class MAGES::StubNetworking¶
Overview¶
Stub class for networking module. More…
class StubNetworking: public MAGES::NetworkingModule { public: // methods override void Startup(); override void Shutdown(); override bool EstablishConnectionToMainServer(string args); override void DisconnectFromMainServer(); override bool CreateRoom(string roomName); override bool JoinRoom(string roomName = null); override bool ExitCurrentRoom(); override ListGetAvailableRooms(); override string GetCurrentConnectedRoom(); override void OnDisconnected(string cause); override void OnConnected(string info); override bool OwnershipRequest(MAGESObject obj); override int GetPrefabIDFromNetwork(GameObject prefab, out bool isUnique); override bool LinkNetworkObject( GameObject networkPrefab, GameObject localPrefab ); override GameObject NetworkSpawn( GameObject prefab, Transform prefabParent, bool spawnedByHost = true ); override void RemoteDestroyComponent( GameObject gameObject, string componentType ); override void RequestChangeState(byte changeState, string actionID); override int GetConnectedUsersToRoom(string roomName); override int GetConnectedUsersToCurrentRoom(); override void AddSyncTransform(GameObject objectToBeSynchronized); override void RegisterActivatedObject( GameObject grabbableObject, bool isActivated ); override bool IsRemoteActivated(GameObject grabbableObject); override bool HasAuthority(GameObject networkObject); override int GetLocalPlayerID(); override void SyncMessage(GameObject netObject, string message); override void AddMessageRemoteAction( GameObject netObject, UnityAction action ); override IEnumerable<PlayerDescription> GetConnectedPlayers(); override void NetworkButtonAction( GameObject networkButtonsGameobject, UnityAction action, int index ); override void InvokeButtonRemoteCalls( GameObject networkButtonsGameobject, int index ); override void AddInteractableNetworkingEvents(GameObject interactable); };
Inherited Members¶
public:
// classes
class PlayerDescription;
// properties
int Version;
bool AutomaticSceneSetup;
Type NetworkIdType;
IMAGESNetworkIntegration Integration;
bool IsInitialized;
bool IsHost;
UnityEvent OnUserConnected;
UnityEvent OnUserDisconnected;
UnityEvent OnUserOwnedGameObjectSpawned;
UnityEvent OnConnectedToRoom;
// methods
void Startup();
void Shutdown();
virtual void UpdateModule(UpdatePhase updatePhase);
bool EstablishConnectionToMainServer(string args);
void DisconnectFromMainServer();
bool CreateRoom(string roomName);
bool JoinRoom(string roomName = null);
bool ExitCurrentRoom();
List GetAvailableRooms();
string GetCurrentConnectedRoom();
void OnDisconnected(string cause);
void OnConnected(string info);
bool OwnershipRequest(MAGESObject obj);
int GetPrefabIDFromNetwork(GameObject prefab, out bool isUnique);
bool LinkNetworkObject(GameObject networkPrefab, GameObject localPrefab);
GameObject NetworkSpawn(
GameObject prefab,
Transform prefabParent = null,
bool spawnedByHost = true
);
void RemoteDestroyComponent(GameObject gameObject, string componentType);
void RequestChangeState(byte changeState, string actionID);
int GetConnectedUsersToRoom(string roomName);
int GetConnectedUsersToCurrentRoom();
void AddSyncTransform(GameObject objectToBeSynchronized);
void SyncMessage(GameObject netObject, string message);
void AddMessageRemoteAction(GameObject netObject, UnityAction action);
void RegisterActivatedObject(GameObject grabbableObject, bool isActivated);
bool IsRemoteActivated(GameObject grabbableObject);
bool HasAuthority(GameObject networkObject);
int GetLocalPlayerID();
void NetworkButtonAction(
GameObject networkObject,
UnityAction action,
int index
);
void InvokeButtonRemoteCalls(GameObject networkObject, int index);
void AddInteractableNetworkingEvents(GameObject interactable);
IEnumerable<PlayerDescription> GetConnectedPlayers();
Detailed Documentation¶
Stub class for networking module.
Methods¶
override void Startup()
Startup networking (stub).
override void Shutdown()
Shutdown networking (stub).