ClientUpdate(uint timestamp) | Sandbox.Game.Replication.MyPropertySyncStateGroup | inline |
VRage::Network::IMyStateGroup.ClientUpdate(MyTimeSpan clientTimestamp) | VRage.Network.IMyStateGroup | |
CreateClientData(MyClientStateBase forClient) | Sandbox.Game.Replication.MyPropertySyncStateGroup | inline |
Destroy() | Sandbox.Game.Replication.MyPropertySyncStateGroup | inline |
DestroyClientData(MyClientStateBase forClient) | Sandbox.Game.Replication.MyPropertySyncStateGroup | inline |
ForceSend(MyClientStateBase clientData) | Sandbox.Game.Replication.MyPropertySyncStateGroup | inline |
GetGroupPriority(int frameCountWithoutSync, MyClientInfo client) | Sandbox.Game.Replication.MyPropertySyncStateGroup | inlinevirtual |
GlobalValidate | Sandbox.Game.Replication.MyPropertySyncStateGroup | |
GroupType | Sandbox.Game.Replication.MyPropertySyncStateGroup | |
IsStillDirty(EndpointId forClient) | VRage.Network.IMyStateGroup | |
MarkDirty() | Sandbox.Game.Replication.MyPropertySyncStateGroup | inline |
MyPropertySyncStateGroup(IMyReplicable ownerReplicable, SyncType syncType) | Sandbox.Game.Replication.MyPropertySyncStateGroup | inline |
OnAck(MyClientStateBase forClient, byte packetId, bool delivered) | Sandbox.Game.Replication.MyPropertySyncStateGroup | inline |
Owner | Sandbox.Game.Replication.MyPropertySyncStateGroup | |
PriorityAdjust | Sandbox.Game.Replication.MyPropertySyncStateGroup | |
PriorityAdjustDelegate(int frameCountWithoutSync, MyClientStateBase clientState, float basePriority) | Sandbox.Game.Replication.MyPropertySyncStateGroup | |
PropertyCount | Sandbox.Game.Replication.MyPropertySyncStateGroup | |
Serialize(BitStream stream, EndpointId forClient, uint timestamp, byte packetId, int maxBitPosition) | Sandbox.Game.Replication.MyPropertySyncStateGroup | inline |
VRage::Network::IMyStateGroup.Serialize(BitStream stream, EndpointId forClient, MyTimeSpan timestamp, byte packetId, int maxBitPosition) | VRage.Network.IMyStateGroup | |
TimestampReset(MyTimeSpan timestamp) | VRage.Network.IMyStateGroup | |