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Mirror Networking
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This is the complete list of members for Mirror.NetworkServer, including all inherited members.
| ActivateHostScene() (defined in Mirror.NetworkServer) | Mirror.NetworkServer | static |
| active | Mirror.NetworkServer | static |
| AddConnection(NetworkConnectionToClient conn) | Mirror.NetworkServer | static |
| AddPlayerForConnection(NetworkConnectionToClient conn, GameObject player) | Mirror.NetworkServer | static |
| AddPlayerForConnection(NetworkConnectionToClient conn, GameObject player, Guid assetId) | Mirror.NetworkServer | static |
| aoi (defined in Mirror.NetworkServer) | Mirror.NetworkServer | static |
| ClearHandlers() | Mirror.NetworkServer | static |
| connections | Mirror.NetworkServer | static |
| Destroy(GameObject obj) | Mirror.NetworkServer | static |
| DestroyPlayerForConnection(NetworkConnectionToClient conn) | Mirror.NetworkServer | static |
| DisconnectAll() | Mirror.NetworkServer | static |
| dontListen | Mirror.NetworkServer | static |
| HasExternalConnections() | Mirror.NetworkServer | static |
| isLoadingScene (defined in Mirror.NetworkServer) | Mirror.NetworkServer | static |
| Listen(int maxConns) | Mirror.NetworkServer | static |
| localClientActive | Mirror.NetworkServer | static |
| localConnection | Mirror.NetworkServer | static |
| maxConnections (defined in Mirror.NetworkServer) | Mirror.NetworkServer | static |
| OnConnectedEvent (defined in Mirror.NetworkServer) | Mirror.NetworkServer | static |
| OnDisconnectedEvent (defined in Mirror.NetworkServer) | Mirror.NetworkServer | static |
| OnErrorEvent (defined in Mirror.NetworkServer) | Mirror.NetworkServer | static |
| RebuildObservers(NetworkIdentity identity, bool initialize) (defined in Mirror.NetworkServer) | Mirror.NetworkServer | static |
| RegisterHandler< T >(Action< NetworkConnectionToClient, T > handler, bool requireAuthentication=true) | Mirror.NetworkServer | static |
| RegisterHandler< T >(Action< NetworkConnectionToClient, T, int > handler, bool requireAuthentication=true) | Mirror.NetworkServer | static |
| RemoveConnection(int connectionId) | Mirror.NetworkServer | static |
| RemovePlayerForConnection(NetworkConnection conn, bool destroyServerObject) | Mirror.NetworkServer | static |
| ReplaceHandler< T >(Action< NetworkConnectionToClient, T > handler, bool requireAuthentication=true) | Mirror.NetworkServer | static |
| ReplaceHandler< T >(Action< T > handler, bool requireAuthentication=true) | Mirror.NetworkServer | static |
| ReplacePlayerForConnection(NetworkConnectionToClient conn, GameObject player, bool keepAuthority=false) | Mirror.NetworkServer | static |
| ReplacePlayerForConnection(NetworkConnectionToClient conn, GameObject player, Guid assetId, bool keepAuthority=false) | Mirror.NetworkServer | static |
| SendToAll< T >(T message, int channelId=Channels.Reliable, bool sendToReadyOnly=false) | Mirror.NetworkServer | static |
| SendToReady< T >(T message, int channelId=Channels.Reliable) | Mirror.NetworkServer | static |
| SendToReadyObservers< T >(NetworkIdentity identity, T message, bool includeOwner=true, int channelId=Channels.Reliable) | Mirror.NetworkServer | static |
| SendToReadyObservers< T >(NetworkIdentity identity, T message, int channelId) | Mirror.NetworkServer | static |
| SetAllClientsNotReady() | Mirror.NetworkServer | static |
| SetClientNotReady(NetworkConnectionToClient conn) | Mirror.NetworkServer | static |
| SetClientReady(NetworkConnectionToClient conn) | Mirror.NetworkServer | static |
| Shutdown() | Mirror.NetworkServer | static |
| Spawn(GameObject obj, NetworkConnection ownerConnection=null) | Mirror.NetworkServer | static |
| Spawn(GameObject obj, GameObject ownerPlayer) | Mirror.NetworkServer | static |
| Spawn(GameObject obj, Guid assetId, NetworkConnection ownerConnection=null) | Mirror.NetworkServer | static |
| spawned | Mirror.NetworkServer | static |
| SpawnObjects() | Mirror.NetworkServer | static |
| UnregisterHandler< T >() | Mirror.NetworkServer | static |
| UnSpawn(GameObject obj) | Mirror.NetworkServer | static |