Space Engineers
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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) |
Definition at line 7 of file MyFloatingObjectPhysicsStateGroup.cs.
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inline |
Definition at line 21 of file MyFloatingObjectPhysicsStateGroup.cs.
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inlinevirtual |
Update method called on client.
Reimplemented from Sandbox.Game.Replication.StateGroups.MyEntityPhysicsStateGroup.
Definition at line 33 of file MyFloatingObjectPhysicsStateGroup.cs.
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get |
Definition at line 9 of file MyFloatingObjectPhysicsStateGroup.cs.