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Engine Facade
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Directory | Serialization Strategy | BMSByte |
The Engine Facade is the way in which Forge Networking can access your game code in order to report back to it. It is the handle to your game code that Forge keeps a reference to, of which, you will find useful in things like Network Message Interpreters.
By default, Forge comes with a class named ForgeEngineFacade for you to use, modify, or replace. I would recommend that you do not put too much inside of this class, what you should do instead is use it as a facade, by which I mean it should know how to get at other parts of your code rather than doing all the work itself; in many ways it can act like a relay.
forge will need to know about your engine facade, if you create a new one or modify the existing one. The way that it knows about this is through a registration method that you should call when initializing the network. First get a reference to the INetworkMediator
object and then call the ChangeEngineProxy
function passing your IEngineFacade
. You can see this being done in the Multiplayer Menu code through the connect button or the host button.
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Directory | Serialization Strategy | BMSByte |
Getting Started
Network Contract Wizard (NCW)
Remote Procedure Calls (RPCs)
Unity Integration
Basic Network Samples
Scene Navigation
Master Server
Netcoding Design Patterns
Troubleshooting
Miscellaneous
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Connection Cycle Events
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Rewinding
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Network Logging
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Working with Multiple Sockets
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Modify Master and Standalone servers
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NAT Hole Punching
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UDP LAN Discovery
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Offline Mode
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Ping Pong
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Lobby System
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Upgrading Forge Remastered to Develop branch or different version
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Forge Networking Classic to Remastered Migration Guide
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Script to easily use Forge Networking from sources
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Run Two Unity Instances with Shared Assets for Easiest Dedicated Client Workflow