Space Engineers
|
Classes | |
struct | ClientData |
Public Member Functions | |
virtual long | GetSupportID () |
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... | |
virtual void | ClientUpdate (uint timestamp) |
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 | |
virtual void | ClientWrite (VRage.Library.Collections.BitStream stream, EndpointId forClient, uint timestamp, int maxBitPosition) |
virtual void | ServerRead (VRage.Library.Collections.BitStream stream, ulong clientId, uint timestamp) |
abstract void | CalculatePositionDifference (ulong clientId, out bool positionValid, out bool correctServer, out Vector3D delta) |
virtual void | CustomServerWrite (uint timeStamp, ulong clientId, VRage.Library.Collections.BitStream stream) |
virtual void | CustomClientRead (uint timeStamp, ref MyTransformD serverPositionAndOrientation, VRage.Library.Collections.BitStream stream) |
virtual bool | IsPositionValid (MyTransformD clientPos) |
Protected Attributes | |
MyEntity | Entity |
Dictionary< ulong, ClientData > | m_serverClientData |
MyTimestampHelper | m_timestamp |
uint | m_currentTimeStamp = 0 |
Properties | |
StateGroupEnum | GroupType [get] |
Properties inherited from VRage.Network.IMyStateGroup | |
StateGroupEnum | GroupType [get] |
IMyReplicable | Owner [get] |
Definition at line 19 of file MyEntityPositionVerificationStateGroup.cs.
|
inline |
Definition at line 317 of file MyEntityPositionVerificationStateGroup.cs.
|
protectedpure virtual |
|
inlinevirtual |
Reimplemented in Sandbox.Game.Replication.MyCharacterPositionVerificationStateGroup.
Definition at line 75 of file MyEntityPositionVerificationStateGroup.cs.
|
inlineprotectedvirtual |
Reimplemented in Sandbox.Game.Replication.MyCharacterPositionVerificationStateGroup, and Sandbox.Game.Replication.MyGridPositionVerificationStateGroup.
Definition at line 142 of file MyEntityPositionVerificationStateGroup.cs.
|
inline |
Called on server new clients starts replicating this group.
Implements VRage.Network.IMyStateGroup.
Definition at line 48 of file MyEntityPositionVerificationStateGroup.cs.
|
inlineprotectedvirtual |
Reimplemented in Sandbox.Game.Replication.MyCharacterPositionVerificationStateGroup.
Definition at line 299 of file MyEntityPositionVerificationStateGroup.cs.
|
inlineprotectedvirtual |
Reimplemented in Sandbox.Game.Replication.MyCharacterPositionVerificationStateGroup.
Definition at line 246 of file MyEntityPositionVerificationStateGroup.cs.
|
inline |
Called when state group is being destroyed.
Implements VRage.Network.IMyStateGroup.
Definition at line 95 of file MyEntityPositionVerificationStateGroup.cs.
|
inline |
Called on server when client stops replicating this group.
Implements VRage.Network.IMyStateGroup.
Definition at line 62 of file MyEntityPositionVerificationStateGroup.cs.
|
inline |
Implements VRage.Network.IMyStateGroup.
Definition at line 312 of file MyEntityPositionVerificationStateGroup.cs.
|
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.
frameCountWithoutSync | How long (in update frame count) has client not received sync of this state group. |
forClient | Client for whom is the priority get. |
Implements VRage.Network.IMyStateGroup.
Definition at line 100 of file MyEntityPositionVerificationStateGroup.cs.
|
inlinevirtual |
Reimplemented in Sandbox.Game.Replication.MyCharacterPositionVerificationStateGroup.
Definition at line 38 of file MyEntityPositionVerificationStateGroup.cs.
|
inlineprotectedvirtual |
Reimplemented in Sandbox.Game.Replication.MyCharacterPositionVerificationStateGroup.
Definition at line 322 of file MyEntityPositionVerificationStateGroup.cs.
|
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.
forClient | The client. |
packetId | Id of the delivered or lost packet. |
delivered | True when packet was delivered, false when packet is considered lost. |
Implements VRage.Network.IMyStateGroup.
Definition at line 307 of file MyEntityPositionVerificationStateGroup.cs.
|
inline |
Definition at line 114 of file MyEntityPositionVerificationStateGroup.cs.
|
inlineprotectedvirtual |
Reimplemented in Sandbox.Game.Replication.MyCharacterPositionVerificationStateGroup, and Sandbox.Game.Replication.MyGridPositionVerificationStateGroup.
Definition at line 149 of file MyEntityPositionVerificationStateGroup.cs.
|
protected |
Definition at line 21 of file MyEntityPositionVerificationStateGroup.cs.
|
protected |
Definition at line 34 of file MyEntityPositionVerificationStateGroup.cs.
|
protected |
Definition at line 29 of file MyEntityPositionVerificationStateGroup.cs.
|
protected |
Definition at line 32 of file MyEntityPositionVerificationStateGroup.cs.
|
get |
Definition at line 44 of file MyEntityPositionVerificationStateGroup.cs.