com.onlineobject.objectnet Namespace

com.onlineobject.objectnet Namespace

Classes


  Class Description
Public class AnimationClipPacket
Represents a packet of information for an animation clip, including the clip itself, a count (possibly for reference counting or usage tracking), and details about the current state of the animation such as its hash and time position.
Public class AnimationNetwork
Public class AnimatorExtensions
Extension methods for the Animator class.
Public class AttributeExpression
Represents an expression that holds a parameter with a specific data type and value. This class is used to serialize and deserialize parameter data for use in scripts.
Public class BackgroundStyle
Class BackgroundStyle.
Public class BooleanInput
Represents a boolean input entry that can be used to store and manipulate a boolean value.
Public class BooleanStream
Represents a data handler specifically for boolean streams.
Public class ByteArrayStream
Represents a data handler specifically for byte array streams.
Public class ByteStream
Represents a data handler specifically for byte streams.
Public class Channel
Represents a communication channel, handling network connections, message transmission, and client management.
Public class ChannelBase
Base class for network communication channels.
Public class ChannelSocket
Represents a network channel that uses sockets for communication.
Public class ClientChannel
Represents a client-side communication channel that extends ChannelSocket.
Public class ColorStream
A specialized data handler for streaming Color objects to and from byte arrays.
Public class CoreCallbacks
Define a static class to hold core callback actions for network events.
Public class CoreGameEvents
Static class containing core game event codes and utility functions.
Public class DataHandler<(Of <(<'T>)>)>
A generic data handler class that provides serialization and deserialization functionality for various data types. It implements both IDataWritter and IDataReader interfaces for writing and reading data respectively.
Public class DataStream
Represents a data stream that can handle various data types and network operations.
Public class DataUtils
Utility class for data manipulation operations.
Public class DelayedRemove
Represents a delayed removal operation for a network element.
Public class DoubleStream
Represents a data handler specifically for double streams.
Public class EditorUtils
Class EditorUtils.
Public class EditorWindowExtensions
This suppli extra methods used during Editor Window Draw.
Public class EventActionReference
Represents a reference to an event action, including its execution mode, trigger conditions, and associated data.
Public class EventInformations
Represents metadata for an event, including its name, description, return type, parameter types, and execution side. This class is intended to be used as an attribute to provide additional information about events.
Public class EventListenerReference
Represents a reference to an event listener, including its name and code. Inherits from the EventReference class.
Public class EventReference
Represents a reference to an event, including the target object, component, and method to be invoked.
Public class FloatInput
Represents a floating-point input entry.
Public class FloatStream
Represents a data handler specifically for float streams.
Public class GameObjectList
Represents a list of GameObjectStatus objects, providing methods to register, unregister, and query the presence of GameObjects.
Public class GameObjectStatus
Public class GlobalResources
Static class containing global resource paths and utility methods for accessing database paths.
Public class InputEntry<(Of <(<'T>)>)>
Represents an abstract class for input entry with a specified type.
Public class InputNetwork
Represents a network entity that handles input data streams.
Public class InputPacket
Class InputPacket represents an input send over network Implements the IInputPacket
Public class Int16Stream
Represents a data handler specifically for int16 streams.
Public class Int32Stream
Represents a data handler specifically for int32 streams.
Public class InternalGameEvents
Static class containing constants for internal game event codes and a method to check if a code is a game event.
Public class InternalProtocolEvents
Static class containing constants for internal protocol event codes and a method to check if an event code is internal.
Public class LobbyServerEvents
Static class containing constants and methods related to lobby server events.
Public class ManagedInput
ManagedInput is a ScriptableObject that holds information about a particular input. It implements the IManagerInput interface and provides methods to get and set input properties.
Public class Mapping
Represents a port forwarding entry in the NAT translation table.
Public class MappingException
Define a custom exception class for mapping-related errors.
Public class NatDevice
Represents a NAT device and provides access to the operation set that allows open (forward) ports, close ports and get the externa (visible) IP address.
Public class NatDeviceNotFoundException
Represents errors that occur when a NAT device is not found.
Public class NatDiscoverer
Public class NatHelper
Provides automatic port forwarding via UPNP (Universal Plug and Play) and PMP (Port Mapping Protocol).
Public class NativeArrayExtension
This static class extends the functionality of NativeArray to handle raw byte conversions.
