Space Engineers
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VRage.Network.IMyReplicable Interface Reference
Inheritance diagram for VRage.Network.IMyReplicable:
VRage.Network.IMyNetObject VRage.Network.IMyEventOwner Sandbox.Game.Replication.MyExternalReplicable< T >

Public Member Functions

IMyReplicable GetParent ()
 Gets parent which must be replicated first. More...
 
float GetPriority (MyClientInfo client, bool cached)
 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...
 
bool OnSave (BitStream stream)
 Serializes object for replication to client. More...
 
void OnLoad (BitStream stream, Action< bool > loadingDoneHandler)
 Client deserializes object and adds it to proper collection (e.g. MyEntities). Loading done handler can be called synchronously or asynchronously (but always from Update thread). More...
 
void OnLoadBegin (BitStream stream, Action< bool > loadingDoneHandler)
 Client deserializes object and adds it to proper collection (e.g. MyEntities). Loading done handler can be called synchronously or asynchronously (but always from Update thread). More...
 
void OnDestroy ()
 Called on client when server destroyed this replicable. More...
 
void GetStateGroups (List< IMyStateGroup > resultList)
 Returns state groups for replicable in a list. This method can has to return objects in same order every time (e.g. first terminal, second physics etc). It does not have to return same instances every time. More...
 
BoundingBoxD GetAABB ()
 Root replicables always have spatial representation. More...
 
HashSet< IMyReplicableGetDependencies ()
 Dependend replicables, which might not be in AABB of this replicable. Ie. all relayed antennas are depended on mycharacter and need to be synced with him. More...
 

Properties

bool HasToBeChild [get]
 Child replicables are strongly dependent on parent. When parent is replicated, children are replicated, priority is never checked for children. Parent can change during replicable runtime, HasToBeChild can not. More...
 
bool IsReadyForReplication [get]
 
Dictionary< IMyReplicable, Action > ReadyForReplicationAction [get]
 
Action< IMyReplicableOnAABBChanged [get, set]
 Called when root replicable AABB changed More...
 

Detailed Description

Definition at line 10 of file IMyReplicable.cs.

Member Function Documentation

BoundingBoxD VRage.Network.IMyReplicable.GetAABB ( )

Root replicables always have spatial representation.

Returns

Implemented in Sandbox.Game.Replication.MyExternalReplicable< T >.

HashSet<IMyReplicable> VRage.Network.IMyReplicable.GetDependencies ( )

Dependend replicables, which might not be in AABB of this replicable. Ie. all relayed antennas are depended on mycharacter and need to be synced with him.

Returns

Implemented in Sandbox.Game.Replication.MyExternalReplicable< T >.

IMyReplicable VRage.Network.IMyReplicable.GetParent ( )

Gets parent which must be replicated first.

Implemented in Sandbox.Game.Replication.MyExternalReplicable< T >.

float VRage.Network.IMyReplicable.GetPriority ( MyClientInfo  client,
bool  cached 
)

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.

Implemented in Sandbox.Game.Replication.MyExternalReplicable< T >.

void VRage.Network.IMyReplicable.GetStateGroups ( List< IMyStateGroup resultList)

Returns state groups for replicable in a list. This method can has to return objects in same order every time (e.g. first terminal, second physics etc). It does not have to return same instances every time.

Implemented in Sandbox.Game.Replication.MyExternalReplicable< T >.

void VRage.Network.IMyReplicable.OnDestroy ( )

Called on client when server destroyed this replicable.

Implemented in Sandbox.Game.Replication.MyExternalReplicable< T >.

void VRage.Network.IMyReplicable.OnLoad ( BitStream  stream,
Action< bool >  loadingDoneHandler 
)

Client deserializes object and adds it to proper collection (e.g. MyEntities). Loading done handler can be called synchronously or asynchronously (but always from Update thread).

Implemented in Sandbox.Game.Replication.MyExternalReplicable< T >, and Sandbox.Game.Replication.MyExternalReplicable< T >.

void VRage.Network.IMyReplicable.OnLoadBegin ( BitStream  stream,
Action< bool >  loadingDoneHandler 
)

Client deserializes object and adds it to proper collection (e.g. MyEntities). Loading done handler can be called synchronously or asynchronously (but always from Update thread).

Implemented in Sandbox.Game.Replication.MyExternalReplicable< T >, and Sandbox.Game.Replication.MyExternalReplicable< T >.

bool VRage.Network.IMyReplicable.OnSave ( BitStream  stream)

Serializes object for replication to client.

Implemented in Sandbox.Game.Replication.MyExternalReplicable< T >.

Property Documentation

bool VRage.Network.IMyReplicable.HasToBeChild
get

Child replicables are strongly dependent on parent. When parent is replicated, children are replicated, priority is never checked for children. Parent can change during replicable runtime, HasToBeChild can not.

Definition at line 17 of file IMyReplicable.cs.

bool VRage.Network.IMyReplicable.IsReadyForReplication
get

Definition at line 60 of file IMyReplicable.cs.

Action<IMyReplicable> VRage.Network.IMyReplicable.OnAABBChanged
getset

Called when root replicable AABB changed

Definition at line 72 of file IMyReplicable.cs.

Dictionary<IMyReplicable, Action> VRage.Network.IMyReplicable.ReadyForReplicationAction
get

Definition at line 61 of file IMyReplicable.cs.


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