Space Engineers
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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< 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. 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< IMyReplicable > | OnAABBChanged [get, set] |
Called when root replicable AABB changed More... | |
Definition at line 10 of file IMyReplicable.cs.
BoundingBoxD VRage.Network.IMyReplicable.GetAABB | ( | ) |
Root replicables always have spatial representation.
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.
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 >.
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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.
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get |
Definition at line 60 of file IMyReplicable.cs.
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getset |
Called when root replicable AABB changed
Definition at line 72 of file IMyReplicable.cs.
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get |
Definition at line 61 of file IMyReplicable.cs.