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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
TypeNameDescription
Mirage.Authentication.PlayerAuthenticationauthentication
System.BooleanallowReplace

Disconnect()

Declaration
void Disconnect()

MarkAsDisconnected()

Declaration
void MarkAsDisconnected()