Space Engineers
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Base class for game-defined client state. It's set of data required by server, sent from client. E.g. current client area of interest, context (game, terminal, inventory etc...) Abstract class for performance reasons (often casting) More...
Public Member Functions | |
abstract void | Serialize (BitStream stream, bool outOfOrder) |
Serializes state into/from bit stream. EndpointId should be ignored. More... | |
abstract void | Update () |
Public Attributes | |
MyTimeSpan | ClientTimeStamp |
Properties | |
EndpointId | EndpointId [get, set] |
Client endpoint, don't serialize it in Serialize() More... | |
long | SupportId [get, protected set] |
virtual Vector3D | Position [get, protected set] |
abstract IMyReplicable | ControlledReplicable [get] |
Base class for game-defined client state. It's set of data required by server, sent from client. E.g. current client area of interest, context (game, terminal, inventory etc...) Abstract class for performance reasons (often casting)
Definition at line 17 of file MyClientStateBase.cs.
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pure virtual |
Serializes state into/from bit stream. EndpointId should be ignored.
Implemented in Sandbox.Engine.Multiplayer.MyClientState.
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pure virtual |
Implemented in Sandbox.Engine.Multiplayer.MyClientState.
MyTimeSpan VRage.Network.MyClientStateBase.ClientTimeStamp |
Definition at line 30 of file MyClientStateBase.cs.
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get |
Definition at line 44 of file MyClientStateBase.cs.
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getset |
Client endpoint, don't serialize it in Serialize()
Definition at line 22 of file MyClientStateBase.cs.
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getprotected set |
Definition at line 37 of file MyClientStateBase.cs.
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getprotected set |
Definition at line 32 of file MyClientStateBase.cs.