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 List GetAvailableRooms();
    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).