Space Engineers
Classes | Public Member Functions | Properties | List of all members
Sandbox.Game.Replication.MyEntityInventoryStateGroup Class Reference
Inheritance diagram for Sandbox.Game.Replication.MyEntityInventoryStateGroup:
VRage.Network.IMyStateGroup VRage.Network.IMyNetObject VRage.Network.IMyEventOwner

Public Member Functions

 MyEntityInventoryStateGroup (MyInventory entity, bool attach)
 
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 ClientUpdate (uint timestamp)
 
void Destroy ()
 Called when state group is being destroyed. More...
 
float GetGroupPriority (int frameCountWithoutSync, MyClientInfo client)
 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...
 
float GetPriorityStateGroup (MyClientInfo client)
 
bool Serialize (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)
 
- 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)
 

Properties

StateGroupEnum GroupType [get]
 
- Properties inherited from VRage.Network.IMyStateGroup
StateGroupEnum GroupType [get]
 
IMyReplicable Owner [get]
 

Detailed Description

Definition at line 24 of file MyEntityInventoryStateGroup.cs.

Constructor & Destructor Documentation

Sandbox.Game.Replication.MyEntityInventoryStateGroup.MyEntityInventoryStateGroup ( MyInventory  entity,
bool  attach 
)
inline

Definition at line 73 of file MyEntityInventoryStateGroup.cs.

Member Function Documentation

void Sandbox.Game.Replication.MyEntityInventoryStateGroup.ClientUpdate ( uint  timestamp)
inline

Definition at line 137 of file MyEntityInventoryStateGroup.cs.

void Sandbox.Game.Replication.MyEntityInventoryStateGroup.CreateClientData ( MyClientStateBase  forClient)
inline

Called on server new clients starts replicating this group.

Implements VRage.Network.IMyStateGroup.

Definition at line 95 of file MyEntityInventoryStateGroup.cs.

void Sandbox.Game.Replication.MyEntityInventoryStateGroup.Destroy ( )
inline

Called when state group is being destroyed.

Implements VRage.Network.IMyStateGroup.

Definition at line 141 of file MyEntityInventoryStateGroup.cs.

void Sandbox.Game.Replication.MyEntityInventoryStateGroup.DestroyClientData ( MyClientStateBase  forClient)
inline

Called on server when client stops replicating this group.

Implements VRage.Network.IMyStateGroup.

Definition at line 129 of file MyEntityInventoryStateGroup.cs.

void Sandbox.Game.Replication.MyEntityInventoryStateGroup.ForceSend ( MyClientStateBase  clientData)
inline

Implements VRage.Network.IMyStateGroup.

Definition at line 873 of file MyEntityInventoryStateGroup.cs.

float Sandbox.Game.Replication.MyEntityInventoryStateGroup.GetGroupPriority ( int  frameCountWithoutSync,
MyClientInfo  forClient 
)
inline

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.

Parameters
frameCountWithoutSyncHow long (in update frame count) has client not received sync of this state group.
forClientClient for whom is the priority get.

Implements VRage.Network.IMyStateGroup.

Definition at line 145 of file MyEntityInventoryStateGroup.cs.

float Sandbox.Game.Replication.MyEntityInventoryStateGroup.GetPriorityStateGroup ( MyClientInfo  client)
inline

Definition at line 193 of file MyEntityInventoryStateGroup.cs.

void Sandbox.Game.Replication.MyEntityInventoryStateGroup.OnAck ( MyClientStateBase  forClient,
byte  packetId,
bool  delivered 
)
inline

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.

Parameters
forClientThe client.
packetIdId of the delivered or lost packet.
deliveredTrue when packet was delivered, false when packet is considered lost.

Implements VRage.Network.IMyStateGroup.

Definition at line 852 of file MyEntityInventoryStateGroup.cs.

bool Sandbox.Game.Replication.MyEntityInventoryStateGroup.Serialize ( BitStream  stream,
EndpointId  forClient,
uint  timestamp,
byte  packetId,
int  maxBitPosition 
)
inline

Definition at line 231 of file MyEntityInventoryStateGroup.cs.

Property Documentation

StateGroupEnum Sandbox.Game.Replication.MyEntityInventoryStateGroup.GroupType
get

Definition at line 70 of file MyEntityInventoryStateGroup.cs.


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