Responsible for synchronizing entity physics over network
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| MyCharacterPhysicsStateGroup (MyEntity entity, IMyReplicable ownerReplicable) |
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override void | ClientUpdate (MyTimeSpan clientTimestamp) |
| Update method called on client. More...
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override 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...
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Public Member Functions inherited from Sandbox.Game.Replication.StateGroups.MyEntityPhysicsStateGroup |
| MyEntityPhysicsStateGroup (MyEntity entity, IMyReplicable ownerReplicable) |
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void | CreateClientData (MyClientStateBase forClient) |
| Called on server new clients starts replicating this group. More...
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void | DestroyClientData (MyClientStateBase forClient) |
| Called on server when client stops replicating this group. More...
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virtual void | Destroy () |
| Called when state group is being destroyed. More...
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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...
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void | ForceSend (MyClientStateBase clientData) |
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void | TimestampReset (MyTimeSpan timestamp) |
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bool | IsStillDirty (EndpointId forClient) |
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Responsible for synchronizing entity physics over network
Definition at line 16 of file MyCharacterPhysicsStateGroup.cs.
Sandbox.Game.Replication.StateGroups.MyCharacterPhysicsStateGroup.MyCharacterPhysicsStateGroup |
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MyEntity |
entity, |
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IMyReplicable |
ownerReplicable |
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) |
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inline |
override void Sandbox.Game.Replication.StateGroups.MyCharacterPhysicsStateGroup.ClientUpdate |
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MyTimeSpan |
clientTimestamp | ) |
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inlinevirtual |
override float Sandbox.Game.Replication.StateGroups.MyCharacterPhysicsStateGroup.GetGroupPriority |
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int |
frameCountWithoutSync, |
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MyClientInfo |
client, |
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PrioritySettings |
settings |
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) |
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inlineprotected |
override bool Sandbox.Game.Replication.StateGroups.MyCharacterPhysicsStateGroup.IsMoving |
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MyEntity |
entity | ) |
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inlineprotectedvirtual |
static void Sandbox.Game.Replication.StateGroups.MyCharacterPhysicsStateGroup.ReadAndSkipCharacterState |
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BitStream |
stream | ) |
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inlinestatic |
override void Sandbox.Game.Replication.StateGroups.MyCharacterPhysicsStateGroup.Serialize |
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BitStream |
stream, |
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EndpointId |
forClient, |
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MyTimeSpan |
timestamp, |
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byte |
packetId, |
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int |
maxBitPosition |
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) |
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inlinevirtual |
(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.
- Parameters
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stream | Stream to write to or read from. |
forClient | When writing the client which will receive the data. When reading, it's null. |
packetId | Id of packet in which the data will be sent or from which the data is received. |
maxBitPosition | Maximum position in bit stream where you can write data, it's inclusive. |
Reimplemented from Sandbox.Game.Replication.StateGroups.MyEntityPhysicsStateGroup.
Definition at line 72 of file MyCharacterPhysicsStateGroup.cs.
new MyCharacter Sandbox.Game.Replication.StateGroups.MyCharacterPhysicsStateGroup.Entity |
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get |
bool Sandbox.Game.Replication.StateGroups.MyCharacterPhysicsStateGroup.IsAlwaysDirty |
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get |
The documentation for this class was generated from the following file: