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VRage.Network.MyReplicationServer Class Reference
Inheritance diagram for VRage.Network.MyReplicationServer:
VRage.Network.MyReplicationLayer VRage.Network.MyReplicationLayerBase VRage.Serialization.INetObjectResolver

Classes

class  ClientData
 
class  MyDestroyBlocker
 
class  PauseToken
 
struct  UpdateLayer
 
struct  UpdateLayerDesc
 

Public Member Functions

 MyReplicationServer (IReplicationServerCallback callback, EndpointId?localClientEndpoint, bool usePlayoutDelayBuffer)
 
override void Dispose ()
 
void SetGroupLimit (StateGroupEnum group, int bitSizePerFrame)
 
int GetGroupLimit (StateGroupEnum group)
 
void Replicate (IMyReplicable obj)
 
PauseToken PauseReplication ()
 Stops sending replication create until resumed. More...
 
void ForceReplicable (IMyReplicable obj, IMyReplicable parent=null)
 Hack to allow thing like: CreateCharacter, Respawn sent from server More...
 
void ForceReplicable (IMyEventProxy proxy, IMyEventProxy dependency)
 
void ForceReplicable (IMyReplicable obj, EndpointId clientEndpoint)
 Hack to allow thing like: CreateCharacter, Respawn sent from server More...
 
void ForceReplicable (IMyEventProxy proxy, EndpointId clientEndpoint)
 
void ForceClientRefresh (IMyEventProxy objA)
 
void RemoveForClientIfIncomplete (IMyEventProxy objA)
 
void ForceBothOrNone (IMyReplicable replicableA, IMyReplicable replicableB)
 
void ForceBothOrNone (IMyEventProxy objA, IMyEventProxy objB)
 
void ForceEverything (EndpointId clientEndpoint)
 Sends everything in the world to client. Use with extreme caution! More...
 
void Destroy (IMyReplicable obj)
 
void ResetForClients (IMyReplicable obj)
 Destroys replicable for all clients (used for testing and debugging). More...
 
void OnClientConnected (EndpointId endpointId, MyClientStateBase clientState)
 
void OnClientReady (EndpointId endpointId)
 
void OnClientLeft (EndpointId endpointId)
 
override void SetPriorityMultiplier (EndpointId id, float priority)
 
void OnClientJoined (EndpointId endpointId, MyClientStateBase clientState)
 
void OnClientAcks (MyPacket packet)
 
void OnClientUpdate (MyPacket packet)
 
override void UpdateBefore ()
 
override void UpdateAfter ()
 
override void UpdateClientStateGroups ()
 
override void SendUpdate ()
 
void AddToDirtyGroups (IMyStateGroup group)
 
void ReplicableReady (MyPacket packet)
 
void RemoveStateGroups (IMyReplicable replicable)
 
void SendJoinResult (ref JoinResultMsg msg, ulong sendTo)
 
void SendWorldData (ref ServerDataMsg msg)
 
ConnectedClientDataMsg OnClientConnected (MyPacket packet)
 
void SendClientConnected (ref ConnectedClientDataMsg msg, ulong sendTo)
 
override string GetMultiplayerStat ()
 Returns string with current multiplayer status. Use only for debugging. More...
 
- Public Member Functions inherited from VRage.Network.MyReplicationLayer
bool IsTypeReplicated (Type type)
 
void ReserveFixedIds (uint maxFixedId)
 Reserves IDs for fixed objects. More...
 
void AddFixedNetworkObject (uint id, IMyNetObject obj)
 Add network object with fixed ID. More...
 
void RemoveFixedObject (uint id, IMyNetObject obj)
 
bool TryGetNetworkIdByObject (IMyNetObject obj, out NetworkId networkId)
 
NetworkId GetNetworkIdByObject (IMyNetObject obj)
 
IMyNetObject GetObjectByNetworkId (NetworkId id)
 
IMyProxyTarget GetProxyTarget (IMyEventProxy proxy)
 
void ReportReplicatedObjects ()
 
bool Invoke (CallSite callSite, BitStream stream, object obj, EndpointId source, MyClientStateBase clientState, bool validate)
 Reads arguments from stream and invokes event. Returns false when validation failed, otherwise true. More...
 
void ProcessEvent (MyPacket packet)
 
- Public Member Functions inherited from VRage.Network.MyReplicationLayerBase
Type GetType (TypeId id)
 