Public class NetworkAnimationController
Controls networked animations by synchronizing animation states across different clients.
Public class NetworkAudioController
Controls the networked audio playback for a network element.
Public class NetworkBehaviorConstants
Static class containing constants for network behavior method names.
Public class NetworkBehaviour
Abstract class that defines the behavior of networked objects.
Public class NetworkChildsReference
Manages the active state of child GameObjects for a networked player, with support for delayed disabling.
Public class NetworkClient
Represents a network client with functionality to manage connections and data transmission.
Public class NetworkClock
Represents a network clock that provides time-related information in a networked environment.
Public class NetworkClockBase
Abstract base class for network clocks, providing a common interface and basic functionality.
Public class NetworkClockDefault
Abstract class representing a default network clock, providing basic timekeeping functionality for networked applications.
Public class NetworkContainer
Represents a container for network-related objects or services. Inherits from NetworkContainerBase to provide additional functionality or to override existing behavior.
Public class NetworkContainerBase
Abstract base class for network containers that manage network elements and network events.
Public class NetworkCustomDatabase
Represents a custom database for network events, stored as a ScriptableObject. This allows for easy editing and management of event references within the Unity Editor.
Public class NetworkDebugger
A singleton class for network debugging that allows for logging debug messages, errors, and warnings.
Public class NetworkDebuggerManager
Manages the network debugging settings and applies them to the NetworkDebugger instance.
Public class NetworkDiagnostics
Provides network diagnostics functionality such as host ping and asynchronous address pinging.
Public class NetworkElement
Represents a network element that can process local and remote network inputs and behaviors.
Public class NetworkElementBase
Abstract base class for network elements that implements the INetworkElement interface.
Public class NetworkEntity<(Of <(<'T, E>)>)>
Represents an abstract base class for a network entity that can operate in active or passive mode.
Public class NetworkEvent
Represents a network event with a specific action to be executed.
Public class NetworkEventBase
Abstract base class for network events, providing a contract for network event handling.
Public class NetworkEventEntry
Represents an entry for a network event, containing a code and a name.
Public class NetworkEventsCore
Core class for managing network events within a system.
Public class NetworkEventsDatabase
Represents a database of network events.
Public class NetworkEventsManager
Manages network events, including registering listeners, invoking methods, and sending actions.
Public class NetworkEventsMap
Represents a mapping of network event message names to their corresponding integer codes.
Public class NetworkGameObject
A static class for handling network instantiation of GameObjects.
Public class NetworkGamePlayMonitor
This class is responsible for monitoring network gameplay by keeping track of network threads and sockets. It ensures that all network resources are properly released when exiting the play mode in the Unity Editor.
Public class NetworkGlobalEvents
Represents a manager for network global events, containing event references for various network-related actions.
Public class NetworkInput
Represents a network input for a network element.
Public class NetworkInstantiateCache
Class for caching and registering network instantiated game objects.
Public class NetworkInstantiateDetection
A MonoBehaviour class that handles the instantiation and destruction of networked objects.
Public class NetworkInternalExecutor
A MonoBehaviour class that acts as a bridge for network-related behaviors.
Public class NetworkLobby
Represents a network lobby that can contain players.
Public class NetworkLobbyManager
Manages network lobbies, including creation, retrieval, and player registration.
Public class NetworkLocalEvents
Represents a specialized version of NetworkEventsManager that is tailored for local network events. This class may be used to handle events that are specific to a local network context.
Public class NetworkManager
Manages network operations, connections, and settings.
Public class NetworkMasterPlayer
This component is used to idenfity when user is the master player of matche
Public class NetworkObject
Represents a networked object that can synchronize state, animations, audio, and other properties over the network.
Public class NetworkObjectExtension
Provides extension methods for GameObjects to interact with network instantiation.
Public class NetworkPlayer
Represents a network player in a game or application.
Public class NetworkPlayerReference
Represents a reference to a network player, containing client information and identifiers.
Public class NetworkPlayerTag
Represents a network player tag attached to a game object.
Public class NetworkPrefab
Represents a networked prefab object with synchronization settings.
Public class NetworkPrefabEntry
This class represents a prefab entry on database prefabs
Public class NetworkPrefabsDatabase
A database for managing network prefabs in a Unity project.
