Index
A, B
Application Delivery Controllers (ADCs)
Application Programming Interface (API)
SeeRESTful APIs
C
Command-line tools
address resolution protocol cache
grep/findstr command
hostname
IP configuration
netstat command
ping command
terminal application
tracert command
Windows/terminal app
Connection/connectionless-oriented services
connection
connectionless
packets
D, E, F, G
Dedicated server
characteristics
gaming process
headless server
local interface
shared servers
Dns.GetHostAddresses() function
Domain Name System (DNS)
H, I
Hamachi
download/installation
hosting process
ID and password
log in
network connection
Hardware-based load balancers
Headless servers
HyperText Transport Protocol (HTTP)
J, K
JavaScript Object Notation (JSON)
character data
hexadecimal and decimal values
JsonUtility
requirements
serialization/deserialization
BasicObject.cs file
binary representation
constructors
Debug.Log() functions
GetBytes()/GetString() method
instructions
JsonSerializationExample script file
UnityWebRequest object
L
Load balancers
application delivery controllers
hardware
software
types
Lobby
Local Area Network (LAN)
games leverage
Hamachi
SeeHamachi
intranet
multiple devices/router
networking concepts
servers
VPN service
data/identity
intranet
virtual tunneling
M
Matchmaking process
Maze shooter development
lobby
matchmaking process
MLAPI event messaging
bullet
remote procedural calls
multiplayer games
RPG
SeeRole-playing video game
spawn/respawn
Media access control (MAC) address
classes
IP protocol
classification
dotted decimal
dynamic addresses
format
logical address
segmentation
static address
network concepts
physical address
subnetwork mask
Mesh network routing
N
NetLib classes
hierarchy
MessageBuffer class
MessageReceivedEventArgs class
NetworkClient class
NetworkClientCollection class
NetworkClientEventArgs class
NetworkServer class
PayloadEventArgs class
script files
Networking
addressing
client-server model
command-line tools
connection/connectionless-oriented services
Firefox browser
mesh network
open systems interconnection model
overview
physical network devices
sockets/ports
Networking issues
authoritative servers
bandwidth
asymmetrical connections
definition
demand on demand
measurement
performance factors
requirements
speed
symmetrical connections
types
working process
client prediction/server reconciliation
animation delay
predictive state mismatch
representation
synchronization
concepts
latency
cause delays
destination
file/web page
linear
mile option
processing data
representation
roundtrip delay
signal latencies
traceroute maps
multiplayer games
bandwidth
game-specific parameters
latency
networking capabilities
overview
ping time unity
principles
server reconciliation
synchronous/asynchronous
Network interface card (NIC)
Network library (NetLib)
binary serialization/deserialization
BinarySerializationWithNetLib class
folder structure
JsonExtensions file
marshaling/unmarshaling structs
MyData class
program output
steps
StructExtensions script file
ToJsonBinary()/FromJsonBinary() methods
O
Open systems interconnection (OSI) model
P, Q
Peer-to-peer (P2P) network
Physical network devices
Port numbers
R
Random Number Generator (RNG)
Remote procedural calls (RPCs)
REpresentational State Transfer (REST)
SeeRESTful APIs
RESTful APIs
authorization/restrictions
GET, PUT, and DELETE
JSON response
low-level concepts
requests
data
endpoint
headers
method
POST/PUT/PATCH/DELETE requests
response
UnityWebRequest class
DownloadHandler
FetchLogo script
GameObject’s component
Get() method
isNetworkError and isHttpError properties
project creation
SendWebRequest() method
unity logo
UnityWebRequestTexture
web page
URLs request
weather application
SeeWeather application
Role-playing video game
connectionManager script
ConnectionPanelUI variable
external script editor
online game
public field
SpawnCharacter() function
StartHost function
text editor
game manager
button text
canvas work
join button
high-level multiplayer libraries
MLAPI package
inspector window
network manager
package manager
player movement
programming
UNet transport object
updated inspector panel
prerequisites
shooting game
stories
unity project/setting up
game level creation
grass texture
maze texture
plane creation
3D project
S
Serialization
binary
BinarySerializationExample class
byte array creation
garbage collection
marshaling
MyData.cs file
program output
PtrToStructure() method
re-create object
serialization/deserialization
StructLayout attribute
StructureToPtr() method
ToBytes() method
definition
formats
JSON
NetLib folder
Servers
clients
dedicated
characteristics
gaming process
headless server
shared server
games
LANs/WANs
load balancer
peer-to-peer
webserver
Socket connections
accept
BeginAcceptSocket() method
Connect() method
establishment
file descriptor paradigm
Hello, World program
async sockets project
output screen
project creation
StateObject script file
TcpListenSocketBehaviour script file
TcpSocketAsyncBehaviour script file
network copier project
command-line parser
command-line tool
Config class
destination filename
hierarchy
Program.cs file
program steps
project properties window
Receiver.cs file
Sender.cs file
receiving data
BeginReceive() method
buffer properties
IAsyncResult.AsyncState property
synchronous
sending data
asynchronous
Send()/BeginSend() method
synchronous
using() block
Software load balancers
Synchronization message (SYN)
T
Tic-Tac-Toe game
AppController class
build settings window
client-server model
BoardController class
message queue
NetworkClient class
script files
serialization/deserialization
server
TicTacToeClient
TicTacToeClientBehaviour class
client-server version
CreateClient() method
FSM
game architecture
in-progress game
messages
elements
GameMessageEventArgs
GameMessage script file
GameSerialization script file
MessageType enumeration
NetLib folder
NetLib classes
project hierarchy
server broadcasts
server classes
side-by-side windows
start server/join/IP address controls
TicTacToeClient script file
title screen
Transport Control Protocol (TCP)
client-server connections
connection-oriented protocol
connection-oriented services
Hello World
ClientStateObject script
console output
project hierarchy
TcpClientAsyncBehaviour class
TcpListenClientBehaviour script
unity project steps
overview
sequence and acknowledgement numbers
socket
SeeSocket connections
SYN/ACK sequence numbers
TcpClient connections
BeginAcceptTcpClient() method
BeginRead() method
BeginWrite() method
Client_Received callback
Hello World
NetworkStream class
reading data
sending data
server connection
sockets vs. TcpListener
StateObject class
TcpListener
U
Uniform Resource Locator (URL)
V
Virtual Private Networking (VPN) service
data/identity
intranet
virtual tunneling
Virtual Private Servers (VPS)
W, X, Y, Z
Weather application
API keys link
barebones project
controller
FetchResults/OpenWeatherMapAPI
forecast endpoint
generic client
FetchResults.FetchData() method
FillDays() method
OpenWeatherMapAPI class
RestfulHelper class
MonoBehaviour script
OpenWeather home page
project hierarchy
registering API keys
serialization folder
serialization classes
daily forecasting
parent-child relationships
ResponseContainer script
ResponseItem class
ResponseTemperature class
scripts/serialization classes
UnixTimeToDateTime() function
WeatherItem script
sign-up page
unity editor
unity net book
user interface
WeatherApp project
weather-package.unitypackage
Wider Area Network (WAN)
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