com.onlineobject.objectnet Namespace

NetworkManager Methods

The NetworkManager type exposes the following members.

Methods


  Name Description
Public method ConfigureMode
Configures the network mode of operation (Server, Client, or Manual).
Public method ConfirmPlayerCreatedOnClient
Confirms that a player object has been created on the client side and performs initial setup.
Public method DestroyOnClient
Destroys a network object on the client side.
Public method DisableAutoReconnect
Determines if the internal network ID should be used.
Public method FireOnClientDisconnectedFromServer
Handles the event when a client disconnects from the server.
Public method FixedUpdate
FixedUpdate is called every fixed framerate frame. Updates network ticks and performs fixed update operations.
Public method GectPredictionTechinique
Retrieves the prediction technique being used.
Public method GetAcceptableLatencyValue
Determines if the system should control player cameras.
Public method GetActiveTransport
Retrieves the active network transport entry.
Public method GetConnection
Retrieves the network transport associated with the specified connection type.
Public method GetConnectionType
Gets the connection type of the current instance.
Public method GetCurrentFPS
Gets the current frames per second (FPS), clamped to the maximum allowed FPS.
Public method GetCurrentInputValue<(Of <<'(T>)>>)
Gets the current value of an input by invoking the corresponding method.
Public method GetCustomNetworkId
Retrieves a custom network identifier based on the provided arguments.
Public method GetDecryptionMethod
Return method used to decript data Note: This method is configured by user on NetworkManager object
Public method GetEncryptionMethod
Return method used to encript data Note: This method is configured by user on NetworkManager object
Public method GetFirstNoMasterPlayers<(Of <<'(T>)>>)
Retrieves the first non-master player from the specified lobby.
Public method GetGoodLatencyValue
Retrieves the value considered as acceptable latency.
Public method Static member GetInstanceId
Retrieves the unique network session identifier.
Public method GetLocalPlayer<(Of <<'(T>)>>)
Retrieves the local player.
Public method GetLoginInformations
Retrieves login information as an array of objects.
Public method GetLoginInformationsTypes
Retrieves the types of the login information.
Public method GetManagedInputs
Retrieves an array of managed inputs.
Public method GetMasterPlayer<(Of <<'(T>)>>)
Retrieves the master player for a given lobby.
Public method GetNetworkingMode
Retrieves the current networking mode.
Public method GetNetworkPrefab
Retrieves a specific network prefab by its signature.
Public method GetNetworkPrefabs
Retrieves all network prefabs from the prefabs database.
Public method GetObjectOnClient<(Of <<'(T>)>>)(Int32)
Retrieves a network object on the client side by its network ID.
Public method GetObjectOnClient<(Of <<'(T>)>>)(UInt16)
Retrieves a network object on the client side by its player ID.
Public method GetPingAverage
Gets the average ping time in milliseconds.
Public method GetPingAverageTime
Gets the average ping time in seconds.
Public method GetPlayer<(Of <<'(T>)>>)(UInt16)
Retrieves a player by their ID.
Public method GetPlayer<(Of <<'(T>)>>)(IClient)
Retrieves a player associated with a given client.
Public method GetPlayers<(Of <<'(T>)>>)
Retrieves a list of players for a given lobby.
Public method GetPlayersCount
Gets the count of players in the specified lobby.
Public method GetPredictionBufferSize
Retrieves the prediction factor curve.
Public method GetPredictionFactor
Retrieves the prediction speed factor curve.
Public method GetPredictionOverride
Determines if remote input is used.
Public method GetPredictionSpeedFactor
Determines if there is an override for the prediction logic.
Public method GetPredictionTechnique
Retrieves the size of the prediction buffer.
Public method GetPrivateIp
Retrieves the private IP address.
Public method GetPublicIp
Retrieves the public IP address.
Public method GetSendRate
Gets the send rate of the connection.
Public method GetServerWorkingMode
Determines if there is a connection to the relay server.
Public method GetUpdateMode
Disables the auto-reconnect feature.
Public method HasConnection(NetworkTransport)
Checks if there is a connection associated with the specified network transport.
Public method HasConnection(ConnectionType)
Checks if there is a connection of the specified type.
Public method HasLocalPlayer
Determines if a local player exists.
Public method HasMasterPlayer
Checks if there is a master player in the specified lobby.
Public method HasNetworkPlayer
Checks if a network player is associated with a given client.
Public method HasPlayers
Determines if there are any players in the specified lobby.
Public method HasPredictionOverride
Retrieves the prediction override component if available.
Public method Static member HasValidInstance
Checks if the current network session has a valid instance ID.
Public method InAuthoritativeMode
Determines if the server mode is disabled.
Public method InEmbeddedMode
Determines if the system is in authoritative mode.
Public method Initialize
Initializes the NetworkManager instance with necessary resources and configurations.
Public method InitializeServerInstance
Initializes the server instance with the specified instance ID.
Public method InitializeSpawnedObjects
Initializes spawned objects for the client, excluding a specific network element if provided.
Public method InRelayMode
Determines if the system is in embedded mode.
Public method Static member Instance
Provides access to the singleton instance of the NetworkManager.
Public method Static member InstanceIsValid
Validates if the provided instance ID matches the current network session ID.
Public method InstantiateOnClient
Badly formed XML comment.
Public method IsAutoReconnectDisabled
Checks if auto-reconnect is disabled.
Public method Static member IsBroadcastEvent
Checks if an event code corresponds to a broadcast event.
Public method IsClientConnection
Determines if the current connection is a client connection.
