bool | If this is Windows Phone or Windows Store, this should be true, otherwise default to false |
useNat | bool | |
standAlone | bool | |
return | BeardedManStudios.Network.NetWorker |
public static Destroy ( |
||
netBehavior | Networked behavior to destroy | |
return | void |
public static Disconnect ( BeardedManStudios.Network.NetWorker socket ) : void | ||
socket | BeardedManStudios.Network.NetWorker | The socket |
return | void |
public static Disconnect ( BeardedManStudios.Network.NetWorker socket, |
||
socket | BeardedManStudios.Network.NetWorker | NetWorker(Socket) to be disconnected from |
player | The player reference to disconnect | |
return | void |
public static Disconnect ( ushort port ) : void | ||
port | ushort | Port of the local server/client to be disconnected from |
return | void |
public static Disconnect ( ushort port, |
||
port | ushort | Port to disconnect from |
player | Player to disconnect | |
return | void |
public static DynamicCommand ( BeardedManStudios.Network.NetWorker socket, string command, bool relayOnServer = true, bool reliable = true ) : void | ||
socket | BeardedManStudios.Network.NetWorker | |
command | string | |
relayOnServer | bool | |
reliable | bool | |
return | void |
public static Host ( ushort port, TransportationProtocolType comType, int maxConnections, bool winRT = false, string overrideIP = null, bool allowWebplayerConnection = false, bool relayToAll = true, bool useNat = false, BeardedManStudios.Network.NetWorker errorCallback = null ) : BeardedManStudios.Network.NetWorker | ||
port | ushort | This is the port you want to bind the server to |
comType | TransportationProtocolType | The particular transportation protocol |
maxConnections | int | The maximum connections (players) allowed on the server at one point in time |
winRT | bool | If this is Windows Phone or Windows Store, this should be true, otherwise default to false |
overrideIP | string | |
allowWebplayerConnection | bool | Allow web player connections to server |
relayToAll | bool | Used to determine if messages should be relayed to client (normally true) - Mainly internal |
useNat | bool | |
errorCallback | BeardedManStudios.Network.NetWorker | |
return | BeardedManStudios.Network.NetWorker |
public static InitializeFirewallCheck ( ushort port ) : void | ||
port | ushort | Port to be allowed |
return | void |
public static Instantiate ( |
||
obj | Object to be instantiated by object name | |
receivers | NetworkReceivers | Recipients will receive this instantiate call (Default: All) |
callback | Action |
|
return | void |
public static Instantiate ( |
||
obj | Object to be instantiated by object name | |
position | Vector3 | Position of instantiated object |
rotation | Rotation of instantiated object | |
receivers | NetworkReceivers | Recipients will receive this instantiate call (Default: All) |
callback | Action |
|
return | void |
public static Instantiate ( string obj, NetworkReceivers receivers, Action |
||
obj | string | Object to be instantiated by object name |
receivers | NetworkReceivers | Recipients will receive this instantiate call |
callback | Action |
|
return | void |
public static Instantiate ( string obj, Vector3 position, |
||
obj | string | Object to be instantiated by object name |
position | Vector3 | Position of instantiated object |
rotation | Rotation of instantiated object | |
receivers | NetworkReceivers | Recipients will receive this instantiate call |
callback | Action |
|
return | void |
public static InstantiateFromResources ( string resourcePath, NetworkReceivers receivers = NetworkReceivers.All, Action |
||
resourcePath | string | Location of the resource |
receivers | NetworkReceivers | Recipients will receive this instantiate call (Default: All) |
callback | Action |
|
return | void |
public static InstantiateFromResources ( string resourcePath, Vector3 position, |
||
resourcePath | string | Location of the resource |
position | Vector3 | Position of instantiated object |
rotation | Rotation of instantiated object | |
receivers | NetworkReceivers | Recipients will receive this instantiate call (Default: All) |
callback | Action |
|
return | void |
public static IsConnected ( BeardedManStudios.Network.NetWorker socket ) : bool | ||
socket | BeardedManStudios.Network.NetWorker | NetWorker(Socket) to be checked |
return | bool |
public static IsConnected ( ushort port ) : bool | ||
port | ushort | The port number that is to be checked for a connection create by this system |
return | bool |
public static LanDiscovery ( ushort port, int listenWaitTime = 10000, TransportationProtocolType protocol = TransportationProtocolType.UDP, bool winRT = false ) : |
||
port | ushort | |
listenWaitTime | int | |
