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    • LlamaSoftware.Chat
      • AbstractPlayerDatabase<T>
      • AreaTriggeredChannelJoiner
      • BaseNetworkManager
      • ChatSystem
      • ChatSystemConstants
      • LlamaChatSettings
      • LlamaChatSettingsProvider
      • Player_Chat
      • SQLitePlayerDatabase
    • LlamaSoftware.Chat.CustomEditors
      • ChatPanelEditor
      • ChatPopupEditor
      • ChatSystemEditor
      • LlamaChatSettingsCreator
      • Player_ChatEditor
      • SocialUIPopupEditor
      • Utilities
    • LlamaSoftware.Chat.Demo
      • ChatCommandHandler
      • CreateAccount
      • DemoGuildJoiner
      • DemoGuildLeaver
      • DummyNameGenerator
      • DynamicChatPopup
      • Login
      • LoginController
      • SettingsPanel
    • LlamaSoftware.Chat.Demo.Lobby
      • LobbyController
      • LobbyLoginController
      • LobbyNetworkManager
      • LobbyPlayer
      • StressTestSender
    • LlamaSoftware.Chat.Demo.Model
      • LobbyPlayerListMessage
      • LoginMessage
      • LoginResponseMessage
      • RegisterPlayerMessage
      • RegisterUserResponseMessage
    • LlamaSoftware.Chat.Model
      • AddRemoveFriendMessage
      • BlockListMessage
      • BlockUnblockPlayerMessage
      • ChatChannel
      • ChatChannel.ChatType
      • ChatEntry
      • ChatMessage
      • FriendsListMessage
      • FriendUpdateMessage
      • Player
      • PlayerToSocialPlayerConverter
      • ServerBroadcastMessage
      • SocialPlayer
      • SubscribeToChannelsMessage
    • LlamaSoftware.Chat.UI
      • BlockedPlayer
      • ChatChannelClickHandler
      • ChatPanel
      • ChatPanel.DirectChatPlayer
      • ChatPanel.UIChatChannel
      • ChatPopup
      • ChatPopupClickHandler
      • Command
      • DynamicChatItem
      • DynamicChatItemEvent
      • Friend
      • Friend.Status
      • LinkType
      • SocialClickHandler
      • SocialUI
      • SocialUIClickHandler
      • SocialUIPopup
      • UIChatMessage
      • WordFilter

    Class LobbyNetworkManager

    Extends NetworkManager to have a LobbyLoginController reference. Updates the LobbyLoginController player list after players diconnect.