TypeId GetTypeId (Type id)
 
void RaiseEvent< T1, T2 > (T1 arg1, T2 arg2, Func< T1, Action > action, EndpointId endpointId=default(EndpointId), float unreliablePriority=1)
 
void RaiseEvent< T1, T2, T3 > (T1 arg1, T3 arg3, Func< T1, Action< T2 >> action, T2 arg2, EndpointId endpointId=default(EndpointId), float unreliablePriority=1)
 
void RaiseEvent< T1, T2, T3, T4 > (T1 arg1, T4 arg4, Func< T1, Action< T2, T3 >> action, T2 arg2, T3 arg3, EndpointId endpointId=default(EndpointId), float unreliablePriority=1)
 
void RaiseEvent< T1, T2, T3, T4, T5 > (T1 arg1, T5 arg5, Func< T1, Action< T2, T3, T4 >> action, T2 arg2, T3 arg3, T4 arg4, EndpointId endpointId=default(EndpointId), float unreliablePriority=1)
 
void RaiseEvent< T1, T2, T3, T4, T5, T6 > (T1 arg1, T6 arg6, Func< T1, Action< T2, T3, T4, T5 >> action, T2 arg2, T3 arg3, T4 arg4, T5 arg5, EndpointId endpointId=default(EndpointId), float unreliablePriority=1)
 
void RaiseEvent< T1, T2, T3, T4, T5, T6, T7 > (T1 arg1, T7 arg7, Func< T1, Action< T2, T3, T4, T5, T6 >> action, T2 arg2, T3 arg3, T4 arg4, T5 arg5, T6 arg6, EndpointId endpointId=default(EndpointId), float unreliablePriority=1)
 
void RaiseEvent< T1, T2, T3, T4, T5, T6, T7, T8 > (T1 arg1, T8 arg8, Func< T1, Action< T2, T3, T4, T5, T6, T7 >> action, T2 arg2, T3 arg3, T4 arg4, T5 arg5, T6 arg6, T7 arg7, EndpointId endpointId=default(EndpointId), float unreliablePriority=1)
 
void RegisterFromAssembly (IEnumerable< Assembly > assemblies)
 
void RegisterFromAssembly (Assembly assembly)
 

Public Attributes

MyTimeSpan MaxSleepTime = MyTimeSpan.FromSeconds(5)
 
int Stats_ObjectsRefreshed = 0
 
int Stats_ObjectsSent = 0
 
- Public Attributes inherited from VRage.Network.MyReplicationLayer
float PingSmoothFactor = 3.0f
 

Static Public Attributes

static SerializableVector3I StressSleep = new SerializableVector3I(0,0,0)
 

Protected Member Functions

override MyClientStateBase GetClientData (EndpointId endpointId)
 
- Protected Member Functions inherited from VRage.Network.MyReplicationLayer
 MyReplicationLayer (bool isNetworkAuthority)
 
Type GetTypeByTypeId (TypeId typeId)
 
TypeId GetTypeIdByType (Type type)
 
NetworkId AddNetworkObjectServer (IMyNetObject obj)
 
void AddNetworkObjectClient (NetworkId networkId, IMyNetObject obj)
 
IMyNetObject RemoveNetworkedObject (NetworkId networkID)
 
NetworkId RemoveNetworkedObject (IMyNetObject obj)
 
void RemoveNetworkedObject (NetworkId networkID, IMyNetObject obj)
 
sealed override void DispatchEvent< T1, T2, T3, T4, T5, T6, T7, T8 > (CallSite callSite, EndpointId recipient, float unreliablePriority, ref T1 arg1, ref T2 arg2, ref T3 arg3, ref T4 arg4, ref T5 arg5, ref T6 arg6, ref T7 arg7, ref T8 arg8)
 
virtual void ProcessEvent (BitStream stream, NetworkId networkId, NetworkId blockedNetId, uint eventId, EndpointId sender)
 

Additional Inherited Members

- Static Protected Member Functions inherited from VRage.Network.MyReplicationLayerBase
static bool ShouldServerInvokeLocally (CallSite site, EndpointId?localClientEndpoint, EndpointId recipient)
 
- Protected Attributes inherited from VRage.Network.MyReplicationLayer
HashSet< IMyNetObjectFixedObjects = new HashSet<IMyNetObject>()
 
BitStream SendStream = new BitStream()
 
BitStream ReceiveStream = new BitStream()
 
- Protected Attributes inherited from VRage.Network.MyReplicationLayerBase
readonly MyTypeTable m_typeTable = new MyTypeTable()
 
- Properties inherited from VRage.Network.MyReplicationLayer
bool UseSmoothPing [get, set]
 
bool UseSmoothCorrection [get, set]
 
float SmoothCorrectionAmplitude [get, set]
 
int TimestampCorrectionMinimum [get, set]
 
DictionaryKeysReader< IMyNetObject, NetworkIdNetworkObjects [get]
 
- Properties inherited from VRage.Network.MyReplicationLayerBase
DateTime LastMessageFromServer [get, protected set]
 

Detailed Description

Definition at line 102 of file MyReplicationServer.cs.

