Global Events

ObjectNet considers a Global Event, all events related to internal engine control.

NetworkEventsManager allows the user to catch those events and implement any custom logic.

Currently, NetworkEventsManager is allowed to listen to the following global events :

Event
Explained

OnServerStarted

triggered when server initialize his connection and start to listen for clients

OnConnected

triggered when the client successfully connects to the server.

OnDisconnected

triggered when the client disconnects from the server.

OnConnectedOnRelay

triggered when the client establishes a connection with a relay server.

OnServerRestarted

triggered when the client detects that the server has restarted.

OnConnectionFailed

triggered when the client fails to connect to the server.

OnLoginFailed

triggered when the client fails to log in to the server.

OnLoginSucess

triggered when the client successfully logs in to the server.

OnClientConnected

triggered when a new client connects to the server.

OnClientDisconnected

triggered when a client disconnects from the server.

OnClientLoginFailed

triggered when a client attempts to log in with invalid credentials.

OnClientLoginSucess

triggered when a client successfully logs in to the server

OnMessageReceived

triggered when a message is received by either the client or the server.

OnLobbyCreationSucess

triggered when the client successfully creates a lobby.

OnLobbyCreationFailed

triggered when the client fails to create a lobby.

OnLobbyJoinSucess

triggered when the client successfully joins a lobby

OnLobbyJoinFailed

triggered when the client fails to join a lobby.

OnLobbyPlayersRefresh

triggered when the client recive lobby players list

OnPlayerSpawned

triggered when some player get spawned

OnPlayerStarted

triggerd when some player start hist network instance

OnPlayerOwnerDetected

triggered when the client becomes owner of his player

OnSceneLoadFinished

triggered when all clients in the same match load a scene

OnSceneUnLoadFinished

triggered when all clients in the same match unload a scene

OnConnectionIdAssigned

triggered just after client receive his connection id from server

Red Color: Events that only trigger on the Server

Blue Color: Events that only trigger on the Clients

Yellow Color: Triggered on both Server and Clients

Full detailed information can be found on API documents.

You can find a full example of how to implement global events listener on "15 - Global Events" scene.

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