    Inheritance
    System.Object
    UnityEngine.Object
    UnityEngine.Component
    UnityEngine.Behaviour
    UnityEngine.MonoBehaviour
    UnityEngine.Networking.NetworkManager
    BaseNetworkManager
    LobbyNetworkManager
    Inherited Members
    BaseNetworkManager.chatSystem
    UnityEngine.Networking.NetworkManager.matchName
    UnityEngine.Networking.NetworkManager.matchSize
    UnityEngine.Networking.NetworkManager.networkSceneName
    UnityEngine.Networking.NetworkManager.isNetworkActive
    UnityEngine.Networking.NetworkManager.client
    UnityEngine.Networking.NetworkManager.matchInfo
    UnityEngine.Networking.NetworkManager.matchMaker
    UnityEngine.Networking.NetworkManager.matches
    UnityEngine.Networking.NetworkManager.singleton
    UnityEngine.Networking.NetworkManager.SetupMigrationManager(UnityEngine.Networking.NetworkMigrationManager)
    UnityEngine.Networking.NetworkManager.StartServer(UnityEngine.Networking.ConnectionConfig, System.Int32)
    UnityEngine.Networking.NetworkManager.StartServer()
    UnityEngine.Networking.NetworkManager.StartServer(UnityEngine.Networking.Match.MatchInfo)
    UnityEngine.Networking.NetworkManager.UseExternalClient(UnityEngine.Networking.NetworkClient)
    UnityEngine.Networking.NetworkManager.StartClient(UnityEngine.Networking.Match.MatchInfo, UnityEngine.Networking.ConnectionConfig, System.Int32)
    UnityEngine.Networking.NetworkManager.StartClient(UnityEngine.Networking.Match.MatchInfo)
    UnityEngine.Networking.NetworkManager.StartClient()
    UnityEngine.Networking.NetworkManager.StartClient(UnityEngine.Networking.Match.MatchInfo, UnityEngine.Networking.ConnectionConfig)
    UnityEngine.Networking.NetworkManager.StartHost(UnityEngine.Networking.ConnectionConfig, System.Int32)
    UnityEngine.Networking.NetworkManager.StartHost(UnityEngine.Networking.Match.MatchInfo)
    UnityEngine.Networking.NetworkManager.StartHost()
    UnityEngine.Networking.NetworkManager.StopHost()
    UnityEngine.Networking.NetworkManager.StopServer()
    UnityEngine.Networking.NetworkManager.StopClient()
    UnityEngine.Networking.NetworkManager.ServerChangeScene(System.String)
    UnityEngine.Networking.NetworkManager.RegisterStartPosition(UnityEngine.Transform)
    UnityEngine.Networking.NetworkManager.UnRegisterStartPosition(UnityEngine.Transform)
    UnityEngine.Networking.NetworkManager.IsClientConnected()
    UnityEngine.Networking.NetworkManager.Shutdown()
    UnityEngine.Networking.NetworkManager.OnServerConnect(UnityEngine.Networking.NetworkConnection)
    UnityEngine.Networking.NetworkManager.OnServerReady(UnityEngine.Networking.NetworkConnection)
    UnityEngine.Networking.NetworkManager.OnServerAddPlayer(UnityEngine.Networking.NetworkConnection, System.Int16, UnityEngine.Networking.NetworkReader)
    UnityEngine.Networking.NetworkManager.OnServerAddPlayer(UnityEngine.Networking.NetworkConnection, System.Int16)
    UnityEngine.Networking.NetworkManager.GetStartPosition()
    UnityEngine.Networking.NetworkManager.OnServerRemovePlayer(UnityEngine.Networking.NetworkConnection, UnityEngine.Networking.PlayerController)
    UnityEngine.Networking.NetworkManager.OnServerError(UnityEngine.Networking.NetworkConnection, System.Int32)
    UnityEngine.Networking.NetworkManager.OnServerSceneChanged(System.String)
    UnityEngine.Networking.NetworkManager.OnClientConnect(UnityEngine.Networking.NetworkConnection)
    UnityEngine.Networking.NetworkManager.OnClientDisconnect(UnityEngine.Networking.NetworkConnection)
    UnityEngine.Networking.NetworkManager.OnClientError(UnityEngine.Networking.NetworkConnection, System.Int32)
    UnityEngine.Networking.NetworkManager.OnClientNotReady(UnityEngine.Networking.NetworkConnection)
    UnityEngine.Networking.NetworkManager.OnClientSceneChanged(UnityEngine.Networking.NetworkConnection)
    UnityEngine.Networking.NetworkManager.StartMatchMaker()
    UnityEngine.Networking.NetworkManager.StopMatchMaker()
    UnityEngine.Networking.NetworkManager.SetMatchHost(System.String, System.Int32, System.Boolean)
    UnityEngine.Networking.NetworkManager.OnStartHost()
    UnityEngine.Networking.NetworkManager.OnStartServer()
    UnityEngine.Networking.NetworkManager.OnStartClient(UnityEngine.Networking.NetworkClient)
    UnityEngine.Networking.NetworkManager.OnStopServer()
    UnityEngine.Networking.NetworkManager.OnStopHost()
    UnityEngine.Networking.NetworkManager.OnMatchCreate(System.Boolean, System.String, UnityEngine.Networking.Match.MatchInfo)
    UnityEngine.Networking.NetworkManager.OnMatchList(System.Boolean, System.String, System.Collections.Generic.List<UnityEngine.Networking.Match.MatchInfoSnapshot>)
    UnityEngine.Networking.NetworkManager.OnMatchJoined(System.Boolean, System.String, UnityEngine.Networking.Match.MatchInfo)
