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| NetworkServer (NetworkManager &_manager, KapEngine::KEngine &_engine) |
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bool | isActivated () const |
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void | listen (int maxConnections, int port) |
| | Starts server and listens to incoming connections with max connections limit.
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void | shutdown () |
| | Shuts down the server and disconnects all clients.
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void | networkEarlyUpdate () const |
| | NetworkEarlyUpdate. (we add this to the KapEngine in OnFixedUpdate)
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template<typename T , typename = std::enable_if<std::is_base_of<NetworkMessage, T>::value>> |
| void | sendToAll (T &message) |
| | Send a message to all clients which have joined the world (are ready).
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template<typename T , typename = std::enable_if<std::is_base_of<NetworkMessage, T>::value>> |
| void | sendToClient (T &message, unsigned int networkId) |
| | Send a message to a specific client.
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void | disconnectAll () |
| | Disconnect all connections.
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template<typename T , typename = std::enable_if<std::is_base_of<NetworkMessage, T>::value>> |
| void | registerHandler (std::function< void(const std::shared_ptr< NetworkConnectionToClient > &, T &)> handler) |
| | Register a handler for a message type T.
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template<typename T , typename = std::enable_if<std::is_base_of<NetworkMessage, T>::value>> |
| void | unregisterHandler (T &message) |
| | Unregister a message handler of type T.
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void | spawnObject (const std::string &prefabName, KapEngine::SceneManagement::Scene &scene, const KapEngine::Tools::Vector3 &position, const std::function< void(const std::shared_ptr< KapEngine::GameObject > &)> &playload, std::shared_ptr< KapEngine::GameObject > &gameObject) |
| | Spawn new GameObject on specifics Scene for all clients. (only Prefab)
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void | spawnObject (const std::string &prefabName, std::size_t sceneId, const KapEngine::Tools::Vector3 &position, const std::function< void(const std::shared_ptr< KapEngine::GameObject > &)> &playload, std::shared_ptr< KapEngine::GameObject > &gameObject) |
| | Spawn new GameObject on specifics Scene for all clients. (only Prefab)
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void | spawnObject (const std::string &prefabName, const KapEngine::Tools::Vector3 &position, const std::function< void(const std::shared_ptr< KapEngine::GameObject > &)> &playload, std::shared_ptr< KapEngine::GameObject > &gameObject) |
| | Spawn new GameObject on current Scene for all clients. (only Prefab)
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void | spawnObject (const std::string &prefabName, const KapEngine::Tools::Vector3 &position, std::shared_ptr< KapEngine::GameObject > &gameObject) |
| | Spawn new GameObject on current Scene for all clients. (only Prefab)
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void | unSpawn (const std::shared_ptr< KapEngine::GameObject > &gameObject) |
| | This takes an object that has been spawned and un-spawns it. The object will be removed from clients.
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void | destroyObject (unsigned int networkId) |
| | Destroy GameObject corresponding of networkId for all clients.
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void | destroyObject (const std::shared_ptr< KapEngine::GameObject > &gameObject) |
| | Destroy GameObject for all clients.
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void | updateObject (unsigned int id) |
| | Update GameObject for all clients.
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bool | getExistingObject (unsigned int id, std::shared_ptr< KapEngine::GameObject > &gameObject) |
| | Get existing GameObject with networkId.
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