Space Engineers
Public Member Functions | Properties | List of all members
Sandbox.Game.Replication.StateGroups.MyFloatingObjectPhysicsStateGroup Class Reference
Inheritance diagram for Sandbox.Game.Replication.StateGroups.MyFloatingObjectPhysicsStateGroup:
Sandbox.Game.Replication.StateGroups.MyEntityPhysicsStateGroup VRage.Network.IMyStateGroup VRage.Network.IMyNetObject VRage.Network.IMyEventOwner

Public Member Functions

 MyFloatingObjectPhysicsStateGroup (MyFloatingObject entity, IMyReplicable owner)
 
override void ClientUpdate (MyTimeSpan clientTimestamp)
 Update method called on client. More...
 
- Public Member Functions inherited from Sandbox.Game.Replication.StateGroups.MyEntityPhysicsStateGroup
 MyEntityPhysicsStateGroup (MyEntity entity, IMyReplicable ownerReplicable)
 
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 Destroy ()
 Called when state group is being destroyed. More...
 
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)
 
void TimestampReset (MyTimeSpan timestamp)
 
virtual 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...
 
bool IsStillDirty (EndpointId forClient)
 

Properties

override StateGroupEnum GroupType [get]
 
- Properties inherited from Sandbox.Game.Replication.StateGroups.MyEntityPhysicsStateGroup
MyEntity Entity [get]
 
IMyReplicable Owner [get]
 
virtual StateGroupEnum GroupType [get]
 
bool IsControlledLocally [get]
 
bool IsAccelerating [get]
 
- Properties inherited from VRage.Network.IMyStateGroup
StateGroupEnum GroupType [get]
 
IMyReplicable Owner [get]
 

Additional Inherited Members

- Static Public Member Functions inherited from Sandbox.Game.Replication.StateGroups.MyEntityPhysicsStateGroup
static bool ResponsibleForUpdate (MyEntity entity, EndpointId endpointId)
 
- Public Attributes inherited from Sandbox.Game.Replication.StateGroups.MyEntityPhysicsStateGroup
const int NUM_DECIMAL_PRECISION = 3
 
- Protected Member Functions inherited from Sandbox.Game.Replication.StateGroups.MyEntityPhysicsStateGroup
virtual bool IsMoving (MyEntity entity)
 
float GetBasicPhysicsPriority (MyClientInfo client)
 Takes into account: Static body (zero priority for static), ResponsibilityForUpdate by client (zero priority for not responsible), otherwise returns OwnerReplicable priority. More...
 
float GetMovementScale (PrioritySettings prioritySettings, out float updateOncePer)
 Gets priority scale and update rate based on prioritySettings. More...
 
virtual float GetGroupPriority (int frameCountWithoutSync, MyClientInfo client, PrioritySettings settings)
 
- Protected Attributes inherited from Sandbox.Game.Replication.StateGroups.MyEntityPhysicsStateGroup
readonly History.IMySnapshotSync SnapshotSync
 
readonly PrioritySettings m_prioritySettings = new PrioritySettings()
 
uint m_lastMovementFrame = 0
 
- Static Protected Attributes inherited from Sandbox.Game.Replication.StateGroups.MyEntityPhysicsStateGroup
static float PRECISION = 1 / (float)Math.Pow(10, NUM_DECIMAL_PRECISION)
 

Detailed Description

Definition at line 7 of file MyFloatingObjectPhysicsStateGroup.cs.

Constructor & Destructor Documentation

Sandbox.Game.Replication.StateGroups.MyFloatingObjectPhysicsStateGroup.MyFloatingObjectPhysicsStateGroup ( MyFloatingObject  entity,
IMyReplicable  owner 
)
inline

Definition at line 21 of file MyFloatingObjectPhysicsStateGroup.cs.

Member Function Documentation

override void Sandbox.Game.Replication.StateGroups.MyFloatingObjectPhysicsStateGroup.ClientUpdate ( MyTimeSpan  clientTimestamp)
inlinevirtual

Update method called on client.

Reimplemented from Sandbox.Game.Replication.StateGroups.MyEntityPhysicsStateGroup.

Definition at line 33 of file MyFloatingObjectPhysicsStateGroup.cs.

Property Documentation

override StateGroupEnum Sandbox.Game.Replication.StateGroups.MyFloatingObjectPhysicsStateGroup.GroupType
get

Definition at line 9 of file MyFloatingObjectPhysicsStateGroup.cs.


The documentation for this class was generated from the following file: