Wobbly Life Mod SDK
 
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ModWobblyLife.Network Namespace Reference

Classes

interface  IModNetworkMessage
 An interface to make a packet to send over the network. More...
 
interface  IModNetworkSubBehaviour
 A interface which goes next to or in a child object of a ModNetworkBehaviour.cs Allows you to send data between clients. More...
 
class  ModActionStatic
 
class  ModActionTemplate
 
struct  ModConnection
 Defines a connected player. More...
 
class  ModExtTransformSyncSetting
 Sync settings for a Transform. More...
 
class  ModNetworkBehaviour
 A component which allows you to send data to client/server from this gameobject. More...
 
class  ModNetworkCoroutine
 Useful coroutine helpers. More...
 
class  ModNetworkManager
 Network Manager Ability to spawn prefabs over the network (Server only) More...
 
class  ModNetworkManagerStatic
 
class  ModNetworkObject
 The network object responsible for sending/recieving rpcs between clients. More...
 
class  ModNetworkObjectStatic
 
class  ModNetworkReader
 The NetworkReader reads data from a buffer. More...
 
class  ModNetworkReaderAlloc
 A network reader which you can use for your own use You must call Dispose() when you are finished using it. More...
 
class  ModNetworkSubBehaviour
 A sub network behaviour which goes a long with ModNetworkBehaviour.cs. More...
 
class  ModNetworkWriter
 The NetworkWriter reads data from a buffer. More...
 
class  ModNetworkWriterAlloc
 A network writer which you can use for your own use You must call Dispose() when you are finished using it. More...
 
class  ModNetworkWriterExtensions
 
struct  ModRPCInfo
 RPCInfo for when you recieve an RPC. More...
 
struct  ModRPCValidateInfo
 Validate infomation. More...
 
struct  ModTransformSettings
 Transform Sync settings. More...
 
class  ModTransformSync
 A useful component when you want to sync an object precisely for example a Rigidbody. More...
 
class  ModTransformSyncSetting
 Sync settings. More...
 

Enumerations

enum  ModRPCRecievers : byte {
  All = 0 , Others = 1 , Owner = 2 , Server = 3 ,
  AllBuffered = 6 , OthersBuffered = 7
}
 RPCRecievers. More...
 
enum  ModRPCValidateMask : byte { None = 0 , Server = 1 << 0 , Owner = 1 << 1 }
 RPC Validate mask. More...
 
enum  ModNetworkCrusherCompression : byte { HighCompression , MidCompression , LowCompression , NoCompression }
 The compression used for the crusher. More...
 
enum  ModNetworkPriory { High , Medium , Low }
 The priory of a object being synced. More...
 

Enumeration Type Documentation

◆ ModNetworkCrusherCompression

The compression used for the crusher.

Enumerator
HighCompression 
MidCompression 
LowCompression 
NoCompression 

◆ ModNetworkPriory

The priory of a object being synced.

Enumerator
High 

High (Used for Players/Vehicles)

Medium 

Medium (Objects more likely to interact with)

Low 

Low (Small rigidbodies)

◆ ModRPCRecievers

RPCRecievers.

Enumerator
All 

Sends to all players.

Others 

Sends to everyone except yourself.

Owner 

Sends to the owner.

Server 

Sends to the server.

AllBuffered 

Sends to all players (Buffered - Meaning if new player joins they wil also recieve it)

OthersBuffered 

Sends to everyone except yourself (Buffered - Meaning if new player joins they wil also recieve it)

◆ ModRPCValidateMask

RPC Validate mask.

Enumerator
None 

No validation.

Server 

Only allow from the server.

Owner 

Only allow from the owner.