Constructor & Destructor Documentation

VRage.Network.MyReplicationServer.MyReplicationServer ( IReplicationServerCallback  callback,
EndpointId localClientEndpoint,
bool  usePlayoutDelayBuffer 
)
inline

Definition at line 317 of file MyReplicationServer.cs.

Member Function Documentation

void VRage.Network.MyReplicationServer.AddToDirtyGroups ( IMyStateGroup  group)
inline

Definition at line 1217 of file MyReplicationServer.cs.

void VRage.Network.MyReplicationServer.Destroy ( IMyReplicable  obj)
inline

Definition at line 573 of file MyReplicationServer.cs.

override void VRage.Network.MyReplicationServer.Dispose ( )
inlinevirtual

Reimplemented from VRage.Network.MyReplicationLayer.

Definition at line 329 of file MyReplicationServer.cs.

void VRage.Network.MyReplicationServer.ForceBothOrNone ( IMyReplicable  replicableA,
IMyReplicable  replicableB 
)
inline

Definition at line 533 of file MyReplicationServer.cs.

void VRage.Network.MyReplicationServer.ForceBothOrNone ( IMyEventProxy  objA,
IMyEventProxy  objB 
)
inline

Definition at line 560 of file MyReplicationServer.cs.

void VRage.Network.MyReplicationServer.ForceClientRefresh ( IMyEventProxy  objA)
inline

Definition at line 493 of file MyReplicationServer.cs.

void VRage.Network.MyReplicationServer.ForceEverything ( EndpointId  clientEndpoint)
inline

Sends everything in the world to client. Use with extreme caution!

Definition at line 568 of file MyReplicationServer.cs.

void VRage.Network.MyReplicationServer.ForceReplicable ( IMyReplicable  obj,
IMyReplicable  parent = null 
)
inline

Hack to allow thing like: CreateCharacter, Respawn sent from server

Definition at line 422 of file MyReplicationServer.cs.

void VRage.Network.MyReplicationServer.ForceReplicable ( IMyEventProxy  proxy,
IMyEventProxy  dependency 
)
inline

Definition at line 448 of file MyReplicationServer.cs.

void VRage.Network.MyReplicationServer.ForceReplicable ( IMyReplicable  obj,
EndpointId  clientEndpoint 
)
inline

Hack to allow thing like: CreateCharacter, Respawn sent from server

Definition at line 462 of file MyReplicationServer.cs.

void VRage.Network.MyReplicationServer.ForceReplicable ( IMyEventProxy  proxy,
EndpointId  clientEndpoint 
)
inline

Definition at line 484 of file MyReplicationServer.cs.

override MyClientStateBase VRage.Network.MyReplicationServer.GetClientData ( EndpointId  endpointId)
inlineprotectedvirtual

Reimplemented from VRage.Network.MyReplicationLayer.

Definition at line 1803 of file MyReplicationServer.cs.

int VRage.Network.MyReplicationServer.GetGroupLimit ( StateGroupEnum  group)
inline

Definition at line 347 of file MyReplicationServer.cs.

override string VRage.Network.MyReplicationServer.GetMultiplayerStat ( )
inlinevirtual

Returns string with current multiplayer status. Use only for debugging.

Returns
Already formatted string with current multiplayer status.

Reimplemented from VRage.Network.MyReplicationLayer.

Definition at line 1974 of file MyReplicationServer.cs.

void VRage.Network.MyReplicationServer.OnClientAcks ( MyPacket  packet)
inline

Definition at line 714 of file MyReplicationServer.cs.

void VRage.Network.MyReplicationServer.OnClientConnected ( EndpointId  endpointId,
MyClientStateBase  clientState 
)
inline

Definition at line 640 of file MyReplicationServer.cs.

ConnectedClientDataMsg VRage.Network.MyReplicationServer.OnClientConnected ( MyPacket  packet)
inline

Definition at line 1957 of file MyReplicationServer.cs.

void VRage.Network.MyReplicationServer.OnClientJoined ( EndpointId  endpointId,
MyClientStateBase  clientState 
)
inline

Definition at line 696 of file MyReplicationServer.cs.

void VRage.Network.MyReplicationServer.OnClientLeft ( EndpointId  endpointId)
inline

Definition at line 671 of file MyReplicationServer.cs.

void VRage.Network.MyReplicationServer.OnClientReady ( EndpointId  endpointId)
inline

Definition at line 653 of file MyReplicationServer.cs.

void VRage.Network.MyReplicationServer.OnClientUpdate ( MyPacket  packet)
inline

Definition at line 757 of file MyReplicationServer.cs.

PauseToken VRage.Network.MyReplicationServer.PauseReplication ( )
inline

Stops sending replication create until resumed.

Definition at line 402 of file MyReplicationServer.cs.

void VRage.Network.MyReplicationServer.RemoveForClientIfIncomplete ( IMyEventProxy  objA)
inline

Definition at line 515 of file MyReplicationServer.cs.

void VRage.Network.MyReplicationServer.RemoveStateGroups ( IMyReplicable  replicable)
inline

Definition at line 1697 of file MyReplicationServer.cs.

void VRage.Network.MyReplicationServer.ReplicableReady ( MyPacket  packet)
inline

Definition at line 1571 of file MyReplicationServer.cs.

void VRage.Network.MyReplicationServer.Replicate ( IMyReplicable  obj)
inline

Definition at line 352 of file MyReplicationServer.cs.

void VRage.Network.MyReplicationServer.ResetForClients ( IMyReplicable  obj)
inline

Destroys replicable for all clients (used for testing and debugging).

Definition at line 629 of file MyReplicationServer.cs.

void VRage.Network.MyReplicationServer.SendClientConnected ( ref ConnectedClientDataMsg  msg,
ulong  sendTo 
)
inline

Definition at line 1964 of file MyReplicationServer.cs.

void VRage.Network.MyReplicationServer.SendJoinResult ( ref JoinResultMsg  msg,
ulong  sendTo 
)
inline

Definition at line 1937 of file MyReplicationServer.cs.

override void VRage.Network.MyReplicationServer.SendUpdate ( )
inlinevirtual

Implements VRage.Network.MyReplicationLayer.

Definition at line 929 of file MyReplicationServer.cs.

void VRage.Network.MyReplicationServer.SendWorldData ( ref ServerDataMsg  msg)
inline

Definition at line 1946 of file MyReplicationServer.cs.

void VRage.Network.MyReplicationServer.SetGroupLimit ( StateGroupEnum  group,
int  bitSizePerFrame 
)
inline

Definition at line 342 of file MyReplicationServer.cs.

override void VRage.Network.MyReplicationServer.SetPriorityMultiplier ( EndpointId  id,
float  priority 
)
inlinevirtual

Reimplemented from VRage.Network.MyReplicationLayer.

Definition at line 686 of file MyReplicationServer.cs.

override void VRage.Network.MyReplicationServer.UpdateAfter ( )
inlinevirtual

Implements VRage.Network.MyReplicationLayer.

Definition at line 918 of file MyReplicationServer.cs.

override void VRage.Network.MyReplicationServer.UpdateBefore ( )
inlinevirtual

Implements VRage.Network.MyReplicationLayer.

Definition at line 780 of file MyReplicationServer.cs.

override void VRage.Network.MyReplicationServer.UpdateClientStateGroups ( )
inlinevirtual

Implements VRage.Network.MyReplicationLayer.

Definition at line 922 of file MyReplicationServer.cs.

Member Data Documentation

MyTimeSpan VRage.Network.MyReplicationServer.MaxSleepTime = MyTimeSpan.FromSeconds(5)

Definition at line 290 of file MyReplicationServer.cs.

int VRage.Network.MyReplicationServer.Stats_ObjectsRefreshed = 0

Definition at line 293 of file MyReplicationServer.cs.

int VRage.Network.MyReplicationServer.Stats_ObjectsSent = 0

Definition at line 294 of file MyReplicationServer.cs.

SerializableVector3I VRage.Network.MyReplicationServer.StressSleep = new SerializableVector3I(0,0,0)
static

Definition at line 292 of file MyReplicationServer.cs.


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