protocol | TransportationProtocolType | |
winRT | bool | |
return |
public static LanDiscovery ( ushort port, int listenWaitTime = 10000, TransportationProtocolType protocol = TransportationProtocolType.UDP, bool winRT = false ) : |
||
port | ushort | The port to connect to |
listenWaitTime | int | The time in milliseconds to wait for a discovery |
protocol | TransportationProtocolType | The protocol type for the server |
winRT | bool | If this is Windows Phone or Windows Store, this should be true, otherwise default to false |
return |
public static Ping ( |
||
host | The host object to ping | |
pingFromPort | ushort | |
return | void |
public static RunInstantiateCallback ( int index, |
||
index | int | |
spawn | ||
return | bool |
public static SetBareMetal ( bool isBareMetal ) : void | ||
isBareMetal | bool | If this is a Bare Metal instance |
return | void |
public static SetMyMessageGroup ( BeardedManStudios.Network.NetWorker socket, ushort groupId ) : void | ||
socket | BeardedManStudios.Network.NetWorker | The NetWorker to assign the message group for |
groupId | ushort | The unique identifier for the message group |
return | void |
public static SetPrimarySocket ( BeardedManStudios.Network.NetWorker netWorker ) : void | ||
netWorker | BeardedManStudios.Network.NetWorker | The NetWorker that will be the primary socket |
return | void |
public static Write ( BeardedManStudios.Network.NetWorker socket, |
||
socket | BeardedManStudios.Network.NetWorker | NetWorker(Socket) to write with |
player | Player to be written to server | |
stream | NetworkingStream | The stream of data to be written |
return | void |
public static Write ( ushort port, |
||
port | ushort | The port that the |
player | The player that this server will be writing this message to | |
stream | NetworkingStream | The data stream that is to be written to the player |
return | void |
public static WriteCustom ( uint id, BeardedManStudios.Network.NetWorker netWorker, BMSByte data, |
||
id | uint | Unique identifier to be used |
netWorker | BeardedManStudios.Network.NetWorker | The NetWorker(Socket) to write with |
data | BMSByte | Data to send over |
target | ||
reliableUDP | bool | If this be a reliable UDP |
return | void |
public static WriteCustom ( uint id, BeardedManStudios.Network.NetWorker netWorker, BMSByte data, bool reliableUDP = false, NetworkReceivers recievers = NetworkReceivers.All ) : void | ||
id | uint | Unique identifier to be used |
netWorker | BeardedManStudios.Network.NetWorker | The NetWorker(Socket) to write with |
data | BMSByte | Data to send over |
reliableUDP | bool | If this be a reliable UDP |
recievers | NetworkReceivers | |
return | void |
public static WriteCustom ( uint id, ushort port, BMSByte data, NetworkReceivers recievers = NetworkReceivers.All ) : void | ||
id | uint | Unique identifier to be used |
port | ushort | Port to be written to |
data | BMSByte | Data to send over |
recievers | NetworkReceivers | |
return | void |
public static WriteRaw ( BeardedManStudios.Network.NetWorker netWorker, BMSByte data, string uniqueId, bool reliable ) : void | ||
netWorker | BeardedManStudios.Network.NetWorker | |
data | BMSByte | |
uniqueId | string | |
reliable | bool | |
return | void |
public static WriteRaw ( BeardedManStudios.Network.NetWorker netWorker, |
||
netWorker | BeardedManStudios.Network.NetWorker | |
targetPlayer | ||
data | BMSByte | |
uniqueId | string | |
reliable | bool | |
return | void |
public static WriteTCP ( BeardedManStudios.Network.NetWorker socket, NetworkingStream stream ) : void | ||
socket | BeardedManStudios.Network.NetWorker | The NetWorker(Socket) to write with |
stream | NetworkingStream | The stream of data to be written |
return | void |
public static WriteTCP ( ushort port, NetworkingStream stream ) : void | ||
port | ushort | Port of the given NetWorker(Socket) |
stream | NetworkingStream | The stream of data to be written |
return | void |
public static WriteUDP ( BeardedManStudios.Network.NetWorker socket, string identifier, NetworkingStream stream, bool reliable = false ) : void | ||
socket | BeardedManStudios.Network.NetWorker | NetWorker(Socket) to write with |
identifier | string | Unique identifier to be used |
stream | NetworkingStream | The stream of data to be written |
reliable | bool | If this be a reliable UDP |
return | void |
public static WriteUDP ( ushort port, string identifier, NetworkingStream stream, bool reliable = false ) : void | ||
port | ushort | Port of the given NetWorker(Socket) |
identifier | string | Unique identifier to be used |
stream | NetworkingStream | The stream of data to be written |
reliable | bool | If this be a reliable UDP |
return | void |