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
Connection
Connection object managed by
This is used to send messages and handle any reliability state for the underlying connection
Declaration
IConnection Connection { get; }
ConnectionHandle
The low-level handle returned by . Can be used to find out more information about the low-level transport used or to get the Address of the connection. Cast this to the handle type for the transport you are using. example: if (ConnectionHandle is UdpConnectionHandle udpHandle) and then get the address via udpHandle.Endpoint
Declaration
IConnectionHandle ConnectionHandle { get; }
IsConnecting
Connect called on client, but server has not replied yet
Declaration
bool IsConnecting { get; }
IsConnected
Server and Client are connected and can send messages
Declaration
bool IsConnected { get; }
Authentication
Declaration
PlayerAuthentication Authentication { get; }
IsAuthenticated
Declaration
bool IsAuthenticated { get; }
ErrorRateLimit
Error rate limiting, will invoke disconnect player (or call if set) when limit is reached
Declaration
RateLimitBucket ErrorRateLimit { get; }
ErrorFlags
Any flags set from catching errors
Declaration
PlayerErrorFlags ErrorFlags { 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 |
SetError(Int32, PlayerErrorFlags)
Call this when player causes an error
Declaration
void SetError(int cost, PlayerErrorFlags flags)
Parameters
| Type | Name | Description |
|---|---|---|
| System.Int32 | cost | how bad or costly is the error. higher cost means player will trigger limit faster |
| Mirage.PlayerErrorFlags | flags | optional flag for error type |
SetErrorAndDisconnect(PlayerErrorFlags)
Call this when player causes an error, will set cost to be above maxTokens to ensure that limit is cheated to trigger disconnect. If is null will call instead
Declaration
void SetErrorAndDisconnect(PlayerErrorFlags flags)
Parameters
| Type | Name | Description |
|---|---|---|
| Mirage.PlayerErrorFlags | flags | optional flag for error type |
ResetErrorFlag()
Call to reset error flags
Declaration
void ResetErrorFlag()
Disconnect()
Declaration
void Disconnect()
MarkAsDisconnected()
Declaration
void MarkAsDisconnected()