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| MyCharacterPhysicsStateGroup (MyEntity entity, IMyReplicable ownerReplicable) |
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override MyPlayer | GetControllingPlayer () |
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override bool | Serialize (BitStream stream, EndpointId forClient, uint timeStamp, byte packetId, int maxBitPosition) |
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Public Member Functions inherited from Sandbox.Game.Replication.MyEntityPhysicsStateGroupWithSupport |
| MyEntityPhysicsStateGroupWithSupport (MyEntity entity, IMyReplicable ownerReplicable) |
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override void | Destroy () |
| Called when state group is being destroyed. More...
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void | SetSupport (MyEntityPhysicsStateGroup physicsGroup) |
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override bool | Serialize (BitStream stream, EndpointId forClient, uint timestamp, byte packetId, int maxBitPosition) |
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Public Member Functions inherited from Sandbox.Game.Replication.MyEntityPhysicsStateGroup |
delegate void | MovedDelegate (ref MatrixD oldTransform, ref MatrixD newTransform) |
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delegate void | VelocityDelegate (ref Vector3 oldVelocity, ref Vector3 newVelocity) |
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| MyEntityPhysicsStateGroup (MyEntity entity, IMyReplicable ownerReplicable) |
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void | CreateClientData (MyClientStateBase forClient) |
| Called on server new clients starts replicating this group. More...
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void | DestroyClientData (MyClientStateBase forClient) |
| Called on server when client stops replicating this group. More...
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void | ClientUpdate (uint timestamp) |
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void | OnAck (MyClientStateBase forClient, byte packetId, bool delivered) |
| Called for each packet id sent to client from this state group. When ACK received, called immediatelly. When several other packets received from client, but some were missing, called for each missing packet. More...
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void | ForceSend (MyClientStateBase clientData) |
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void | ClientUpdate (MyTimeSpan clientTimestamp) |
| Update method called on client. More...
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void | Serialize (BitStream stream, EndpointId forClient, MyTimeSpan timestamp, byte packetId, int maxBitPosition) |
| (De)serializes group state or it's diff for client. When writing, you can write beyond maxBitPosition, but message won't be sent and ACKs won't be received for it. ReplicationServer will detect, that state group written beyond packet size and revert it. When nothing written, ReplicationServer will detect that and state group won't receive ACK for that packet id. More...
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void | TimestampReset (MyTimeSpan timestamp) |
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bool | IsStillDirty (EndpointId forClient) |
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override bool | IsMoving (MyEntity entity) |
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override float | GetGroupPriority (int frameCountWithoutSync, MyClientInfo client, PrioritySettings settings) |
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Protected Member Functions inherited from Sandbox.Game.Replication.MyEntityPhysicsStateGroup |
float | GetBasicPhysicsPriority (MyClientInfo client) |
| Takes into account: Static body (zero priority for static), ResponsibilityForUpdate by client (zero priority for not responsible), otherwise returns OwnerReplicable priority. More...
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float | GetMovementScale (PrioritySettings prioritySettings, out float updateOncePer) |
| Gets priority scale and update rate based on prioritySettings. More...
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virtual float | GetGroupPriority (int frameCountWithoutSync, MyClientInfo client, PrioritySettings settings) |
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bool | SerializeServerTransform (BitStream stream, MyEntity entity, Vector3D?deltaPosBase, bool movingOnServer, uint timeStamp, bool lowPrecisionOrientation, ref Vector3D outPosition, ref Quaternion outOrientation, ref MatrixD outWorldMartix, Func< MyEntity, Vector3D, bool > posValidation=null) |
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void | SerializeServerVelocities (BitStream stream, MyEntity entity, float simulationRatio, bool movingOnServer, ref Vector3 outLinearVelocity, ref Vector3 outAngularVelocity) |
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Public Attributes inherited from Sandbox.Game.Replication.MyEntityPhysicsStateGroupWithSupport |
Func< MyEntityPhysicsStateGroup > | FindSupportDelegate |
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Public Attributes inherited from Sandbox.Game.Replication.MyEntityPhysicsStateGroup |
readonly MyEntity | Entity |
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readonly IMyReplicable | OwnerReplicable |
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const int | NUM_DECIMAL_PRECISION = 3 |
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Static Protected Member Functions inherited from Sandbox.Game.Replication.MyEntityPhysicsStateGroup |
static bool | SerializeTransform (BitStream stream, MyEntity entity, Vector3D?deltaPosBase, bool lowPrecisionOrientation, bool applyWhenReading, bool movingOnServer, uint timeStamp, Func< MyEntity, Vector3D, bool > posValidation=null, MovedDelegate moveHandler=null) |
| Serializes transform into 10 to 30.5 bytes. More...
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static void | SerializeVelocities (BitStream stream, MyEntity entity, float simulationRatio, bool applyWhenReading, bool movingOnServer, VelocityDelegate velocityHandler=null) |
| Serializes velocities into 12 bytes. More...
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Protected Attributes inherited from Sandbox.Game.Replication.MyEntityPhysicsStateGroup |
Func< MyEntity, Vector3D, bool > | m_positionValidation |
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readonly PrioritySettings | m_prioritySettings = new PrioritySettings() |
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uint | m_lastMovementFrame = 0 |
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bool | m_lowPrecisionOrientation |
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Static Protected Attributes inherited from Sandbox.Game.Replication.MyEntityPhysicsStateGroup |
static float | PRECISION = 1/(float)Math.Pow(10,NUM_DECIMAL_PRECISION) |
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Events inherited from Sandbox.Game.Replication.MyEntityPhysicsStateGroup |
MovedDelegate | OnMoved |
| Event which occurs when entity is moved by network. More...
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VelocityDelegate | OnVelocityChanged |
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Responsible for synchronizing entity physics over network
Definition at line 27 of file MyCharacterPhysicsStateGroup.cs.