Vertices Engine  v1.9.2.92
A Cross Platform game engine developed by Virtex Edge Design.
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VerticesEngine.Net.vxNetworkServer Class Reference

The network server which is used when a player hosts a game session. More...

Inheritance diagram for VerticesEngine.Net.vxNetworkServer:

Public Member Functions

void Initialise (vxNetworkBackend networkBackend, string serverName, string version="1.0.0.0", int port=14242, Action callback=null)
 Initialise the Network Backend for a given type.
 
void Start ()
 Starts the server, this opens the server to connection requests and places it in the lobby state.
 
void Shutdown ()
 
void Dispose ()
 

Public Attributes

string hostPlayerID = string.Empty
 This is the ID of the current host player. This generally is the first player in the player list. If the host player leaves the game then it will choose the next index 0 player in the player list.
 

Properties

string ServerName [get]
 The Server Name.
 
int NumberOfPlayers [get]
 Gets the number of players.
 
int MaxNumberOfPlayers [get]
 Gets the max number of players.
 
bool IsServerFull [get]
 Is the server full?
 
vxNetworkBackend NetworkBackend [get]
 Gets the network backend.
 
vxEnumNetSessionState SessionStatus [get]
 Gets the session status.
 
int Port [get]
 
bool IsAcceptingIncomingConnections [get, set]
 
Version ServerVersion [get]
 A version code used for checking if the client is up to date enough to connect with us.
 

Events

EventHandler< vxNetServerEventDiscoverySignalRequestDiscoverySignalRequestRecieved
 This event fires when ever a Discovery Signal is Recieved.
 
EventHandler< vxNetServerEventClientConnectedClientConnected
 This event fires whenever a new client connects.
 
EventHandler< vxNetServerEventClientDisconnectedClientDisconnected
 This event fires whenever a new client disconnects.
 
EventHandler< vxNetServerEventPlayerJoinedPlayerJoinedConnected
 
EventHandler< vxNetServerEventPlayerStatusUpdateUpdatePlayerStatus
 This event updates the player status within the server.
 
EventHandler< vxNetmsgUpdatePlayerEntityStateUpdatePlayerEntityState
 This Event fires when ever the server recieves updated information for an Entity State from a client.
 
Action< vxEnumNetSessionStateSessionStateChanged = (state) => { }
 

Detailed Description

The network server which is used when a player hosts a game session.

Member Function Documentation

◆ Initialise()

void VerticesEngine.Net.vxNetworkServer.Initialise ( vxNetworkBackend networkBackend,
string serverName,
string version = "1.0.0.0",
int port = 14242,
Action callback = null )

Initialise the Network Backend for a given type.

Parameters
networkBackend
serverName
maxPlayers
port
callback

Property Documentation

◆ MaxNumberOfPlayers

int VerticesEngine.Net.vxNetworkServer.MaxNumberOfPlayers
get

Gets the max number of players.

The max number of players.

◆ NetworkBackend

vxNetworkBackend VerticesEngine.Net.vxNetworkServer.NetworkBackend
get

Gets the network backend.

The network backend.

◆ NumberOfPlayers

int VerticesEngine.Net.vxNetworkServer.NumberOfPlayers
get

Gets the number of players.

The number of players.

◆ SessionStatus

vxEnumNetSessionState VerticesEngine.Net.vxNetworkServer.SessionStatus
get

Gets the session status.

The session status.


The documentation for this class was generated from the following file: