Inheritence

Summary

An instance of this is created by the NetworkSystem when a server is joined, or created. You should not try to create this manually.

Constructors

GameNetworkSystem

Methods

AcceptConnection Called on the host to decide whether to accept a Sandbox.Connection.
AddHandler
Broadcast
BroadcastRaw
Dispose
GetMountedVPKs
GetSnapshot
MountVPKs
OnBecameHost The host left the server and you are now in charge.
OnConnected A client has connected to the server but hasn't fully finished joining yet.
OnHostChanged The current host has been changed.
OnInitialize Called when the network system should handle initialization.
OnJoined Fully joined the server. Can be called when changing the map too. The game should usually create some object for the player to control here.
OnLeave A client has disconnected from the server.
Push Allows to push some kind of scope when reading network messages. This is useful if you need to adjust Time.Now etc.
Send
SetSnapshotAsync

Static Properties

IsActiveobsolete True if we're currently connected etc
IsClientobsolete True if we're connected to a server and not the host.
IsConnectingobsolete True if we're currently connecting to the server
IsHostobsolete True if we can be considered the host of this session. Either we're not connected to a server, or we are and we are the host.

Static Methods

Connectobsolete
CreateLobbyobsolete
Disconnectobsolete
QueryLobbiesobsolete
TryConnectSteamIdobsolete
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