ClientUpdate(uint timestamp) | Sandbox.Game.Replication.MyStreamingEntityStateGroup< T > | inline |
VRage::Network::IMyStateGroup.ClientUpdate(MyTimeSpan clientTimestamp) | VRage.Network.IMyStateGroup | |
CreateClientData(MyClientStateBase forClient) | Sandbox.Game.Replication.MyStreamingEntityStateGroup< T > | inline |
Destroy() | Sandbox.Game.Replication.MyStreamingEntityStateGroup< T > | inline |
DestroyClientData(MyClientStateBase forClient) | Sandbox.Game.Replication.MyStreamingEntityStateGroup< T > | inline |
ForceSend(MyClientStateBase clientData) | Sandbox.Game.Replication.MyStreamingEntityStateGroup< T > | inline |
GetGroupPriority(int frameCountWithoutSync, MyClientInfo forClient) | Sandbox.Game.Replication.MyStreamingEntityStateGroup< T > | inline |
GroupType | Sandbox.Game.Replication.MyStreamingEntityStateGroup< T > | |
Instance | Sandbox.Game.Replication.MyStreamingEntityStateGroup< T > | |
IsStillDirty(EndpointId forClient) | VRage.Network.IMyStateGroup | |
MyStreamingEntityStateGroup(T obj) | Sandbox.Game.Replication.MyStreamingEntityStateGroup< T > | inline |
OnAck(MyClientStateBase forClient, byte packetId, bool delivered) | Sandbox.Game.Replication.MyStreamingEntityStateGroup< T > | inline |
Owner | VRage.Network.IMyStateGroup | |
Serialize(VRage.Library.Collections.BitStream stream, EndpointId forClient, uint timestamp, byte packetId, int maxBitPosition) | Sandbox.Game.Replication.MyStreamingEntityStateGroup< T > | inline |
VRage::Network::IMyStateGroup.Serialize(BitStream stream, EndpointId forClient, MyTimeSpan timestamp, byte packetId, int maxBitPosition) | VRage.Network.IMyStateGroup | |
TimestampReset(MyTimeSpan timestamp) | VRage.Network.IMyStateGroup | |