Public method IsConnected
Checks if the client is currently connected to the server.
Public method IsConnectedOnLobbyServer
Checks if the current instance is connected to the lobby server.
Public method IsConnectedOnRelayServer
Determines if there is a connection to the lobby server.
Public method IsDisconnectionDetected
Detects if a disconnection has occurred on the client side.
Public method IsEncryptionEnabled
Return if encryption mode is enabled
Public method IsLobbyControlEnabled
Determines if lobby control is enabled.
Public method IsLoginEnabled
Determines if network login is enabled.
Public method IsMasterPlayer
Determines if the local player is the master player.
Public method IsProcessingInputs
Determines if the network is currently processing inputs.
Public method IsRemoteInputEnabled
Checks if remote input is enabled.
Public method IsRouterPortMapped
Checks if the router port is mapped.
Public method IsRunningLogic
Determines if the network logic is currently running.
Public method IsServerConnection
Determines if the current connection is a server connection.
Public method IsServerModeDisabled
Retrieves the current working mode of the server.
Public method IsServerRestartDetectionEnabled
Checks if server restart detection is enabled.
Public method IsToControlCameras
Determines if the player camera should be detached.
Public method IsToDetachPlayerCamera
Retrieves the update mode for network communication.
Public method IsToUseCustomNetworkId
Determines if the system is in relay mode.
Public method IsToUseInternalNetworkId
Determines if a custom network ID should be used.
Public method IsToValidateLogin
Determines if login validation is enabled.
Public method IsValidLogin
Validates the provided login arguments.
Public method OnClientLobbyCreationFailedEvent
Invoked when a client fails to create a lobby.
Public method OnClientLobbyCreationSucessEvent
Invoked when a client successfully creates a lobby.
Public method OnClientLobbyJoinFailedEvent
Invoked when a client fails to join a lobby.
Public method OnClientLobbyJoinSucessEvent
Invoked when a client successfully joins a lobby.
Public method OnClientLoginFailedEvent
Invoked when a client login attempt fails.
Public method OnClientLoginSucessEvent
Invoked when a client login attempt is successful.
Public method OnLoginFailedEvent
Handles the event when a login attempt fails.
Public method OnLoginSucessEvent
Handles the event when a login attempt is successful.
Public method OnMessageReceivedEvent
Invoked when a message is received from the network.
Public method Static member RegisterBroadcastEvent
Registers a broadcast event with a specific event code.
Public method RegisterConnection
Registers a new network connection and configures its latency measurement callback if it's not already registered.
Public method RegisterDestroyedObject
Registers a destroyed network object to keep track of it.
Public method RegisterDetectedObject
Registers a detected network object to keep track of it.
Public method Static member RegisterEvent
Registers a callback for a specific network event.
Public method RegisterGarbageObject
Registers a garbage network object associated with the current network session.
Public method RegisterNetworkClient
Registers a network client with an associated network element.
Public method RegisterNetworkPlayer(IPlayer)
Registers a network player.
Public method RegisterNetworkPlayer(UInt16, String, IClient)
Registers a network player with an optional client.
Public method RegisterNetworkPlayer(IClient)
Registers a new network player for a given client and assigns a unique player ID.
Public method RenewServerInstance
Renews the server instance by clearing out old network objects and resetting the instance ID.
Public method RequestLobbyCreate
Sends a request to create a new lobby with the specified name.
Public method RequestLobbyJoin
Sends a request to join a lobby with the specified ID.
Public method RequestLobbyRefresh
Sends a request to refresh the list of available lobbies.
Public method Send
Sends data over the network to the server or client connection.
Public method SetConnectedOnRelayServer
Sets the connection status for both relay and lobby servers.
Public method SetServerAddress
Sets the server address for the first server in the list.
Public method SetTargetDatabase
Sets the target database for the server instance.
Public method SetTcpPort
Sets the TCP port for the network connection.
Public method SetUdpPort
Sets the UDP port for the network connection.
Public method SpawnClientPlayerOnServer
Spawns a client player on the server.
Public method SpawnServerPlayer
Spawns a server player GameObject based on the configured spawn position mode.
Public method StartNetwork
Initiates a network connection, with optional reconnection and delay parameters.
Public method StopNetwork
Stops the network connection.
Public method Static member UnregisterBroadcastEvent
Unregisters a previously registered broadcast event.
Public method UnregisterConnection
Unregisters an existing network connection if it is currently registered.
Public method UnregisterNetworkPlayer
Unregisters a network player.
Public method Update
Update is called once per frame. Performs base update operations, frame rate calculations, and object spawn/despawn detection.
Public method UpdateMasterPlayer
Updates the master player status and potentially reactivates network elements.
Public method UpdateRemoteTick
Updates the remote tick count if the difference between the current remote tick count and the provided tick exceeds the tolerance.
Public method UseAutomaticPrediction
Determines if automatic prediction is enabled.
Public method UseLatencyTolerance
Retrieves the value considered as good latency.
Public method UseMovementPrediction
Determines if movement prediction is enabled.
Public method UseNetworkClock
Determines if the network clock should be used.
Public method UsePhysicsPrediction
Determines if physics-based prediction is enabled.
Public method UseRemoteInput
Determines if latency tolerance features are enabled.
Public method UseTransformPrediction
Determines if transform-based prediction is enabled.