Public class NetworkPrefabsDatabaseWindow
This class draws a Network Prefabs Database Window. Implements the EditorWindow
Public class NetworkPrefabsManager
Manages network prefabs for a multiplayer game. This class is expected to hold functionality to handle the instantiation, management, and possibly the synchronization of prefabs across a network. It inherits from MonoBehaviour, so it can be attached to a GameObject in Unity.
Public class NetworkScriptsReference
Manages the network-related scripts attached to a GameObject, providing functionality to enable/disable scripts based on network conditions, and to handle delayed script execution.
Public class NetworkServerData
Represents data for a network server, including its address, online status, and latency.
Public class NetworkSocketExtensions
Provides extension methods for the Socket class related to network connectivity.
Public class NetworkThread
Represents a network thread that can be started, suspended, resumed, terminated, stopped, and force stopped.
Public class NetworkThreadDispatcher
Abstract class that handles network thread dispatching in a Unity MonoBehaviour context.
Public class NetworkTransport
NetworkTransport is responsible for managing network connections, events, and pings. It allows for different configurations based on the connection type and channel.
Public class NetworkTransportEntry
This class represents an transport entry on transports database
Public class NetworkTransportsDatabase
Represents a database of network transports.
Public class NetworkTransportsDatabaseWindow
This class draws a Network Transports Database Window Implements the EditorWindow
Public class NetworkUtils
Provides utility methods for network operations.
Public class NetworkVariable<(Of <(<'T>)>)>
Represents a network variable that can be synchronized across the network.
Public class ObjectInterceptor
Object used to intercet other obejcts creation
Public class ParticlesNetwork
Represents a network entity that synchronizes particle system data across a network.
Public class PositionNetwork
Represents a network entity for transmitting and receiving position data.
Public class PositionPacket
Represents a packet of data containing information about an object's position.
Public class PredictionPacket
Represents a packet containing prediction data for an entity's position.
Public class RelayServerEvents
Static class containing constants for relay server event codes and a method to check if a code is a relay event.
Public class RelayTransportClient
A sealed class that acts as a relay for an underlying transport client, implementing the ITransportClient interface.
Public class ResourceUtils
Class ResourceUtils.
Public class RotationNetwork
The RotationNetwork class is responsible for synchronizing and interpolating the rotation of a networked object. It extends from the generic NetworkEntity class, which handles the networking aspect.
Public class ScaleNetwork
Represents a network entity that synchronizes the scale of a game object across the network.
Public class ScriptList
Represents a serializable list of script statuses, providing methods to manage the list.
Public class ScriptStatus
Public class ServerChannel
Represents a server channel for communication with a specific transport system.
Public class StringStream
Represents a data handler specifically for string streams.
Public class TransportDefinitions
Static class containing definitions and configurations for transport mechanisms.
Public class TransportType
Public class TriggerExpression
Represents a trigger expression that can be used to evaluate conditions based on various parameters.
Public class UInt16Stream
Represents a data handler specifically for uint16 streams.
Public class UInt32Stream
Represents a data handler specifically for uint32 streams.
Public class UnityClient
Represents a client in a Unity networking context, extending the UnityTransport class and implementing the IUnityTransport interface.
Public class UnityClock
Represents a clock implementation for Unity game engine.
Public class UnityServer
Public class UnityTransport
Abstract base class for a Unity network transport layer, providing common functionality for network communication.
Public class UserCustomEvents
Static class containing definitions and methods related to user custom events. This class itself doesn't contains any event,it's only has the boundaries of user events
Public class UserCustomObjectEvents
Defines a static class for handling custom object events in a networked environment. Note: Custom user events mean any event raised by code without the use NetworkEventsManager controller Those events are different since they can't be bounded automatically, In this case, the system will *negative event to ensure that he will keep out of any internal system boundaries. * This operation is controlled internally by engine and user can work seamsless
Public class VariablesList
Public class VariablesNetwork
Represents a network entity that manages a collection of variables and their synchronization over a network.
Public class VariableStatus
Public class Vector2Input
Represents a 2D vector input entry, extending the generic InputEntry class with Vector2 type.
Public class Vector2Stream
A specialized data handler class for serializing and deserializing Vector2 objects. Inherits from a generic DataHandler class that handles data of type Vector2.
Public class Vector3Stream
A data handler for handling Vector3 data streams.

