Interface INetworkPlayer
An object owned by a player that can: send/receive messages, have network visibility, be an object owner, authenticated permissions, and load scenes. May be from the server to client or from client to server
Syntax
public interface INetworkPlayer : IMessageSender, IVisibilityTracker, IObjectOwner, ISceneLoader
Properties
Address
Declaration
IEndPoint Address { get; }
Connection
Declaration
IConnection Connection { get; }
Authentication
Declaration
PlayerAuthentication Authentication { get; }
IsAuthenticated
Declaration
bool IsAuthenticated { get; }
IsHost
True if this Player is the local player on the server or client
Declaration
bool IsHost { get; }
Methods
SetAuthentication(PlayerAuthentication, Boolean)
Declaration
void SetAuthentication(PlayerAuthentication authentication, bool allowReplace = false)
Parameters
Type | Name | Description |
---|---|---|
Mirage.Authentication.PlayerAuthentication | authentication | |
System.Boolean | allowReplace |
Disconnect()
Declaration
void Disconnect()
MarkAsDisconnected()
Declaration
void MarkAsDisconnected()