This holds all events and is a wrapper around the currently running network backend.
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string | UniqueID [get] |
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Version | ClientVersion [get] |
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vxNetPlayerManager | PlayerManager [get, set] |
| The player manager.
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vxEnumNetSessionState | SessionStatus [get, set] |
| The current session status.
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bool | IsSessionLocal [get, set] |
| Is this session a local LAN session or Dedicated Server session.
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vxINetGameplayScene | CurrentNetGame [get] |
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bool | IsMatchRunning [get, set] |
| Gets or sets a value indicating whether this T:VerticesEngine.Net.vxNetworkSessionManager 's match is running.
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vxNetworkBackend | NetworkBackend [get] |
| Gets the network backend.
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bool | IsHost [get] |
| Are we the host for this net session? This is set only by the server. We can be a host (i.e. authority) but not the server when using dedicated servers.
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string | HostID [get] |
| The ID of the current host. This is mainly just for debugging purposes.
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vxEnumNetworkPlayerRole | PlayerNetworkRole [get] |
| Gets the player network role.
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EventHandler< vxNetClientEventDiscoverySignalResponse > | DiscoverySignalResponseRecieved |
| This event is fired on the client side whenever a new player connects to the server.
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EventHandler< vxNetClientEventConnected > | Connected |
| This event is fired whenever this player connects to the server.
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EventHandler< vxNetClientEventDisconnected > | Disconnected |
| This event is fired whenever this player disconnects from the server.
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EventHandler< vxNetClientEventPlayerConnected > | OtherPlayerConnected |
| This event is fired on the client side whenever a new player connects to the server.
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Action | PlayerListUpdated = () => { } |
| This event is fired when the client receieves the player list.
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Action< string > | PlayerHostUpdated = (id) => {} |
| This event is fired when the server tells all clients there's a new host.
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EventHandler< vxNetClientEventPlayerDisconnected > | OtherPlayerDisconnected |
| This event is fired on the client side whenever a player disconnects from the server.
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EventHandler< vxNetClientEventPlayerStatusUpdate > | UpdatedPlayerInfoRecieved |
| When ever new information of a player is recieved.
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Action< vxNetmsgPlayerMetaData > | UpdatedPlayerMetaDataRecieved |
| When ever new player metadate is recieved.
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Action< vxNetmsgLevelMetaData > | UpdatedLevelMetaDataRecieved |
| When ever new player metadate is recieved.
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Action< vxNetmsgLevelEvent > | LevelEventRecieved |
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EventHandler< vxNetClientEventSessionStatusUpdated > | NetSessionStatusChanged |
| When the server updates the session status.
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Action< vxNetmsgUpdatePlayerEntityState, float > | UpdatePlayerEntityState |
| This event fires when an updated Entity State is recieved from the Server.
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This holds all events and is a wrapper around the currently running network backend.