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Sandbox.Game.Multiplayer.MySyncLayer Class Reference

Classes

class  MyCallbackBase
 

Public Member Functions

void RegisterMessageImmediate< TMsg > (MessageCallback< TMsg > callback, MyMessagePermissions permissions, MyTransportMessageEnum messageType=MyTransportMessageEnum.Request, ISerializer< TMsg > serializer=null)
 
void SendMessageToServer< TMsg > (ref TMsg msg, MyTransportMessageEnum messageType=MyTransportMessageEnum.Request)
 
void SendMessage< TMsg > (ref TMsg msg, ulong sendTo, MyTransportMessageEnum messageType=MyTransportMessageEnum.Request)
 
void SendMessageToAllButOne< TMsg > (ref TMsg msg, ulong dontSendTo, MyTransportMessageEnum messageType=MyTransportMessageEnum.Request)
 
void SendMessageToAll< TMsg > (ref TMsg msg, MyTransportMessageEnum messageType=MyTransportMessageEnum.Request)
 
void SendMessageToServerAndSelf< TMsg > (ref TMsg msg, MyTransportMessageEnum messageType=MyTransportMessageEnum.Request)
 
void SendMessageToAllAndSelf< TMsg > (ref TMsg msg, MyTransportMessageEnum messageType=MyTransportMessageEnum.Request)
 Message is not proccessed immediately localy! Its enqueued, so for order/changes sensitive code you need to perform actions localy on your own. More...
 
void SendAsRpcToServer< TMsg > (ref TMsg msg, MyTransportMessageEnum messageType=MyTransportMessageEnum.Request)
 Sends always to server (even server to self). More...
 
void SendAsRpcToServerAndSelf< TMsg > (ref TMsg msg, MyTransportMessageEnum messageType=MyTransportMessageEnum.Request)
 
void SendAsRpcToAll< TMsg > (ref TMsg msg, MyTransportMessageEnum messageType=MyTransportMessageEnum.Request)
 
void SendAsRpcToAllButOne< TMsg > (ref TMsg msg, ulong dontSentTo, MyTransportMessageEnum messageType=MyTransportMessageEnum.Request)
 
void SendAsRpcToAllAndSelf< TMsg > (ref TMsg msg, MyTransportMessageEnum messageType=MyTransportMessageEnum.Request)
 
void ProcessRpc (BitReaderWriter reader)
 

Static Public Member Functions

static bool CheckSendPermissions (ulong target, MyMessagePermissions permission)
 
static bool CheckReceivePermissions (ulong sender, MyMessagePermissions permission)
 
static void RegisterMessage< TMsg > (Func< MySyncLayer, ITransportCallback< TMsg >> factory, MyTransportMessageEnum messageType=MyTransportMessageEnum.Request)
 
static void RegisterMessage< TMsg > (MessageCallbackTime< TMsg > callback, MyMessagePermissions permissions, MyTransportMessageEnum messageType=MyTransportMessageEnum.Request, ISerializer< TMsg > serializer=null)
 
static void RegisterMessage< TMsg > (MessageCallback< TMsg > callback, MyMessagePermissions permissions, MyTransportMessageEnum messageType=MyTransportMessageEnum.Request, ISerializer< TMsg > serializer=null)
 
static void RegisterEntityMessage< TSync, TMsg > (MessageCallback< TSync, TMsg > callback, MyMessagePermissions permissions, MyTransportMessageEnum messageType=MyTransportMessageEnum.Request, ISerializer< TMsg > serializer=null)
 

Detailed Description

Definition at line 26 of file MySyncLayer.cs.

Member Function Documentation

static bool Sandbox.Game.Multiplayer.MySyncLayer.CheckReceivePermissions ( ulong  sender,
MyMessagePermissions  permission 
)
inlinestatic

Definition at line 129 of file MySyncLayer.cs.

static bool Sandbox.Game.Multiplayer.MySyncLayer.CheckSendPermissions ( ulong  target,
MyMessagePermissions  permission 
)
inlinestatic

Definition at line 101 of file MySyncLayer.cs.

void Sandbox.Game.Multiplayer.MySyncLayer.ProcessRpc ( BitReaderWriter  reader)
inline

Definition at line 157 of file MySyncLayerBridge.cs.

static void Sandbox.Game.Multiplayer.MySyncLayer.RegisterEntityMessage< TSync, TMsg > ( MessageCallback< TSync, TMsg >  callback,
MyMessagePermissions  permissions,
MyTransportMessageEnum  messageType = MyTransportMessageEnum.Request,
ISerializer< TMsg >  serializer = null 
)
inlinestatic
Type Constraints
TSync :MySyncEntity 
TMsg :struct 
TMsg :IEntityMessage 

Definition at line 176 of file MySyncLayer.cs.

static void Sandbox.Game.Multiplayer.MySyncLayer.RegisterMessage< TMsg > ( Func< MySyncLayer, ITransportCallback< TMsg >>  factory,
MyTransportMessageEnum  messageType = MyTransportMessageEnum.Request 
)
inlinestatic
Type Constraints
TMsg :struct 

Definition at line 157 of file MySyncLayer.cs.

