Mirror Networking
Mirror Namespace Reference

Classes

struct  AddPlayerMessage
 
class  Batcher
 
struct  ChangeOwnerMessage
 
class  Channels
 
class  ClientAttribute
 Prevents the server from running this method. More...
 
class  ClientCallbackAttribute
 Prevents the server from running this method. More...
 
class  ClientRpcAttribute
 The server uses a Remote Procedure Call (RPC) to run this function on clients. More...
 
class  CommandAttribute
 Call this from a client to run this function on the server. More...
 
struct  CommandMessage
 
class  Compression
 Functions to Compress Quaternions and Floats More...
 
struct  EntityStateMessage
 
struct  ExponentialMovingAverage
 
class  Extensions
 
class  InterestManagement
 
class  LocalConnectionToClient
 
class  LocalConnectionToServer
 
class  Mathd
 
class  MessagePacking
 
class  NetworkAuthenticator
 Base class for implementing component-based authentication during the Connect phase More...
 
class  NetworkBehaviour
 Base class for networked components. More...
 
class  NetworkClient
 NetworkClient with connection to server. More...
 
class  NetworkConnection
 Base NetworkConnection class for server-to-client and client-to-server connection. More...
 
class  NetworkConnectionToClient
 
class  NetworkConnectionToServer
 
class  NetworkDiagnostics
 Profiling statistics for tool to subscribe to (profiler etc.) More...
 
class  NetworkIdentity
 NetworkIdentity identifies objects across the network. More...
 
struct  NetworkIdentitySerialization
 
class  NetworkLoop
 
class  NetworkManager
 
class  NetworkManagerHUD
 Shows NetworkManager controls in a GUI at runtime. More...
 
interface  NetworkMessage
 
struct  NetworkPingMessage
 
struct  NetworkPongMessage
 
class  NetworkReader
 Network Reader for most simple types like floats, ints, buffers, structs, etc. Use NetworkReaderPool.GetReader() to avoid allocations. More...
 
class  NetworkReaderExtensions
 
class  NetworkReaderPool
 Pool of NetworkReaders to avoid allocations. More...
 
class  NetworkReaderPooled
 Pooled NetworkReader, automatically returned to pool when using 'using' More...
 
class  NetworkServer
 NetworkServer handles remote connections and has a local connection for a local client. More...
 
class  NetworkStartPosition
 Start position for player spawning, automatically registers itself in the NetworkManager. More...
 
class  NetworkTime
 Synchronizes server time to clients. More...
 
class  NetworkWriter
 Network Writer for most simple types like floats, ints, buffers, structs, etc. Use NetworkWriterPool.GetReader() to avoid allocations. More...
 
class  NetworkWriterExtensions
 
class  NetworkWriterPool
 Pool of NetworkWriters to avoid allocations. More...
 
class  NetworkWriterPooled
 Pooled NetworkWriter, automatically returned to pool when using 'using' More...
 
struct  NotReadyMessage
 
struct  ObjectDestroyMessage
 
struct  ObjectHideMessage
 
struct  ObjectSpawnFinishedMessage
 
struct  ObjectSpawnStartedMessage
 
class  Pool
 
class  PooledNetworkReader
 
class  PooledNetworkWriter
 
class  Reader
 Helper class that weaver populates with all reader types. More...
 
struct  ReadyMessage
 
struct  RpcMessage
 
class  SceneAttribute
 Converts a string property into a Scene property in the inspector More...
 
struct  SceneMessage
 
class  ServerAttribute
 Prevents clients from running this method. More...
 
class  ServerCallbackAttribute
 Prevents clients from running this method. More...
 
class  ShowInInspectorAttribute
 Used to show private SyncList in the inspector, More...
 
interface  Snapshot
 
class  SnapshotInterpolation
 
class  SortedListExtensions
 
struct  SpawnMessage
 
class  SyncDictionary
 
class  SyncHashSet
 
class  SyncIDictionary
 
class  SyncList
 
class  SyncObject
 SyncObjects sync state between server and client. E.g. SyncLists. More...
 
class  SyncSet
 
class  SyncSortedSet
 
class  SyncVar
 
class  SyncVarAttribute
 SyncVars are used to synchronize a variable from the server to all clients automatically. More...
 
class  SyncVarGameObject
 
class  SyncVarNetworkBehaviour
 
class  SyncVarNetworkIdentity
 
class  TargetRpcAttribute
 The server uses a Remote Procedure Call (RPC) to run this function on a specific client. More...
 
class  Transport
 Abstract transport layer component More...
 
class  Unbatcher
 
class  UnityEventNetworkConnection
 
class  Utils
 
class  Writer
 Helper class that weaver populates with all writer types. More...
 

Enumerations

enum  SceneOperation : byte { Normal , LoadAdditive , UnloadAdditive }
 
enum  SyncMode { Observers , Owner }
 
enum  ConnectState {
  None , Connecting , Connected , Disconnecting ,
  Disconnected
}
 
enum  Visibility { Default , ForceHidden , ForceShown }
 
enum  PlayerSpawnMethod { Random , RoundRobin }
 
enum  NetworkManagerMode { Offline , ServerOnly , ClientOnly , Host }
 
enum  TransportError : byte {
  DnsResolve , Refused , Timeout , Congestion ,
  InvalidReceive , InvalidSend , ConnectionClosed , Unexpected
}
 

Functions

delegate void NetworkMessageDelegate (NetworkConnection conn, NetworkReader reader, int channelId)
 
delegate GameObject SpawnDelegate (Vector3 position, Guid assetId)
 
delegate GameObject SpawnHandlerDelegate (SpawnMessage msg)
 
delegate void UnSpawnDelegate (GameObject spawned)
 

Enumeration Type Documentation

◆ ConnectState

enum Mirror.ConnectState

Definition at line 9 of file NetworkClient.cs.

10 {
11 None,
12 // connecting between Connect() and OnTransportConnected()
13 Connecting,
14 Connected,
15 // disconnecting between Disconnect() and OnTransportDisconnected()
16 Disconnecting,
17 Disconnected
18 }

◆ NetworkManagerMode

enum Mirror.NetworkManagerMode

Definition at line 12 of file NetworkManager.cs.

12{ Offline, ServerOnly, ClientOnly, Host }

◆ PlayerSpawnMethod

enum Mirror.PlayerSpawnMethod

Definition at line 11 of file NetworkManager.cs.

11{ Random, RoundRobin }

◆ SceneOperation

enum Mirror.SceneOperation : byte

Definition at line 20 of file Messages.cs.

21 {
22 Normal,
23 LoadAdditive,
24 UnloadAdditive
25 }

◆ SyncMode

enum Mirror.SyncMode

Definition at line 9 of file NetworkBehaviour.cs.

9{ Observers, Owner }

◆ TransportError

enum Mirror.TransportError : byte

Definition at line 6 of file TransportError.cs.

7 {
8 DnsResolve, // failed to resolve a host name
9 Refused, // connection refused by other end. server full etc.
10 Timeout, // ping timeout or dead link
11 Congestion, // more messages than transport / network can process
12 InvalidReceive, // recv invalid packet (possibly intentional attack)
13 InvalidSend, // user tried to send invalid data
14 ConnectionClosed, // connection closed voluntarily or lost involuntarily
15 Unexpected // unexpected error / exception, requires fix.
16 }

◆ Visibility

enum Mirror.Visibility

Definition at line 23 of file NetworkIdentity.cs.

23{ Default, ForceHidden, ForceShown }