Table of Contents

Class Network

Namespace
AO
Assembly
CoreAssembly.dll

Network is a core engine system to with the cross platform networking API.

public class Network
Inheritance
Network
Inherited Members
Extension Methods

Properties

IsClient

Are we the client?

public static bool IsClient { get; }

Property Value

bool

IsServer

Are we the server?

public static bool IsServer { get; }

Property Value

bool

LocalPlayer

Local player for this client. Null if we are the server, or if the player has not been spawned yet.

public static Player LocalPlayer { get; }

Property Value

Player

NetSyncDataFrameNumber

[Obsolete("Use Entity member NetSyncDataFrameNumber instead.")]
public static long NetSyncDataFrameNumber { get; }

Property Value

long

NetSyncReceiveFrameNumber

[Obsolete("Use Entity member NetSyncReceiveFrameNumber instead.")]
public static long NetSyncReceiveFrameNumber { get; }

Property Value

long

Methods

ClientRpc(byte[])

[Obsolete("ClientRpc(byte[]) is deprecated. Please recompile your project and regenerate RPC source!", false)]
public static void ClientRpc(byte[] data)

Parameters

data byte[]

ClientRpc(byte[], RPCOptions)

public static void ClientRpc(byte[] data, RPCOptions options = default)

Parameters

data byte[]
options RPCOptions

Despawn(Entity)

Despawn an entity on the network. Must be called from the server.

public static void Despawn(Entity entity)

Parameters

entity Entity

Entity to despawn

GetRemoteCallContextPlayer()

During a ServerRpc this will return the player whose client invoked the RPC, if they are still connected. Returns null in all other cases.

public static extern Player GetRemoteCallContextPlayer()

Returns

Player

InstantiateAndSpawn(Prefab, Action<Entity>)

public static Entity InstantiateAndSpawn(Prefab prefab, Action<Entity> onBeforeAwake = null)

Parameters

prefab Prefab
onBeforeAwake Action<Entity>

Returns

Entity

LogRPCDispatch(string)

Internal method used by generated code. Not to be called directly.

public static extern void LogRPCDispatch(string rpcName)

Parameters

rpcName string

LogRPCInvocation(string)

Internal method used by generated code. Not to be called directly.

public static extern void LogRPCInvocation(string rpcName)

Parameters

rpcName string

QueueAddPlayer(string, Player)

public static void QueueAddPlayer(string queue, Player player)

Parameters

queue string
player Player

QueueRemovePlayer(string, Player)

public static void QueueRemovePlayer(string queue, Player player)

Parameters

queue string
player Player

QueueSetServerAvailable(string, bool)

public static void QueueSetServerAvailable(string queue, bool available)

Parameters

queue string
available bool

ServerKickPlayer(Player, string)

Initiate a graceful kick of a player. They will not be destroyed immediately but should be after at most 5 seconds.

public static void ServerKickPlayer(Player player, string reason = "Kicked.")

Parameters

player Player
reason string

ServerPrivateInstanceHostId()

Return the host Id of this server, if it's private. Calling from client will throw an exception.

public static string ServerPrivateInstanceHostId()

Returns

string

[PlayerId] / null (if server is not private)

ServerRpc(byte[])

[Obsolete("ServerRpc(byte[]) is deprecated. Please recompile your project and regenerate RPC source!", false)]
public static void ServerRpc(byte[] data)

Parameters

data byte[]

ServerRpc(byte[], RPCOptions)

public static void ServerRpc(byte[] data, RPCOptions options = default)

Parameters

data byte[]
options RPCOptions

Spawn(Entity)

Spawn an entity on the network. Must be called from the server.

public static void Spawn(Entity entity)

Parameters

entity Entity

Entity to spawn

Examples

var entity = new Entity();
// Add components, set some data
Network.Spawn(entity);