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networking: Figure out how to set up host or client networking after game initialization #6

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thomasboyt opened this issue Aug 15, 2018 · 1 comment

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@thomasboyt
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thomasboyt commented Aug 15, 2018

Currently, one of NetworkingHost or NetworkingClient has to be passed to root, which makes it impossible to do things like change host mid-game.

A generic NetworkingManager component that delegates to a host or client class internally might work, but also could result in a very complicated public API.

Unity has NetworkingServer and NetworkingClient singletons, but I think I'd prefer doing NetworkingManager.server or something?

@thomasboyt
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An important note for a refactor into a generic NetworkingManager component is that it could make it easier to add client authority over certain entities in the future.

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