Connections
ObjectNet uses two connections to work, a Server connection and a Client connection. The server connection is the network instance that runs on the server side to handle all connected clients, on the other hand, the client connection is the entity used to enter into a game as invited.
Server Connection : TCP/UDP Socket used on the server side to accept all incoming data on the server side.
Client Connection : TCP/UDP connection used to enter into a server as client.
Server Connection is a mode running on instances directly as server, this option shall be used on build to run server only on Authoritative or Relay server modes. This option can also be used to run a server on any mode designed by the developer.
Server mode allow to select how to listen for incoming connections over network, depending how you host you server you may need a different type of binding ( see Server Connection )
Client Connection is a mode running on instances directly as client, this option shall be used on game compiled to run client-only instances. A game compiled with Client Connection needs a server to connect to.
Client connections allow to statically or dynamic select the IP address where server is located ( see Client Connection )
Manual Mode is a mode used to let the client decide which mode he wishes to run after the game starts. This option shall be used when the user needs to run the Server on the Client depending on how he wishes to run, is commonly used to run embedded mode where the same player is Server and Client at the same time.