Reflective Network Manager

This class inherits the NetworkManager class, a base class that provides Mirror's networking capabilities. This code customizes the basic network functionality required for network games.

Members

public bool IsAutoPrefabSearcher;

  • When it is active, it searches for a folder named Spawnable Prefabs in the resources folder and loads all objects in it.

public bool IsFolderSearch;

  • When it is active, it allows you to select a folder and the objects in the folder are loaded.

public string SpawnablePrefabsPath;

  • It keeps the path information where the prefabs are located.

Methods

  1. OnStartServer()
    • A function called when the server starts.

    • Get the list of spawnable objects using NetworkSpawnUtilities.GetSpawnablePrefabs().

    • ConnectionManager.networkConnections.OnStartedServer event is triggered.

    • If IsAutoPrefabSearcher is true, we take the list of spawnable prefabs and assign them to the spawnPrefabs variable.

  2. OnStartClient()
    • A function that is called when the client is started.

    • A list of spawnable objects is received.

    • The ConnectionManager.networkConnections.OnStartedClient event is triggered.

  3. OnStopServer()
    • A function called when the server is stopped.

    • The ConnectionManager.networkConnections.OnStoppedServer event is triggered.

  4. OnStopClient()
    • A function called when the client is stopped.

    • The ConnectionManager.networkConnections.OnStoppedClient event is triggered.

    • If the network server is active, we return it because this means it is the host.

    • If IsAutoPrefabSearcher is true, we get the list of spawnable prefabs and register them to the client.

  5. OnServerConnect()
    • A function that is called when a client connects to the server.

    • With the NetworkConnectionToClient parameter, the ConnectionManager.networkConnections.OnServerConnected event is triggered.

  6. OnServerDisconnect()
    • A function called when a client leaves the server.

    • First, the base class is called to this operation with the NetworkConnectionToClient parameter.

    • The ConnectionManager.networkConnections.OnServerDisconnected event is triggered.

  7. OnClientConnect()
    • A function that is called when the client successfully connects to the server.

    • First, the base class is called to this operation.

    • The ConnectionManager.networkConnections.OnClientConnected event is triggered.

  8. OnClientDisconnect()
    • A function called when the client leaves the server.

    • First, the base class is called to this operation.

    • The ConnectionManager.networkConnections.OnClientDisconnected event is triggered.

  9. OnClientSceneChanged()
    • If the AutoCreatePlayer variable is true for the client during scene changes,

    • it performs the operation of adding a player.

    • Since this operation conflicts with the scene changing process of the scene room,

    • we override the method.

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