Mirror Networking
Mirror.NetworkServer Member List

This is the complete list of members for Mirror.NetworkServer, including all inherited members.

ActivateHostScene() (defined in Mirror.NetworkServer)Mirror.NetworkServerstatic
activeMirror.NetworkServerstatic
AddConnection(NetworkConnectionToClient conn)Mirror.NetworkServerstatic
AddPlayerForConnection(NetworkConnectionToClient conn, GameObject player)Mirror.NetworkServerstatic
AddPlayerForConnection(NetworkConnectionToClient conn, GameObject player, Guid assetId)Mirror.NetworkServerstatic
aoi (defined in Mirror.NetworkServer)Mirror.NetworkServerstatic
ClearHandlers()Mirror.NetworkServerstatic
connectionsMirror.NetworkServerstatic
Destroy(GameObject obj)Mirror.NetworkServerstatic
DestroyPlayerForConnection(NetworkConnectionToClient conn)Mirror.NetworkServerstatic
DisconnectAll()Mirror.NetworkServerstatic
dontListenMirror.NetworkServerstatic
HasExternalConnections()Mirror.NetworkServerstatic
isLoadingScene (defined in Mirror.NetworkServer)Mirror.NetworkServerstatic
Listen(int maxConns)Mirror.NetworkServerstatic
localClientActiveMirror.NetworkServerstatic
localConnectionMirror.NetworkServerstatic
maxConnections (defined in Mirror.NetworkServer)Mirror.NetworkServerstatic
OnConnectedEvent (defined in Mirror.NetworkServer)Mirror.NetworkServerstatic
OnDisconnectedEvent (defined in Mirror.NetworkServer)Mirror.NetworkServerstatic
OnErrorEvent (defined in Mirror.NetworkServer)Mirror.NetworkServerstatic
RebuildObservers(NetworkIdentity identity, bool initialize) (defined in Mirror.NetworkServer)Mirror.NetworkServerstatic
RegisterHandler< T >(Action< NetworkConnectionToClient, T > handler, bool requireAuthentication=true)Mirror.NetworkServerstatic
RegisterHandler< T >(Action< NetworkConnectionToClient, T, int > handler, bool requireAuthentication=true)Mirror.NetworkServerstatic
RemoveConnection(int connectionId)Mirror.NetworkServerstatic
RemovePlayerForConnection(NetworkConnection conn, bool destroyServerObject)Mirror.NetworkServerstatic
ReplaceHandler< T >(Action< NetworkConnectionToClient, T > handler, bool requireAuthentication=true)Mirror.NetworkServerstatic
ReplaceHandler< T >(Action< T > handler, bool requireAuthentication=true)Mirror.NetworkServerstatic
ReplacePlayerForConnection(NetworkConnectionToClient conn, GameObject player, bool keepAuthority=false)Mirror.NetworkServerstatic
ReplacePlayerForConnection(NetworkConnectionToClient conn, GameObject player, Guid assetId, bool keepAuthority=false)Mirror.NetworkServerstatic
SendToAll< T >(T message, int channelId=Channels.Reliable, bool sendToReadyOnly=false)Mirror.NetworkServerstatic
SendToReady< T >(T message, int channelId=Channels.Reliable)Mirror.NetworkServerstatic
SendToReadyObservers< T >(NetworkIdentity identity, T message, bool includeOwner=true, int channelId=Channels.Reliable)Mirror.NetworkServerstatic
SendToReadyObservers< T >(NetworkIdentity identity, T message, int channelId)Mirror.NetworkServerstatic
SetAllClientsNotReady()Mirror.NetworkServerstatic
SetClientNotReady(NetworkConnectionToClient conn)Mirror.NetworkServerstatic
SetClientReady(NetworkConnectionToClient conn)Mirror.NetworkServerstatic
Shutdown()Mirror.NetworkServerstatic
Spawn(GameObject obj, NetworkConnection ownerConnection=null)Mirror.NetworkServerstatic
Spawn(GameObject obj, GameObject ownerPlayer)Mirror.NetworkServerstatic
Spawn(GameObject obj, Guid assetId, NetworkConnection ownerConnection=null)Mirror.NetworkServerstatic
spawnedMirror.NetworkServerstatic
SpawnObjects()Mirror.NetworkServerstatic
UnregisterHandler< T >()Mirror.NetworkServerstatic
UnSpawn(GameObject obj)Mirror.NetworkServerstatic