Unity NetworkServer

NetworkServer使用NetworkServerSimple实现基本的网络功能,并添加更多类似游戏的功能。密封类。

属性

public static Type networkConnectionClass { get; }

摘要:创建新网络连接时要使用的类。

public static List<NetworkConnection> localConnections { get; } 

摘要:服务器上本地连接的列表。 

 public static ReadOnlyCollection<NetworkConnection> connections { get; }

摘要:来自客户端的所有当前连接的列表。 

 public static Dictionary<short, NetworkMessageDelegate> handlers { get; }

摘要:在服务器上注册的消息处理程序的字典。 

 public static HostTopology hostTopology { get; }

摘要: 服务器正在使用的主机拓扑。

 public static Dictionary<NetworkInstanceId, NetworkIdentity> objects { get; }

摘要: 这是在服务器上生成的网络对象字典。

 public static bool sendPeerInfo { get; set; }

摘要: 设置为true将使服务器向网络的所有参与者发送对等信息。 

 public static bool dontListen { get; set; }

 摘要: 如果启用此选项,服务器将不会侦听常规网络端口上的传入连接。

public static bool useWebSockets { get; set; } 

摘要:这使得服务器监听WebSockets连接,而不是普通的传输层连接。

public static bool active { get; } 

摘要:检查服务器是否已启动。

public static float maxDelay { get; set; } 

摘要:在连接上发送分组之前的最大延迟。

public static int listenPort { get; } 

摘要:服务器正在侦听的端口。

 public static bool localClientActive { get; }

摘要:True表示服务器上当前处于活动状态的本地客户端。

 public static int serverHostId { get; }

摘要:此服务器使用的传输层主机ID。

 public static int numChannels { get; }

摘要:网络配置的通道数。

方法 

 public static bool AddExternalConnection(NetworkConnection conn);

 public static bool AddPlayerForConnection(NetworkConnection conn, GameObject player, short playerControllerId, NetworkHash128 assetId); 

 public static bool AddPlayerForConnection(NetworkConnection conn, GameObject player, short playerControllerId);

 public static bool AddPlayerForConnection(NetworkConnection conn, GameObject player, short playerControllerId);

 public static void ClearHandlers();

public static void ClearLocalObjects(); 

 public static void ClearSpawners();

 public static bool Configure(HostTopology topology);

 public static bool Configure(ConnectionConfig config, int maxConnections);

 public static void Destroy(GameObject obj);

 public static void DestroyPlayersForConnection(NetworkConnection conn);

 public static void DisconnectAll();

 public static GameObject FindLocalObject(NetworkInstanceId netId);

 public static Dictionary<short, NetworkConnection.PacketStat> GetConnectionStats();

public static void GetStatsIn(out int numMsgs, out int numBytes);

public static void GetStatsOut(out int numMsgs, out int numBufferedMsgs, out int numBytes, out int lastBufferedPerSecond);

 public static bool Listen(MatchInfo matchInfo, int listenPort);

 public static bool Listen(int serverPort);

public static bool Listen(string ipAddress, int serverPort); 

 public static void ListenRelay(string relayIp, int relayPort, NetworkID netGuid, SourceID sourceId, NodeID nodeId);

 public static void RegisterHandler(short msgType, NetworkMessageDelegate handler);

 public static void RemoveExternalConnection(int connectionId);

 public static bool ReplacePlayerForConnection(NetworkConnection conn, GameObject player, short playerControllerId, NetworkHash128 assetId);

 public static bool ReplacePlayerForConnection(NetworkConnection conn, GameObject player, short playerControllerId);

 public static void Reset();

 public static void ResetConnectionStats();

 public static bool SendByChannelToAll(short msgType, MessageBase msg, int channelId);

 public static bool SendByChannelToReady(GameObject contextObj, short msgType, MessageBase msg, int channelId);

 public static void SendBytesToPlayer(GameObject player, byte[] buffer, int numBytes, int channelId);

 public static void SendBytesToReady(GameObject contextObj, byte[] buffer, int numBytes, int channelId);

 public static bool SendToAll(short msgType, MessageBase msg);

 public static void SendToClient(int connectionId, short msgType, MessageBase msg);

 public static void SendToClientOfPlayer(GameObject player, short msgType, MessageBase msg);

 public static bool SendToReady(GameObject contextObj, short msgType, MessageBase msg);

 public static bool SendUnreliableToAll(short msgType, MessageBase msg);

 public static bool SendUnreliableToReady(GameObject contextObj, short msgType, MessageBase msg);

 public static void SendWriterToReady(GameObject contextObj, NetworkWriter writer, int channelId);

 public static void SetAllClientsNotReady();

 public static void SetClientNotReady(NetworkConnection conn);

 public static void SetClientReady(NetworkConnection conn);

 public static void SetNetworkConnectionClass<T>() where T : NetworkConnection;

 public static void Shutdown();

 public static void Spawn(GameObject obj, NetworkHash128 assetId);

 public static void Spawn(GameObject obj);

 public static bool SpawnObjects();

 public static bool SpawnWithClientAuthority(GameObject obj, NetworkHash128 assetId, NetworkConnection conn);

 public static bool SpawnWithClientAuthority(GameObject obj, NetworkConnection conn);

 public static bool SpawnWithClientAuthority(GameObject obj, GameObject player);

 public static void UnregisterHandler(short msgType);

 public static void UnSpawn(GameObject obj);

 public void SendNetworkInfo(NetworkConnection targetConnection);

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