    UnityEngine.Networking.NetworkManager.OnDestroyMatch(System.Boolean, System.String)
    UnityEngine.Networking.NetworkManager.OnDropConnection(System.Boolean, System.String)
    UnityEngine.Networking.NetworkManager.OnSetMatchAttributes(System.Boolean, System.String)
    UnityEngine.Networking.NetworkManager.networkPort
    UnityEngine.Networking.NetworkManager.serverBindToIP
    UnityEngine.Networking.NetworkManager.serverBindAddress
    UnityEngine.Networking.NetworkManager.networkAddress
    UnityEngine.Networking.NetworkManager.dontDestroyOnLoad
    UnityEngine.Networking.NetworkManager.runInBackground
    UnityEngine.Networking.NetworkManager.scriptCRCCheck
    UnityEngine.Networking.NetworkManager.sendPeerInfo
    UnityEngine.Networking.NetworkManager.maxDelay
    UnityEngine.Networking.NetworkManager.logLevel
    UnityEngine.Networking.NetworkManager.playerPrefab
    UnityEngine.Networking.NetworkManager.autoCreatePlayer
    UnityEngine.Networking.NetworkManager.playerSpawnMethod
    UnityEngine.Networking.NetworkManager.offlineScene
    UnityEngine.Networking.NetworkManager.onlineScene
    UnityEngine.Networking.NetworkManager.spawnPrefabs
    UnityEngine.Networking.NetworkManager.startPositions
    UnityEngine.Networking.NetworkManager.customConfig
    UnityEngine.Networking.NetworkManager.connectionConfig
    UnityEngine.Networking.NetworkManager.globalConfig
    UnityEngine.Networking.NetworkManager.maxConnections
    UnityEngine.Networking.NetworkManager.channels
    UnityEngine.Networking.NetworkManager.secureTunnelEndpoint
    UnityEngine.Networking.NetworkManager.useWebSockets
    UnityEngine.Networking.NetworkManager.useSimulator
    UnityEngine.Networking.NetworkManager.simulatedLatency
    UnityEngine.Networking.NetworkManager.packetLossPercentage
    UnityEngine.Networking.NetworkManager.matchHost
    UnityEngine.Networking.NetworkManager.matchPort
    UnityEngine.Networking.NetworkManager.clientLoadedScene
    UnityEngine.Networking.NetworkManager.migrationManager
    UnityEngine.Networking.NetworkManager.numPlayers
    UnityEngine.Networking.NetworkManager.defaultTransport
    UnityEngine.Networking.NetworkManager.activeTransport
    UnityEngine.MonoBehaviour.IsInvoking()
    UnityEngine.MonoBehaviour.CancelInvoke()
    UnityEngine.MonoBehaviour.Invoke(System.String, System.Single)
    UnityEngine.MonoBehaviour.InvokeRepeating(System.String, System.Single, System.Single)
    UnityEngine.MonoBehaviour.CancelInvoke(System.String)
    UnityEngine.MonoBehaviour.IsInvoking(System.String)
    UnityEngine.MonoBehaviour.StartCoroutine(System.String)
    UnityEngine.MonoBehaviour.StartCoroutine(System.String, System.Object)
    UnityEngine.MonoBehaviour.StartCoroutine(System.Collections.IEnumerator)
    UnityEngine.MonoBehaviour.StartCoroutine_Auto(System.Collections.IEnumerator)
    UnityEngine.MonoBehaviour.StopCoroutine(System.Collections.IEnumerator)
    UnityEngine.MonoBehaviour.StopCoroutine(UnityEngine.Coroutine)
    UnityEngine.MonoBehaviour.StopCoroutine(System.String)
    UnityEngine.MonoBehaviour.StopAllCoroutines()
    UnityEngine.MonoBehaviour.print(System.Object)
    UnityEngine.MonoBehaviour.useGUILayout
    UnityEngine.MonoBehaviour.runInEditMode
    UnityEngine.Behaviour.enabled
    UnityEngine.Behaviour.isActiveAndEnabled
    UnityEngine.Component.GetComponent(System.Type)
    UnityEngine.Component.GetComponent<T>()
    UnityEngine.Component.GetComponent(System.String)
    UnityEngine.Component.GetComponentInChildren(System.Type, System.Boolean)
    UnityEngine.Component.GetComponentInChildren(System.Type)
    UnityEngine.Component.GetComponentInChildren<T>(System.Boolean)
    UnityEngine.Component.GetComponentInChildren<T>()
    UnityEngine.Component.GetComponentsInChildren(System.Type, System.Boolean)
    UnityEngine.Component.GetComponentsInChildren(System.Type)
    UnityEngine.Component.GetComponentsInChildren<T>(System.Boolean)
    UnityEngine.Component.GetComponentsInChildren<T>(System.Boolean, System.Collections.Generic.List<T>)
    UnityEngine.Component.GetComponentsInChildren<T>()
    UnityEngine.Component.GetComponentsInChildren<T>(System.Collections.Generic.List<T>)
    UnityEngine.Component.GetComponentInParent(System.Type)
    UnityEngine.Component.GetComponentInParent<T>()
    UnityEngine.Component.GetComponentsInParent(System.Type, System.Boolean)
    UnityEngine.Component.GetComponentsInParent(System.Type)
    UnityEngine.Component.GetComponentsInParent<T>(System.Boolean)
    UnityEngine.Component.GetComponentsInParent<T>(System.Boolean, System.Collections.Generic.List<T>)
    UnityEngine.Component.GetComponentsInParent<T>()
    UnityEngine.Component.GetComponents(System.Type)
