class GameNetworkSystem

in global :: Sandbox . Network

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


public bool AcceptConnection( Connection channel, ref string reason )

Called on the host to decide whether to accept a .

  • reason The reason to display to the client.

public void OnConnected( Connection client )

A client has connected to the server but hasn't fully finished joining yet.

public void OnJoined( Connection client )

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.

public void OnLeave( Connection client )

A client has disconnected from the server.

public void OnBecameHost( Connection previousHost )

The host left the server and you are now in charge.

public void OnHostChanged( Connection previousHost, Connection newHost )

The current host has been changed.

public static bool IsHost { get; }

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.

public static bool IsClient { get; }

True if we're connected to a server and not the host.

public static bool IsConnecting { get; }

True if we're currently connecting to the server

public static bool IsActive { get; }

True if we're currently connected etc

public static Task<bool> TryConnectSteamId( ulong steamId )

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public Type GetType( )

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public string ToString( )

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public bool Equals( object obj )

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public static void Connect( ulong steamid )

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public static void Disconnect( )

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public static Task<List<LobbyInformation>> QueryLobbies( )

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public static void CreateLobby( )

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public static void Connect( string target )

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public GameNetworkSystem( )

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public void AddHandler( Action<T,Connection,Guid> handler )

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public void AddHandler( Func<T,Connection,Guid,Task> handler )

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public int GetHashCode( )

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public IDisposable Push( )

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public void Send( Guid connectionId, T obj )

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public void Broadcast( T obj, Nullable<Connection.Filter> filter = null )

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public void BroadcastRaw( ByteStream msg, Nullable<Connection.Filter> filter = null )

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public void OnInitialize( )

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public Task MountVPKs( Connection source, MountedVPKsResponse msg )

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public Task SetSnapshotAsync( SnapshotMsg data )

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public void GetSnapshot( Connection source, ref SnapshotMsg msg )

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public void GetMountedVPKs( Connection source, ref MountedVPKsResponse msg )

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public void AddHandler( Action<T,Connection> handler )

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public void Dispose( )

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