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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!