EdgeMultiplay Class List
Classes included in EdgeMultiplay Solution
[detail level 12]
 NEdgeMultiplay
 CAvailableRoomsListEvent is received as the response for EdgeManager.GetAvailableRooms()
 CCreateRoomRequestCreateRoomRequest is sent to the server to create a room
 CEdgeManagerEdgeManager is the class responsible for Connection to the server, Handling Server Events and storing game session EdgeManager requires LocationService if you are using a MobiledgeX Server EdgeManager have many static variables, your app/game should have only one EdgeManager
 CEdgeMultiplayCallbacks
 CEdgeMultiplayObserverEdgeMultiplayObserver can be added to on an object to sync its position and/or rotation between all players You can sync a PlayerObject or Non PlayerObject
 CExitRoomRequest
 CGamePlayEventGamePlayEvent is the main event for GamePlayEvents
 CGameStartIndicates the start of the Game Once the number of players in a room reaches the room maximum player limit the game starts (Ex. If a room have maximum players (3), once the server assigns the third player to the room, the server will send GameStartEvent to all the room members)
 CGetAvailableRoomsRequestGetAvailableRooms is sent to the server to get a list of the availble rooms on the server available room is a room that is not full room x is available if room x have 2 members and the maximum players per room is 3
 CGetRoomsRequestGetRoomsRequest is sent to the server to get a list of the rooms on the server
 CJoinOrCreateRoomRequestJoinOrCreateRoomRequest is sent to the server to join a room or create a new room if there are no available rooms
 CJoinRoomRequestJoinRoomRequest is sent to the server to join a specific room
 CMessageWrapper
 CNetworkedPlayerThe player script should inherit from Networked Player NetworkedPlayer contains all the player data retrieved from the server
 CNotificationCalled once a notification is received from the server Example of Notifications are new room created on server
 CObservable
 CObservableViewObservableView is added by default to Observered objects,holding the reference to the observable owner and the observable index in in the observer.observable list
 COrphanObservableAdd OrphanObservable to GameObjects that don't have an owner at the time of creation (Ex. created in Unity Editor) the default owner of this observable is the first player in the room, You can change this in SetOwnerShip() below
 CPlayerWrapper class for the player info received from the server
 CPlayerJoinedRoomEvent is received once a new member joins a room that the local player is a member of the room member has the new updated list of room members
 CPositionAndRotationWrapper class to hold the return of GamePlayEvent.GetPositionAndRotation()
 CPositionAndRotationEulersWrapper class for Position And Rotation Eulers Used for EdgeManager Spawn Info
 CRegisterRegister Event is being emitted from the server once the connection starts
 CRoomWrapper class for room info received the server
 CRoomCreatedIndicates that server created a room but still waiting for more players to Join
 CRoomJoinIndicates that player joined a room but still waiting for more players to Join
 CRoomMemberLeftEvent is received once a room member leaves a room that the local player is a member of
 CRoomsListEvent is received as the response for EdgeManager.GetRooms()
 CSessionWrapper class to hold game session data received from the server
 CUtil