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Overview of Mirror Networking
A high level, open-source Networking Library for supporting multiplayer games in Unity.
An API built on the transport layer of network communication. [OSI]
Functionalities provided by Mirror
Packet Exchanges and Serializations [read from or write on the network by converting a game object into a stream of bytes and transmitting it. Its main purpose is to save the current state of a game on the network and be able to recreate it when needed.]
Objects and Classes of Network [Client/Server Network IDs and connections]
State Synchronization [Managing the game state and object lifecycle.]
Game and Player Controls [network and lobby manager]


Physical Components of a Network
Clients [the players that connect from their computers to a server. can also act as server within a local network. can connect to both local and online hosted networks.]
Servers [the main component to which all the players connect to play the game over the network.]
Host Server [One of the clients(local client) also acts as a server by creating a server within the network to which all the other clients(remote clients) connect. It is possible within a local network only. In this type of network architecture, the host can also play the game along with other clients]
Dedicated Server [In this type of architecture, a server hosted online on the web acts as the main server to which all the players(clients) from around the world can connect to play the game. This is used when the clients are situated in different parts of the world.]
Mirror handles the coding differences between local and remote clients in most cases.


Important Network Components [https://mirror-networking.com/docs/Articles/Guides/]
Network Manager
Network Authority
NetworkIdentity
NetworkBehaviour


Network Manager
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Network Authority
It is an instance that decides which physical component will have control and authority over which game object. It helps maintain an order amongst various game objects that are defined within a game.
Mainly there are two types:
Server Authority [It includes all the game objects like platforms, environment, and other NPCs that are not required to be updated according to the move of the client players.]
Client Authority [It includes all the game objects that are mainly controlled by the player. It can create and destroy its object instance as per his connection.]
The server has controls over both the server objects and the client objects so as to maintain a state over the network and sync with other players.
For further details, please check
https://mirror-networking.com/docs/Articles/Guides/Authority.html#sidetoggle


NetworkIdentity
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NetworkBehaviour
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