class MAGES::NetworkingModule

Overview

The networking module base class. More…

class NetworkingModule: public MAGES::HubModule
{
public:
    // properties

    bool AutomaticSceneSetup;
    Type NetworkIdType;
    IMAGESNetworkIntegration Integration;
    bool IsInitialized;
    bool IsHost;

    // methods

    virtual abstract bool EstablishConnectionToMainServer(string args) = 0;
    virtual abstract void DisconnectFromMainServer() = 0;
    virtual abstract bool CreateRoom(string roomName) = 0;
    virtual abstract bool JoinRoom(string roomName = null) = 0;
    virtual abstract bool ExitCurrentRoom() = 0;
    virtual abstract List GetAvailableRooms() = 0;
    virtual abstract string GetCurrentConnectedRoom() = 0;
    virtual abstract void OnDisconnected(string cause) = 0;
    virtual abstract void OnConnected(string info) = 0;
    virtual abstract bool OwnershipRequest(MAGESObject obj) = 0;

    virtual abstract int GetPrefabIDFromNetwork(
        GameObject prefab,
        out bool isUnique
    ) = 0;

    virtual abstract bool LinkNetworkObject(
        GameObject networkPrefab,
        GameObject localPrefab
    ) = 0;

    virtual abstract GameObject NetworkSpawn(
        GameObject prefab,
        bool spawnedByHost = true
    ) = 0;

    virtual abstract void RemoteDestroyComponent(
        GameObject gameObject,
        string componentType
    ) = 0;

    virtual abstract void RequestChangeState(byte changeState, string actionID) = 0;
    virtual abstract int GetConnectedUsersToRoom(string roomName) = 0;
    virtual abstract int GetConnectedUsersToCurrentRoom() = 0;
    virtual abstract void AddSyncTransform(GameObject objectToBeSynchronized) = 0;

    virtual abstract void RegisterActivatedObject(
        GameObject grabbableObject,
        bool isActivated
    ) = 0;

    virtual abstract bool IsRemoteActivated(GameObject grabbableObject) = 0;
    virtual abstract bool HasAuthority(GameObject networkObject) = 0;
};

// direct descendants

class MAGESNetworking;
class StubNetworking;

Inherited Members

public:
    // methods

    virtual abstract void Startup() = 0;
    virtual abstract void Shutdown() = 0;

Detailed Documentation

The networking module base class.

Properties

bool AutomaticSceneSetup

Gets or sets a value indicating whether all grabbable objects in the scene will automatically be configured for multiplayer. This will enforce the default configuration.

Type NetworkIdType

Gets or sets the class type of the networking id.

IMAGESNetworkIntegration Integration

Gets or sets the plugin that will handle the networking logic.

bool IsInitialized

Gets or sets a value indicating whether the networking module has been initialized.

Returns:

True after connection has been established with the server.

bool IsHost

Gets or sets a value indicating whether this user is host.

Returns:

True if user is host. False if user is not host or has not joined a room yet.

Methods

virtual abstract bool EstablishConnectionToMainServer(string args) = 0

Establish connection to the main server.

Parameters:

args

Connect arguments. Regions eu, us etc.

Returns:

Return true if connection succeed.

virtual abstract void DisconnectFromMainServer() = 0

Disconnect from main server. Does nothing if client is not already connected.

virtual abstract bool CreateRoom(string roomName) = 0

Creates a room with the provided name.

Parameters:

roomName

Room name.

Returns:

True if room was created successfully.

virtual abstract bool JoinRoom(string roomName = null) = 0

Attempts to join a room with the provided name.

Parameters:

roomName

The room name to join.

Returns:

True if room was created successfully.

virtual abstract bool ExitCurrentRoom() = 0

Exits the current room.

Returns:

True if exited successfully.

virtual abstract List GetAvailableRooms() = 0

Find and return all available rooms.

Returns:

Return a list with all available rooms.

virtual abstract string GetCurrentConnectedRoom() = 0

Return current connected room.

Returns:

Returns name of current room. Null if user is not connected to a room.

virtual abstract void OnDisconnected(string cause) = 0

Called on disconnected.

Parameters:

cause

Disconnect cause.

virtual abstract void OnConnected(string info) = 0

Called on connected to a room.

Parameters:

info

Connection info.

virtual abstract bool OwnershipRequest(MAGESObject obj) = 0

Request ownership for a MAGESObject.

Parameters:

obj

The obj to take ownership.

Returns:

Returns true if request succeed.

virtual abstract int GetPrefabIDFromNetwork(
    GameObject prefab,
    out bool isUnique
) = 0

Gets the prefab id from an object that was spawned from the network.

Parameters:

prefab

The object to be checked.

isUnique

Whether this object should be unique.

Returns:

A positive integer in case the object is from network. Else, returns -1.

virtual abstract bool LinkNetworkObject(
    GameObject networkPrefab,
    GameObject localPrefab
) = 0

Links network object with the remote object.

Parameters:

networkPrefab

The remote object will be linked with the local prefab. At the end it is destroyed.

localPrefab

The local object that will be marked as remote.

Returns:

True if linking was successful. False otherwise.

virtual abstract GameObject NetworkSpawn(
    GameObject prefab,
    bool spawnedByHost = true
) = 0

Spawns a gameobject over the network. Only required to be called from one user, preferably the host.

Parameters:

prefab

Network object to be spawned.

spawnedByHost

If the object will be spawned by the host to all users. True by default.

Returns:

The spawned object.

virtual abstract void RemoteDestroyComponent(
    GameObject gameObject,
    string componentType
) = 0

Destroys component in all other users.

Parameters:

gameObject

The gameobject that has that component.

componentType

The type of component.

virtual abstract void RequestChangeState(byte changeState, string actionID) = 0

Request a change in scenegraph’s state.

Parameters:

changeState

The change keycode that will be requested.

actionID

The ID of the action that will change.

virtual abstract int GetConnectedUsersToRoom(string roomName) = 0

Gets connected users to a specific room.

Parameters:

roomName

The name ID of the room.

Returns:

The number of the connected users. Returns -1 if the room does not exist.

virtual abstract int GetConnectedUsersToCurrentRoom() = 0

Gets connected users to the current room.

Returns:

The number of the connected users in the current room. Returns -1 if not connected to a room.

virtual abstract void AddSyncTransform(GameObject objectToBeSynchronized) = 0

Adds default sync transform to a gameobject.

Parameters:

objectToBeSynchronized

The change keycode that will be requested.

virtual abstract void RegisterActivatedObject(
    GameObject grabbableObject,
    bool isActivated
) = 0

Register an object that was remotely activated.

Parameters:

grabbableObject

Object that is remotely activated.

isActivated

If true the object is added, if false the object is removed.

virtual abstract bool IsRemoteActivated(GameObject grabbableObject) = 0

Returns true if object is remotely activated.

Parameters:

grabbableObject

Object to check.

Returns:

Returns true if object is activated from another user.

virtual abstract bool HasAuthority(GameObject networkObject) = 0

Checks if local user has authority over a network object.

Parameters:

networkObject

The network object that will be checked.

Returns:

True if user has authority else false. If the user is not connected in a session.