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Class: DewNetworkManager ​

  • Namespace: Global
  • Assembly: Dew.Core.dll
csharp
public class DewNetworkManager : NetworkManager

Fields ​

NameDeclarationDescription
ClientEvent_OnDewNetworkBehaviourStartpublic SafeAction<DewNetworkBehaviour> ClientEvent_OnDewNetworkBehaviourStart
ClientEvent_OnDewNetworkBehaviourStoppublic SafeAction<DewNetworkBehaviour> ClientEvent_OnDewNetworkBehaviourStop
ClientEvent_OnLoadingStatusChangedpublic SafeAction<bool> ClientEvent_OnLoadingStatusChanged
ClientEvent_OnSessionEndpublic SafeAction ClientEvent_OnSessionEndCalled when current session is terminated, regardless of cause. (Kick, concluded game, restart, etc.)
startSettingspublic static DewNetworkStartSettings startSettings

Properties ​

NameDeclarationDescription
didRegisterErrorpublic bool didRegisterError { get; set; }
hasSessionEndedpublic bool hasSessionEnded { get; }
instancepublic static DewNetworkManager instance { get; }If you expect the instance to be null, you MUST USE softInstance in Update loops.This will call FindObjectOfType if current instance is null, which can be very expensive.
isBeingKickedpublic bool isBeingKicked { get; }
isEndingSessionpublic bool isEndingSession { get; }Available on server.
softInstancepublic static DewNetworkManager softInstance { get; }

Methods ​

Awake() ​

csharp
public override void Awake()

EndSession() ​

End this session. When called on server this ends everyone's game completely. When on client, it locally exits out of the game.You can use this to exit out of game/lobby or whatever scenario where network is involved.When ending a game on server, it is recommended to register game results beforehand.

csharp
public void EndSession()

LoadSceneAsync(string, List<DewPlayer>, Action) ​

csharp
public IEnumerator LoadSceneAsync(string sceneName, List<DewPlayer> players = null, Action onBeforeSpawnObjects = null)

Parameters:

NameTypeDescription
sceneNamestring
playersSystem.Collections.Generic.List<T><DewPlayer>
onBeforeSpawnObjectsSystem.Action

Returns: System.Collections.IEnumerator

OnClientConnect() ​

csharp
public override void OnClientConnect()

OnClientDisconnect() ​

csharp
public override void OnClientDisconnect()

OnDestroy() ​

csharp
public override void OnDestroy()

OnServerAddPlayer(NetworkConnectionToClient) ​

csharp
public override void OnServerAddPlayer(NetworkConnectionToClient conn)

Parameters:

NameTypeDescription
connMirror.NetworkConnectionToClient

OnServerConnect(NetworkConnectionToClient) ​

csharp
public override void OnServerConnect(NetworkConnectionToClient conn)

Parameters:

NameTypeDescription
connMirror.NetworkConnectionToClient

OnServerDisconnect(NetworkConnectionToClient) ​

csharp
public override void OnServerDisconnect(NetworkConnectionToClient conn)

Parameters:

NameTypeDescription
connMirror.NetworkConnectionToClient

OnStartClient() ​

csharp
public override void OnStartClient()

OnStartHost() ​

csharp
public override void OnStartHost()

RestartSession() ​

Restart this session. This can only be called on server.All players in the session will restart the game and be placed in the same lobby they were in.All game related states are started from scratch and only lobbies are reused.

csharp
public void RestartSession()

SetLoadingStatus(bool, List&lt;DewPlayer&gt;) ​

csharp
public void SetLoadingStatus(bool isLoading, List<DewPlayer> players = null)

Parameters:

NameTypeDescription
isLoadingbool
playersSystem.Collections.Generic.List<T><DewPlayer>

SetWhiteLoadingStatus(bool, List&lt;DewPlayer&gt;) ​

csharp
public void SetWhiteLoadingStatus(bool isLoading, List<DewPlayer> players = null)

Parameters:

NameTypeDescription
isLoadingbool
playersSystem.Collections.Generic.List<T><DewPlayer>

SpawnPlayerObject(NetworkConnectionToClient) ​

csharp
public void SpawnPlayerObject(NetworkConnectionToClient conn)

Parameters:

NameTypeDescription
connMirror.NetworkConnectionToClient

Start() ​

csharp
public override void Start()

StartSession() ​

csharp
protected virtual UniTaskVoid StartSession()

Returns: Cysharp.Threading.Tasks.UniTaskVoid

Maintained by the Shape of Dreams Modding Community