Class ServerLauncher
- Namespace
- FishMMO.Server.Implementation
- Assembly
- FishMMO.Server.dll
Launches the server by preloading required scenes and handling addressable asset events. Supports command-line arguments for selecting server type.
public class ServerLauncher : BootstrapSystem
- Inheritance
-
ObjectComponentBehaviourMonoBehaviourServerLauncher
- Inherited Members
-
MonoBehaviour.IsInvoking()MonoBehaviour.CancelInvoke()MonoBehaviour.StopCoroutine(Coroutine)MonoBehaviour.StopAllCoroutines()MonoBehaviour.destroyCancellationTokenMonoBehaviour.useGUILayoutMonoBehaviour.didStartMonoBehaviour.didAwakeMonoBehaviour.runInEditModeBehaviour.enabledBehaviour.isActiveAndEnabledComponent.GetComponent<T>()Component.TryGetComponent<T>(out T)Component.GetComponentInChildren<T>()Component.GetComponentsInChildren<T>()Component.GetComponentInParent<T>()Component.GetComponentsInParent<T>()Component.GetComponents<T>()Component.GetComponentIndex()Component.CompareTag(TagHandle)Component.transformComponent.transformHandleComponent.gameObjectComponent.tagObject.GetEntityId()Object.GetInstanceID()Object.GetHashCode()Object.InstantiateAsync<T>(T)Object.InstantiateAsync<T>(T, Transform)Object.InstantiateAsync<T>(T, Vector3, Quaternion)Object.InstantiateAsync<T>(T, Transform, Vector3, Quaternion)Object.Instantiate(Object, Vector3, Quaternion)Object.Instantiate(Object, Vector3, Quaternion, Transform)Object.Instantiate(Object)Object.Instantiate(Object, Scene)Object.Instantiate<T>(T, InstantiateParameters)Object.Instantiate<T>(T, Vector3, Quaternion, InstantiateParameters)Object.Instantiate(Object, Transform)Object.Instantiate<T>(T)Object.Instantiate<T>(T, Vector3, Quaternion)Object.Instantiate<T>(T, Vector3, Quaternion, Transform)Object.Instantiate<T>(T, Transform)Object.Destroy(Object)Object.DestroyImmediate(Object)Object.DontDestroyOnLoad(Object)Object.DestroyObject(Object)Object.FindObjectsOfType<T>()Object.FindObjectsByType<T>(FindObjectsSortMode)Object.FindObjectsByType<T>(FindObjectsInactive, FindObjectsSortMode)Object.FindObjectOfType<T>()Object.FindFirstObjectByType<T>()Object.FindAnyObjectByType<T>()Object.FindFirstObjectByType<T>(FindObjectsInactive)Object.FindAnyObjectByType<T>(FindObjectsInactive)Object.FindObjectsByType<T>()Object.FindObjectsByType<T>(FindObjectsInactive)Object.ToString()Object.nameObject.hideFlags
Fields
BootList
List of default server scenes to boot if no command-line argument is provided.
public string[] BootList
Field Value
- string[]
Methods
AddressableLoadProcessor_OnAddressableLoaded(Object)
Event handler called when an addressable asset is loaded. Adds the loaded object to the cache if it implements ICachedObject.
public void AddressableLoadProcessor_OnAddressableLoaded(Object addressable)
Parameters
addressableObjectThe loaded addressable Unity object.
AddressableLoadProcessor_OnAddressableUnloaded(Object)
Event handler called when an addressable asset is unloaded. Removes the object from the cache if it implements ICachedObject.
public void AddressableLoadProcessor_OnAddressableUnloaded(Object addressable)
Parameters
addressableObjectThe unloaded addressable Unity object.
OnDestroying()
Called when the object is being destroyed. Unsubscribes from addressable asset events.
public override void OnDestroying()
OnPreload()
Called before the main load process. Sets up addressable asset event handlers and determines which scenes to load based on command-line arguments or BootList.
public override void OnPreload()