    UnityEngine.Component.GetComponents(System.Type, System.Collections.Generic.List<UnityEngine.Component>)
    UnityEngine.Component.GetComponents<T>(System.Collections.Generic.List<T>)
    UnityEngine.Component.GetComponents<T>()
    UnityEngine.Component.CompareTag(System.String)
    UnityEngine.Component.SendMessageUpwards(System.String, System.Object, UnityEngine.SendMessageOptions)
    UnityEngine.Component.SendMessageUpwards(System.String, System.Object)
    UnityEngine.Component.SendMessageUpwards(System.String)
    UnityEngine.Component.SendMessageUpwards(System.String, UnityEngine.SendMessageOptions)
    UnityEngine.Component.SendMessage(System.String, System.Object)
    UnityEngine.Component.SendMessage(System.String)
    UnityEngine.Component.SendMessage(System.String, System.Object, UnityEngine.SendMessageOptions)
    UnityEngine.Component.SendMessage(System.String, UnityEngine.SendMessageOptions)
    UnityEngine.Component.BroadcastMessage(System.String, System.Object, UnityEngine.SendMessageOptions)
    UnityEngine.Component.BroadcastMessage(System.String, System.Object)
    UnityEngine.Component.BroadcastMessage(System.String)
    UnityEngine.Component.BroadcastMessage(System.String, UnityEngine.SendMessageOptions)
    UnityEngine.Component.transform
    UnityEngine.Component.gameObject
    UnityEngine.Component.tag
    UnityEngine.Object.GetInstanceID()
    UnityEngine.Object.GetHashCode()
    UnityEngine.Object.Equals(System.Object)
    UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Vector3, UnityEngine.Quaternion)
    UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Vector3, UnityEngine.Quaternion, UnityEngine.Transform)
    UnityEngine.Object.Instantiate(UnityEngine.Object)
    UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Transform)
    UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Transform, System.Boolean)
    UnityEngine.Object.Instantiate<T>(T)
    UnityEngine.Object.Instantiate<T>(T, UnityEngine.Vector3, UnityEngine.Quaternion)
    UnityEngine.Object.Instantiate<T>(T, UnityEngine.Vector3, UnityEngine.Quaternion, UnityEngine.Transform)
    UnityEngine.Object.Instantiate<T>(T, UnityEngine.Transform)
    UnityEngine.Object.Instantiate<T>(T, UnityEngine.Transform, System.Boolean)
    UnityEngine.Object.Destroy(UnityEngine.Object, System.Single)
    UnityEngine.Object.Destroy(UnityEngine.Object)
    UnityEngine.Object.DestroyImmediate(UnityEngine.Object, System.Boolean)
    UnityEngine.Object.DestroyImmediate(UnityEngine.Object)
    UnityEngine.Object.FindObjectsOfType(System.Type)
    UnityEngine.Object.DontDestroyOnLoad(UnityEngine.Object)
    UnityEngine.Object.DestroyObject(UnityEngine.Object, System.Single)
    UnityEngine.Object.DestroyObject(UnityEngine.Object)
    UnityEngine.Object.FindSceneObjectsOfType(System.Type)
    UnityEngine.Object.FindObjectsOfTypeIncludingAssets(System.Type)
    UnityEngine.Object.FindObjectsOfType<T>()
    UnityEngine.Object.FindObjectOfType<T>()
    UnityEngine.Object.FindObjectsOfTypeAll(System.Type)
    UnityEngine.Object.FindObjectOfType(System.Type)
    UnityEngine.Object.ToString()
    UnityEngine.Object.name
    UnityEngine.Object.hideFlags
    System.Object.Equals(System.Object, System.Object)
    System.Object.GetType()
    System.Object.MemberwiseClone()
    System.Object.ReferenceEquals(System.Object, System.Object)
    Namespace: LlamaSoftware.Chat.Demo.Lobby
    Assembly: LlamaSoftware.Chat.Demo.dll
    Syntax
    public class LobbyNetworkManager : BaseNetworkManager

    Fields

    LobbyLoginController

    Declaration
    [SerializeField]
    protected LobbyLoginController LobbyLoginController
    Field Value
    Type Description
    LobbyLoginController

    Methods

    OnServerDisconnect(NetworkConnection)

    Called on the server when a player disconnects. Will call UpdatePlayers() after a brief delay to update .

    Declaration
    public override void OnServerDisconnect(NetworkConnection conn)
    Parameters
    Type Name Description
    UnityEngine.Networking.NetworkConnection conn

    Network Connection of the disconnected player.

    Overrides
    BaseNetworkManager.OnServerDisconnect(NetworkConnection)

    OnStopClient()

    Since Login scene and Lobby scene are combined in the demo, this disables UnityEngine.Networking.NetworkManager.autoCreatePlayer which prevents having random players created when a player presses STOP then connects again.

    Declaration
    public override void OnStopClient()
    Overrides
    UnityEngine.Networking.NetworkManager.OnStopClient()

    UpdatePlayers()

    Updates players in the LobbyLoginController.

    Declaration
    protected void UpdatePlayers()
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