interface INetworking
(Niantic.Lightship.SharedAR.Networking.INetworking)
Overview
Low level networking interface used by the LightshipNetcodeTransport to talk to the Lightship relay servers. This interface allows you to relay a message directly to another user, halfing the latency of Netcode For Gameobject messages which have to be double-relayed by the "Host" client.
interface INetworking: IDisposable {
// properties
NetworkState NetworkState;
PeerID SelfPeerID;
List<PeerID> PeerIDs;
// events
event NetworkEvent();
event PeerAdded();
event PeerRemoved();
event DataReceived();
// methods
void SendData(List<PeerID> dest, uint tag, byte[] data);
void Join();
void Leave();
};
Detailed Documentation
Low level networking interface used by the LightshipNetcodeTransport to talk to the Lightship relay servers. This interface allows you to relay a message directly to another user, halfing the latency of Netcode For Gameobject messages which have to be double-relayed by the "Host" client.
Properties
NetworkState
NetworkState NetworkState
Get the latest connection state
SelfPeerID
PeerID SelfPeerID
This client's PeerID.
PeerIDs
List<PeerID> PeerIDs
Get all PeerIDs actively connected to the room.
Events
NetworkEvent
event NetworkEvent()
Event fired when the client's connection to the network changes state.
PeerAdded
event PeerAdded()
Event fired when a peer joins the room. All other clients in the room are considered "Peers" by this API.
PeerRemoved
event PeerRemoved()
Event fired when a peer is removed, either from intentional action, timeout, or error. All other clients in the room are considered "Peers" by this API.
DataReceived
event DataReceived()
Data received from another peer in the room sent through the SendData method.
Methods
SendData
void SendData(List<PeerID> dest, uint tag, byte[] data)
Send data to the specified peers. Receiving peers will have a DataReceived event fired. This function is used by LightshipNetcodeTransport to send all Netcode messages. Parameters: dest
- Destination of the message. Passing an empty list will broadcast the message to all other peers in the room. tag
- Data tag that peers will receive data
- Byte[] to send
Join
void Join()
Establish the network connection configured by the network's construction. Calling "Join" on the Room automatically calls this method, consider using the Room API instead!
Leave
void Leave()
Disconnect from the room. Calling "Leave" on the Room automatically calls this method, consider using the Room API instead!