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| MyEntityInventoryStateGroup (MyInventory entity, bool attach, IMyReplicable owner) |
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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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void | ClientUpdate (MyTimeSpan clientTimestamp) |
| Update method called on client. More...
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void | Destroy () |
| Called when state group is being destroyed. More...
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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...
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float | GetPriorityStateGroup (MyClientInfo client) |
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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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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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Sandbox.Game.Replication.StateGroups.MyEntityInventoryStateGroup.MyEntityInventoryStateGroup |
( |
MyInventory |
entity, |
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bool |
attach, |
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IMyReplicable |
owner |
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) |
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inline |
void Sandbox.Game.Replication.StateGroups.MyEntityInventoryStateGroup.ClientUpdate |
( |
MyTimeSpan |
clientTimestamp | ) |
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inline |
void Sandbox.Game.Replication.StateGroups.MyEntityInventoryStateGroup.CreateClientData |
( |
MyClientStateBase |
forClient | ) |
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inline |
void Sandbox.Game.Replication.StateGroups.MyEntityInventoryStateGroup.Destroy |
( |
| ) |
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inline |
void Sandbox.Game.Replication.StateGroups.MyEntityInventoryStateGroup.DestroyClientData |
( |
MyClientStateBase |
forClient | ) |
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inline |
void Sandbox.Game.Replication.StateGroups.MyEntityInventoryStateGroup.ForceSend |
( |
MyClientStateBase |
clientData | ) |
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inline |
float Sandbox.Game.Replication.StateGroups.MyEntityInventoryStateGroup.GetGroupPriority |
( |
int |
frameCountWithoutSync, |
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MyClientInfo |
forClient |
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) |
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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
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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 149 of file MyEntityInventoryStateGroup.cs.
float Sandbox.Game.Replication.StateGroups.MyEntityInventoryStateGroup.GetPriorityStateGroup |
( |
MyClientInfo |
client | ) |
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inline |
bool Sandbox.Game.Replication.StateGroups.MyEntityInventoryStateGroup.IsStillDirty |
( |
EndpointId |
forClient | ) |
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inline |
void Sandbox.Game.Replication.StateGroups.MyEntityInventoryStateGroup.OnAck |
( |
MyClientStateBase |
forClient, |
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byte |
packetId, |
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bool |
delivered |
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) |
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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
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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 862 of file MyEntityInventoryStateGroup.cs.
void Sandbox.Game.Replication.StateGroups.MyEntityInventoryStateGroup.Serialize |
( |
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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inline |
(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. |
Implements VRage.Network.IMyStateGroup.
Definition at line 243 of file MyEntityInventoryStateGroup.cs.
void Sandbox.Game.Replication.StateGroups.MyEntityInventoryStateGroup.TimestampReset |
( |
MyTimeSpan |
timestamp | ) |
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inline |
StateGroupEnum Sandbox.Game.Replication.StateGroups.MyEntityInventoryStateGroup.GroupType |
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get |
IMyReplicable Sandbox.Game.Replication.StateGroups.MyEntityInventoryStateGroup.Owner |
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get |
The documentation for this class was generated from the following file: