Space Engineers
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Sandbox.Game.Replication.MyCharacterPositionVerificationStateGroup Class Reference
Inheritance diagram for Sandbox.Game.Replication.MyCharacterPositionVerificationStateGroup:
Sandbox.Game.Replication.MyEntityPositionVerificationStateGroup VRage.Network.IMyStateGroup VRage.Network.IMyNetObject VRage.Network.IMyEventOwner

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, ClientDatam_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]
 

Detailed Description

Definition at line 20 of file MyCharacterPositionVerificationStateGroup.cs.

Constructor & Destructor Documentation

Sandbox.Game.Replication.MyCharacterPositionVerificationStateGroup.MyCharacterPositionVerificationStateGroup ( MyCharacter  character)
inline

Definition at line 45 of file MyCharacterPositionVerificationStateGroup.cs.

Member Function Documentation

override void Sandbox.Game.Replication.MyCharacterPositionVerificationStateGroup.CalculatePositionDifference ( ulong  clientId,
out bool  positionValid,
out bool  correctServer,
out Vector3D  delta 
)
inlineprotectedvirtual
override void Sandbox.Game.Replication.MyCharacterPositionVerificationStateGroup.ClientUpdate ( uint  timestamp)
inlinevirtual
override void Sandbox.Game.Replication.MyCharacterPositionVerificationStateGroup.ClientWrite ( VRage.Library.Collections.BitStream  stream,
EndpointId  forClient,
uint  timestamp,
int  maxBitPosition 
)
inlineprotectedvirtual
override void Sandbox.Game.Replication.MyCharacterPositionVerificationStateGroup.CustomClientRead ( uint  timeStamp,
ref MyTransformD  serverPositionAndOrientation,
VRage.Library.Collections.BitStream  stream 
)
inlineprotectedvirtual
override void Sandbox.Game.Replication.MyCharacterPositionVerificationStateGroup.CustomServerWrite ( uint  timeStamp,
ulong  clientId,
VRage.Library.Collections.BitStream  stream 
)
inlineprotectedvirtual
override long Sandbox.Game.Replication.MyCharacterPositionVerificationStateGroup.GetSupportID ( )
inlinevirtual
override bool Sandbox.Game.Replication.MyCharacterPositionVerificationStateGroup.IsPositionValid ( MyTransformD  clientDelta)
inlineprotectedvirtual
override void Sandbox.Game.Replication.MyCharacterPositionVerificationStateGroup.ServerRead ( VRage.Library.Collections.BitStream  stream,
ulong  clientId,
uint  timestamp 
)
inlineprotectedvirtual

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