static void Sandbox.Game.Multiplayer.MySyncLayer.RegisterMessage< TMsg > ( MessageCallbackTime< TMsg >  callback,
MyMessagePermissions  permissions,
MyTransportMessageEnum  messageType = MyTransportMessageEnum.Request,
ISerializer< TMsg >  serializer = null 
)
inlinestatic
Type Constraints
TMsg :struct 

Definition at line 164 of file MySyncLayer.cs.

static void Sandbox.Game.Multiplayer.MySyncLayer.RegisterMessage< TMsg > ( MessageCallback< TMsg >  callback,
MyMessagePermissions  permissions,
MyTransportMessageEnum  messageType = MyTransportMessageEnum.Request,
ISerializer< TMsg >  serializer = null 
)
inlinestatic
Type Constraints
TMsg :struct 

Definition at line 170 of file MySyncLayer.cs.

void Sandbox.Game.Multiplayer.MySyncLayer.RegisterMessageImmediate< TMsg > ( MessageCallback< TMsg >  callback,
MyMessagePermissions  permissions,
MyTransportMessageEnum  messageType = MyTransportMessageEnum.Request,
ISerializer< TMsg >  serializer = null 
)
inline
Type Constraints
TMsg :struct 

Definition at line 183 of file MySyncLayer.cs.

void Sandbox.Game.Multiplayer.MySyncLayer.SendAsRpcToAll< TMsg > ( ref TMsg  msg,
MyTransportMessageEnum  messageType = MyTransportMessageEnum.Request 
)
inline
Type Constraints
TMsg :struct 
TMsg :IEntityMessage 

Definition at line 119 of file MySyncLayerBridge.cs.

void Sandbox.Game.Multiplayer.MySyncLayer.SendAsRpcToAllAndSelf< TMsg > ( ref TMsg  msg,
MyTransportMessageEnum  messageType = MyTransportMessageEnum.Request 
)
inline
Type Constraints
TMsg :struct 
TMsg :IEntityMessage 

Definition at line 147 of file MySyncLayerBridge.cs.

void Sandbox.Game.Multiplayer.MySyncLayer.SendAsRpcToAllButOne< TMsg > ( ref TMsg  msg,
ulong  dontSentTo,
MyTransportMessageEnum  messageType = MyTransportMessageEnum.Request 
)
inline
Type Constraints
TMsg :struct 
TMsg :IEntityMessage 

Definition at line 133 of file MySyncLayerBridge.cs.

void Sandbox.Game.Multiplayer.MySyncLayer.SendAsRpcToServer< TMsg > ( ref TMsg  msg,
MyTransportMessageEnum  messageType = MyTransportMessageEnum.Request 
)
inline

Sends always to server (even server to self).

Type Constraints
TMsg :struct 
TMsg :IEntityMessage 

Definition at line 84 of file MySyncLayerBridge.cs.

void Sandbox.Game.Multiplayer.MySyncLayer.SendAsRpcToServerAndSelf< TMsg > ( ref TMsg  msg,
MyTransportMessageEnum  messageType = MyTransportMessageEnum.Request 
)
inline
Type Constraints
TMsg :struct 
TMsg :IEntityMessage 

Definition at line 102 of file MySyncLayerBridge.cs.

void Sandbox.Game.Multiplayer.MySyncLayer.SendMessage< TMsg > ( ref TMsg  msg,
ulong  sendTo,
MyTransportMessageEnum  messageType = MyTransportMessageEnum.Request 
)
inline
Type Constraints
TMsg :struct 

Definition at line 226 of file MySyncLayer.cs.

void Sandbox.Game.Multiplayer.MySyncLayer.SendMessageToAll< TMsg > ( ref TMsg  msg,
MyTransportMessageEnum  messageType = MyTransportMessageEnum.Request 
)
inline
Type Constraints
TMsg :struct 

Definition at line 260 of file MySyncLayer.cs.

void Sandbox.Game.Multiplayer.MySyncLayer.SendMessageToAllAndSelf< TMsg > ( ref TMsg  msg,
MyTransportMessageEnum  messageType = MyTransportMessageEnum.Request 
)
inline

Message is not proccessed immediately localy! Its enqueued, so for order/changes sensitive code you need to perform actions localy on your own.

Type Constraints
TMsg :struct 

Definition at line 281 of file MySyncLayer.cs.

void Sandbox.Game.Multiplayer.MySyncLayer.SendMessageToAllButOne< TMsg > ( ref TMsg  msg,
ulong  dontSendTo,
MyTransportMessageEnum  messageType = MyTransportMessageEnum.Request 
)
inline
Type Constraints
TMsg :struct 

Definition at line 242 of file MySyncLayer.cs.

void Sandbox.Game.Multiplayer.MySyncLayer.SendMessageToServer< TMsg > ( ref TMsg  msg,
MyTransportMessageEnum  messageType = MyTransportMessageEnum.Request 
)
inline
Type Constraints
TMsg :struct 

Definition at line 220 of file MySyncLayer.cs.

void Sandbox.Game.Multiplayer.MySyncLayer.SendMessageToServerAndSelf< TMsg > ( ref TMsg  msg,
MyTransportMessageEnum  messageType = MyTransportMessageEnum.Request 
)
inline
Type Constraints
TMsg :struct 

Definition at line 267 of file MySyncLayer.cs.


The documentation for this class was generated from the following files: