Space Engineers
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Public Member Functions | |
override long | GetSupportID () |
MyCharacterPositionVerificationStateGroup (MyCharacter character) | |
override void | ClientUpdate (uint timestamp) |
Public Member Functions inherited from Sandbox.Game.Replication.MyEntityPositionVerificationStateGroup | |
void | CreateClientData (MyClientStateBase forClient) |
Called on server new clients starts replicating this group. More... | |
void | DestroyClientData (MyClientStateBase forClient) |
Called on server when client stops replicating this group. More... | |
void | Destroy () |
Called when state group is being destroyed. More... | |
float | GetGroupPriority (int frameCountWithoutSync, MyClientInfo forClient) |
Gets priority related to client. When priority is lower than zero, it means the object is not relevant for client. Default priority is 1.0f. More... | |
bool | Serialize (VRage.Library.Collections.BitStream stream, EndpointId forClient, uint timestamp, byte packetId, int maxBitPosition) |
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... | |
void | ForceSend (MyClientStateBase clientData) |
MyEntityPositionVerificationStateGroup (MyEntity entity) | |
Public Member Functions inherited from VRage.Network.IMyStateGroup | |
void | ClientUpdate (MyTimeSpan clientTimestamp) |
Update method called on client. More... | |
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... | |
void | TimestampReset (MyTimeSpan timestamp) |
bool | IsStillDirty (EndpointId forClient) |
Protected Member Functions | |
override void | ClientWrite (VRage.Library.Collections.BitStream stream, EndpointId forClient, uint timestamp, int maxBitPosition) |
override void | ServerRead (VRage.Library.Collections.BitStream stream, ulong clientId, uint timestamp) |
override void | CustomServerWrite (uint timeStamp, ulong clientId, VRage.Library.Collections.BitStream stream) |
override void | CustomClientRead (uint timeStamp, ref MyTransformD serverPositionAndOrientation, VRage.Library.Collections.BitStream stream) |
override void | CalculatePositionDifference (ulong clientId, out bool positionValid, out bool correctServer, out Vector3D delta) |
override bool | IsPositionValid (MyTransformD clientDelta) |
Additional Inherited Members | |
Protected Attributes inherited from Sandbox.Game.Replication.MyEntityPositionVerificationStateGroup | |
MyEntity | Entity |
Dictionary< ulong, ClientData > | m_serverClientData |
MyTimestampHelper | m_timestamp |
uint | m_currentTimeStamp = 0 |
Properties inherited from Sandbox.Game.Replication.MyEntityPositionVerificationStateGroup | |
StateGroupEnum | GroupType [get] |
Properties inherited from VRage.Network.IMyStateGroup | |
StateGroupEnum | GroupType [get] |
IMyReplicable | Owner [get] |
Definition at line 20 of file MyCharacterPositionVerificationStateGroup.cs.
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inline |
Definition at line 45 of file MyCharacterPositionVerificationStateGroup.cs.
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inlineprotectedvirtual |
Implements Sandbox.Game.Replication.MyEntityPositionVerificationStateGroup.
Definition at line 336 of file MyCharacterPositionVerificationStateGroup.cs.
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inlinevirtual |
Reimplemented from Sandbox.Game.Replication.MyEntityPositionVerificationStateGroup.
Definition at line 51 of file MyCharacterPositionVerificationStateGroup.cs.
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inlineprotectedvirtual |
Reimplemented from Sandbox.Game.Replication.MyEntityPositionVerificationStateGroup.
Definition at line 96 of file MyCharacterPositionVerificationStateGroup.cs.
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inlineprotectedvirtual |
Reimplemented from Sandbox.Game.Replication.MyEntityPositionVerificationStateGroup.
Definition at line 268 of file MyCharacterPositionVerificationStateGroup.cs.
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inlineprotectedvirtual |
Reimplemented from Sandbox.Game.Replication.MyEntityPositionVerificationStateGroup.
Definition at line 258 of file MyCharacterPositionVerificationStateGroup.cs.
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inlinevirtual |
Reimplemented from Sandbox.Game.Replication.MyEntityPositionVerificationStateGroup.
Definition at line 36 of file MyCharacterPositionVerificationStateGroup.cs.
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inlineprotectedvirtual |
Reimplemented from Sandbox.Game.Replication.MyEntityPositionVerificationStateGroup.
Definition at line 383 of file MyCharacterPositionVerificationStateGroup.cs.
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inlineprotectedvirtual |
Reimplemented from Sandbox.Game.Replication.MyEntityPositionVerificationStateGroup.
Definition at line 141 of file MyCharacterPositionVerificationStateGroup.cs.