Structures


  Structure Description
Public structure AnimationInfoPacket
Struct AnimationInfoPacket is used to detect animations chnages over network
Public structure ParticleInfoPacket
Represents a packet of information for a particle system.
Public structure ServerAddressEntry
Represents an entry for a server address in a network configuration or directory.

Interfaces


  Interface Description
Public interface IChannel
Interface for defining a communication channel.
Public interface IClient
Interface defining the basic functionalities of a network client.
Public interface IData
Interface base of all Data objects
Public interface IDataReader<(Of <(<'T>)>)>
Defines a generic data reader interface that extends from IReader.
Public interface IDataStream
Defines an interface for a data stream that can be used to read and write data in a variety of formats.
Public interface IDataWritter<(Of <(<'T>)>)>
Defines a generic data writer interface that writes data of type T into a buffer.
Public interface IEntity
Defines a contract for an entity that can perform computations, synchronization, and data consumption.
Public interface IEvent
This is the base of all system events
Public interface IEventInformations
This interface is the base of all information events
Public interface IInformationProvider
Interface base of all provider that retuern informations
Public interface IInput
Interface defining the structure for input handling.
Public interface IInputEntry<(Of <(<'T>)>)>
Interface defining the contract for an input entry that can handle values of type T.
Public interface IInputPacket
This interface represents a input package
Public interface IInputProvider
Interface base of all input provider
Public interface ILobby
Interface definition for a game lobby.
Public interface IManagerInput
Interface defining the structure for manager input handling.
Public interface INatHelper
Provides automatic port forwarding via UPNP and PMP.
Public interface INetworkAnimation
Define an interface for network animation control.
Public interface INetworkAudio
Define an interface for network audio operations.
Public interface INetworkBehavior
Define an interface for network behavior management.
Public interface INetworkBehaviorInternal
Defines the internal network behavior for a networked object. This interface extends INetworkBehavior to include internal lifecycle methods and network processing.
Public interface INetworkClock
Defines an interface for a network clock that can provide various time-related data.
Public interface INetworkContainer
Defines an interface for a container that manages network elements.
Public interface INetworkElement
Interface defining the contract for a network element within a networking system.
Public interface INetworkEntity<(Of <(<'T, E>)>)>
Defines the interface for a network entity that can interact with a network and perform computations.
Public interface INetworkEvent
Public interface INetworkEventsCore
Defines a contract for handling network events within a system.
Public interface INetworkInput
Interface defining the contract for network input handling.
Public interface INetworkStream
Public interface INetworkVariable<(Of <(<'T>)>)>
Defines an interface for a network variable.
Public interface IPlayer
Interface representing a player in a game or application.
Public interface IPositionPacket
Interface represents a position reveived over network
Public interface IPrediction
Interface representing a possible predicted information
Public interface IPredictionPacket
Interface represents a position reveived over network
Public interface IReader
Defines an interface for objects that can read data from a byte array.
Public interface IReceiveEvent
Represents an interface for receiving events.
Public interface ITransport
Defines the interface for a transport layer used in network communications.
Public interface ITransportClient
Represents a transport client that can manage communication over a network or communication channel.
Public interface ITransportServer
Represents a transport server that can manage communication over a network or communication channel.
Public interface IUnityTransport
Interface defining the contract for a Unity-specific transport layer.
Public interface IVariable
Interface defining the contract for a variable object. This interface allows for getting and setting variable values, triggering change events, validation, and checking modification status.
Public interface IWritter
Defines the interface for a writer that can serialize data into a byte buffer.

Delegates


  Delegate Description
Public delegate NetworkTransport..::..onAwake
Delegate for the Awake event.

Enumerations


  Enumeration Description
Public enumeration ActionExecutionMode
Specifies the mode of execution for an action based on certain conditions.
Public enumeration AnimationSyncType
Defines the synchronization types for animations.
Public enumeration AttributeSourceType
Defines the source types for attributes.
Public enumeration BehaviorMode
Defines the possible behavior modes for an entity.
Public enumeration ChannelDirection
Defines the direction of communication in a network channel.
Public enumeration ChannelTransport
Represents the transport protocols available for network communication channels.
Public enumeration ConnectionType
Defines the types of network connections.
Public enumeration DeliveryMode
An enumeration to represent the delivery mode of a message or data packet.
Public enumeration EventReferenceSide
Defines the sides where an event can be referenced or triggered.
Public enumeration ExecutionMode
Enumeration representing different execution modes.
Public enumeration ForwardingStatus
The state of the remote router.
Public enumeration NetworkConnectionType
Defines the types of network connections that can be established.
Public enumeration NetworkErrorCodes
Defines network error codes related to login operations.
Public enumeration NetworkPlayerSpawnMode
Defines the modes for spawning network players in the game.
Public enumeration NetworkServerMode
Defines the modes in which a network server can operate.
Public enumeration NetworkSpawnPositionMode
Defines the mode for spawning networked objects in the game world.
Public enumeration ParameterSourceType
Defines the source types for a parameter.
Public enumeration PortMapper
Protocol that should be used for searching a NAT device.
Public enumeration PredictionType
Defines the types of prediction mechanisms for a process or operation.
Public enumeration Protocol
Protocol to allow/disallow
Public enumeration TransportAddressFamily
Defines the transport address families supported by the application.
Public enumeration TransportPortType
Defines the types of transport protocols for network communication.
Public enumeration TransportServerBind
Defines the binding strategy for a transport server.
Public enumeration TriggerComparators
Defines the set of comparators that can be used to trigger certain conditions.
Public enumeration TriggerCondition
Defines the conditions under which a trigger should activate.