Unity.Networking.Transport
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Unity.Networking.Transport.BaselibNetworkParameterExtensions#
Unity.Networking.Transport.CommonNetworkParametersExtensions#
Unity.Networking.Transport.NetworkPipelineParametersExtensions#
Unity.Networking.Transport.NetworkPipelineStageCollection#
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Unity.Networking.Transport.BaselibNetworkInterface#
Unity.Networking.Transport.BaselibNetworkParameter#
Unity.Networking.Transport.DataStreamReaderThe DataStreamReader
class is the counterpart of the
DataStreamWriter
class and can be be used to deserialize data which
was prepared with it.
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Unity.Networking.Transport.DataStreamWriter#
Unity.Networking.Transport.FragmentationPipelineStage#
Unity.Networking.Transport.FragmentationPipelineStage.FragContext#
Unity.Networking.Transport.InboundRecvBuffer#
Unity.Networking.Transport.InboundSendBuffer#
Unity.Networking.Transport.IPCNetworkInterface#
Unity.Networking.Transport.NetworkCompressionModel#
Unity.Networking.Transport.NetworkConfigParameterThe NetworkConfigParameter is used to set specific parameters that the driver uses.
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Unity.Networking.Transport.NetworkConnectionThe NetworkConnection is a struct that hold all information needed by the driver to link it with a virtual connection. The NetworkConnection is a public representation of a connection.
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Unity.Networking.Transport.NetworkDataStreamParameterThe NetworkDataStreamParameter is used to set a fixed data stream size.
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Unity.Networking.Transport.NetworkDriverThe NetworkDriver is an implementation of Virtual Connections over any transport.
Basic usage:
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Unity.Networking.Transport.NetworkDriver.ConcurrentThe Concurrent struct is used to create an Concurrent instance of the GenericNetworkDriver.
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Unity.Networking.Transport.NetworkEndPoint#
Unity.Networking.Transport.NetworkEvent#
Unity.Networking.Transport.NetworkInterfaceEndPoint#
Unity.Networking.Transport.NetworkInterfaceSendHandle#
Unity.Networking.Transport.NetworkPacketReceiverThe NetworkPacketReceiver is an interface for handling received packets, needed by the INetworkInterface It either can be used in two main scenarios:
- Your API requires a pointer to memory that you own. Then you should use AllocateMemory(ref Int32), write to the memory and then AppendPacket(IntPtr, ref NetworkInterfaceEndPoint, Int32, NetworkPacketReceiver.AppendPacketMode) with NoCopyNeeded. You don't need to deallocate the memory
- Your API gives you a pointer that you don't own. In this case you should use AppendPacket(IntPtr, ref NetworkInterfaceEndPoint, Int32, NetworkPacketReceiver.AppendPacketMode) with None (default)
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Unity.Networking.Transport.NetworkParameterConstantsDefault NetworkParameter Constants.
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Unity.Networking.Transport.NetworkPipeline#
Unity.Networking.Transport.NetworkPipelineContext#
Unity.Networking.Transport.NetworkPipelineParams#
Unity.Networking.Transport.NetworkPipelineStage#
Unity.Networking.Transport.NetworkPipelineStageId#
Unity.Networking.Transport.NetworkSendInterface#
Unity.Networking.Transport.NetworkSendQueueHandle#
Unity.Networking.Transport.NetworkSettingsA list of the parameters that describe the network configuration.
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Unity.Networking.Transport.NullPipelineStage#
Unity.Networking.Transport.QueuedSendMessage#
Unity.Networking.Transport.ReliableSequencedPipelineStage#
Unity.Networking.Transport.SimulatorPipelineStage#
Unity.Networking.Transport.SimulatorPipelineStageInSend#
Unity.Networking.Transport.TransportFunctionPointer-1#
Unity.Networking.Transport.UnreliableSequencedPipelineStage#
Unity.Networking.Transport.WebSocketNetworkInterface#
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Unity.Networking.Transport.INetworkInterface#
Unity.Networking.Transport.INetworkParameterThe interface for NetworkParameters
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Unity.Networking.Transport.INetworkPipelineStage#
Unity.Networking.Transport.IValidatableNetworkParameterInterface for adding validation capabilities to the INetworkParameter.
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Unity.Networking.Transport.NetworkConnection.StateConnectionState enumerates available connection states a connection can have.
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Unity.Networking.Transport.NetworkEvent.TypeNetworkEvent.Type enumerates available network events for this driver.
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Unity.Networking.Transport.NetworkFamilyNetworkFamily indicates what type of underlying medium we are using.