class MAGES::StubNetworking¶
Overview¶
Stub class for networking module. More…
class StubNetworking: public MAGES::NetworkingModule { public: // methods virtual override void Startup(); virtual override void Shutdown(); virtual override bool EstablishConnectionToMainServer(string args); virtual override void DisconnectFromMainServer(); virtual override bool CreateRoom(string roomName); virtual override bool JoinRoom(string roomName = null); virtual override bool ExitCurrentRoom(); virtual override ListGetAvailableRooms(); virtual override string GetCurrentConnectedRoom(); virtual override void OnDisconnected(string cause); virtual override void OnConnected(string info); virtual override bool OwnershipRequest(MAGESObject obj); virtual override int GetPrefabIDFromNetwork( GameObject prefab, out bool isUnique ); virtual override bool LinkNetworkObject( GameObject networkPrefab, GameObject localPrefab ); virtual override GameObject NetworkSpawn( GameObject prefab, bool spawnedByHost = true ); virtual override void RemoteDestroyComponent( GameObject gameObject, string componentType ); virtual override void RequestChangeState(byte changeState, string actionID); virtual override int GetConnectedUsersToRoom(string roomName); virtual override int GetConnectedUsersToCurrentRoom(); virtual override void AddSyncTransform(GameObject objectToBeSynchronized); virtual override void RegisterActivatedObject( GameObject grabbableObject, bool isActivated ); virtual override bool IsRemoteActivated(GameObject grabbableObject); virtual override bool HasAuthority(GameObject networkObject); };
Inherited Members¶
public: // properties bool AutomaticSceneSetup; Type NetworkIdType; IMAGESNetworkIntegration Integration; bool IsInitialized; bool IsHost; // methods virtual abstract void Startup() = 0; virtual abstract void Shutdown() = 0; 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 ListGetAvailableRooms() = 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;
Detailed Documentation¶
Stub class for networking module.
Methods¶
virtual override void Startup()
Startup networking (stub).
virtual override void Shutdown()
Shutdown networking (stub).
virtual override bool EstablishConnectionToMainServer(string args)
Establish connection to the main server.
Parameters:
args |
Connect arguments. Regions eu, us etc. |
Returns:
Return true if connection succeed.
virtual override void DisconnectFromMainServer()
Disconnect from main server. Does nothing if client is not already connected.
virtual override bool CreateRoom(string roomName)
Creates a room with the provided name.
Parameters:
roomName |
Room name. |
Returns:
True if room was created successfully.
virtual override bool JoinRoom(string roomName = null)
Attempts to join a room with the provided name.
Parameters:
roomName |
The room name to join. |
Returns:
True if room was created successfully.
virtual override bool ExitCurrentRoom()
Exits the current room.
Returns:
True if exited successfully.
virtual override ListGetAvailableRooms()
Find and return all available rooms.
Returns:
Return a list with all available rooms.
virtual override string GetCurrentConnectedRoom()
Return current connected room.
Returns:
Returns name of current room. Null if user is not connected to a room.
virtual override void OnDisconnected(string cause)
Called on disconnected.
Parameters:
cause |
Disconnect cause. |
virtual override void OnConnected(string info)
Called on connected to a room.
Parameters:
info |
Connection info. |
virtual override bool OwnershipRequest(MAGESObject obj)
Request ownership for a MAGESObject.
Parameters:
obj |
The obj to take ownership. |
Returns:
Returns true if request succeed.
virtual override int GetPrefabIDFromNetwork( GameObject prefab, out bool isUnique )
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 override bool LinkNetworkObject( GameObject networkPrefab, GameObject localPrefab )
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 override GameObject NetworkSpawn( GameObject prefab, bool spawnedByHost = true )
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 override void RemoteDestroyComponent( GameObject gameObject, string componentType )
Destroys component in all other users.
Parameters:
gameObject |
The gameobject that has that component. |
componentType |
The type of component. |
virtual override void RequestChangeState(byte changeState, string actionID)
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 override int GetConnectedUsersToRoom(string roomName)
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 override int GetConnectedUsersToCurrentRoom()
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 override void AddSyncTransform(GameObject objectToBeSynchronized)
Adds default sync transform to a gameobject.
Parameters:
objectToBeSynchronized |
The change keycode that will be requested. |
virtual override void RegisterActivatedObject( GameObject grabbableObject, bool isActivated )
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 override bool IsRemoteActivated(GameObject grabbableObject)
Returns true if object is remotely activated.
Parameters:
grabbableObject |
Object to check. |
Returns:
Returns true if object is activated from another user.
virtual override bool HasAuthority(GameObject networkObject)
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.