Space Engineers
Classes | Enumerations | Functions
Package VRage.Network

Classes

class  BlockingAttribute
 Indicates that event will be blocking all other events. More...
 
class  BroadcastAttribute
 Client method. Decorated method is be called by server on all clients. Clients always trust server and does not perform any validation. When used together with Server attribute, server (optionally) validates data, invokes the method on server and then sends it to all clients. If the data is found invalid, it can be marked so by calling MyEventContext.ValidationFailed() on the server. The broadcasts will then not be performed. More...
 
class  BroadcastExceptAttribute
 Client method. Decorated method is be called by server on all clients (except the one who invoked it on server or the one specified in RaiseEvent...when called from server). Clients always trust server and does not perform any validation. When used together with Server attribute, server validates data, invokes the method on server and then sends it to all clients except the client who invoked it on server. More...
 
class  CallSite
 
struct  ChatMsg
 
class  ClientAttribute
 Client method. Decorated method is be called by server on client. Clients always trust server and does not perform any validation. When used together with Server attribute, server validates data, invokes the method on server and then sends it to client who invoked it on server. More...
 
struct  ConnectedClientDataMsg
 
struct  EndpointId
 Id of network endpoint, opaque struct, internal value should not be accessed outside VRage.Network. EndpointId is not guid and can change when client reconnects to server. Internally it's SteamId or RakNetGUID. More...
 
class  EventAttribute
 
interface  IMyClientCallback
 
interface  IMyEventOwner
 Common interface for IMyNetObject and IMyEventProxy used to raise events. Base interface for classes passed as event instance. Custom implementations not supported. More...
 
interface  IMyEventProxy
 Interface which only marks class as event owner. Object itself must be replicated in network to allow raising events. If you considering to add this to object, it's probably wrong and you should use static events in most cases. This is commonly implemented only by entities which has it's external replicable. More...
 
interface  IMyNetObject
 Base interface for networked object. Derived interfaces are so far IMyReplicable and IMyStateGroup. More...
 
interface  IMyPeerCallback
 
interface  IMyProxyTarget
 
interface  IMyReplicable
 
interface  IMyServerCallback
 
interface  IMyStateGroup
 
interface  IMyStreamableReplicable
 
interface  IMySyncedValue
 
struct  JoinResultMsg
 
struct  KeyValueDataMsg
 
struct  MyClientInfo
 
class  MyClientStateBase
 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...
 
struct  MyEventContext
 
class  MyEventTable
 
class  MyIncompatibleDataException
 
class  MyPacketQueue
 
class  MyRakNetConnectionException
 
class  MyRakNetStartupException
 
class  MyReplicationClient
 
class  MyReplicationLayer
 
class  MyReplicationLayerBase
 
class  MyReplicationServer
 
class  MyReplicationSingle
 
class  MyStateDataEntry
 
class  MyStateDataEntryComparer
 
class  MySyncedBase
 
class  MySyncedBool
 
class  MySyncedClass
 
class  MySyncedFloat
 
class  MySyncedInt
 
class  MySyncedQuaternionNorm
 
class  MySyncedString
 
class  MySyncedVector3
 
class  MySyncedVector3D
 
class  MySynchronizedTypeInfo
 Type descriptor for synchronized type. More...
 
class  MyTypeTable
 
struct  NetworkId
 Network object identifier. Similar to entity id, but on network. Also one entity can have multiple NetworkIds, one main, one for physics sync, one for terminal sync and more. Opaque struct, it should not be necessary to internal member outside VRage.Network. NetworkId is not persistent and changes with server restart, never store it in persistent storage (saves). Internally takes advantage of small numbers. More...
 
class  NotReplicableAttribute
 Marks class which should be never replicated. More...
 
class  RefreshReplicableAttribute
 
class  ReliableAttribute
 Event which is sent reliably, use with caution and only when necessary! More...
 
class  ServerAttribute
 Server method. Decorated method is be called by client on server or by server locally. Server performs validation. Pass null as validation method to perform no validation (not recommended) More...
 
struct  ServerDataMsg
 
class  StateDataAttribute
 
class  StaticEventOwnerAttribute
 
struct  TypeId
 

Enumerations

enum  CallSiteFlags {
  CallSiteFlags.None = 0x0, CallSiteFlags.Client = 0x1, CallSiteFlags.Server = 0x2, CallSiteFlags.Broadcast = 0x4,
  CallSiteFlags.Reliable = 0x8, CallSiteFlags.RefreshReplicable = 0x10, CallSiteFlags.BroadcastExcept = 0x20, CallSiteFlags.Blocking = 0x40
}
 
enum  MyInvocationFlags { MyInvocationFlags.None = 0, MyInvocationFlags.Invoke = 0x1, MyInvocationFlags.Validate = 0x2 }
 
enum  JoinResult {
  JoinResult.OK, JoinResult.AlreadyJoined, JoinResult.TicketInvalid, JoinResult.SteamServersOffline,
  JoinResult.NotInGroup, JoinResult.GroupIdInvalid, JoinResult.ServerFull, JoinResult.BannedByAdmins,
  JoinResult.TicketCanceled, JoinResult.TicketAlreadyUsed, JoinResult.LoggedInElseWhere, JoinResult.NoLicenseOrExpired,
  JoinResult.UserNotConnected, JoinResult.VACBanned, JoinResult.VACCheckTimedOut
}
 
enum  StateGroupEnum {
  StateGroupEnum.PositionVerification, StateGroupEnum.Terminal, StateGroupEnum.Properties, StateGroupEnum.Inventory,
  StateGroupEnum.Physics, StateGroupEnum.Streaming, StateGroupEnum.FracturedPiece, StateGroupEnum.FloatingObjectPhysics
}
 State groups, used to limit bandwidth by group. More...
 
enum  MyChannelEnum : byte {
  MyChannelEnum.Default = 0, MyChannelEnum.ControlMessage, MyChannelEnum.Chat, MyChannelEnum.Replication,
  MyChannelEnum.StateDataSync, MyChannelEnum.Mods = 255
}
 
enum  MySyncedDataStateEnum : byte { MySyncedDataStateEnum.UpToDate = 0, MySyncedDataStateEnum.Pending, MySyncedDataStateEnum.Outdated }
 

Functions

delegate void SerializeDelegate< T1, T2, T3, T4, T5, T6, T7 > (T1 inst, BitStream stream, ref T2 arg2, ref T3 arg3, ref T4 arg4, ref T5 arg5, ref T6 arg6, ref T7 arg7)
 

Enumeration Type Documentation

Enumerator
None 
Client 
Server 
Broadcast 
Reliable 
RefreshReplicable 
BroadcastExcept 
Blocking 

Definition at line 8 of file CallSiteFlags.cs.

Enumerator
OK 
AlreadyJoined 
TicketInvalid 
SteamServersOffline 
NotInGroup 
GroupIdInvalid 
ServerFull 
BannedByAdmins 
TicketCanceled 
TicketAlreadyUsed 
LoggedInElseWhere 
NoLicenseOrExpired 
UserNotConnected 
VACBanned 
VACCheckTimedOut 

Definition at line 20 of file MyReplicationServer.cs.

Enumerator
Default 
ControlMessage 
Chat 
Replication 
StateDataSync 
Mods 

Definition at line 8 of file MyChannelEnum.cs.

Enumerator
None 
Invoke 
Validate 

Definition at line 9 of file MyInvocationFlags.cs.

Enumerator
UpToDate 
Pending 
Outdated 

Definition at line 10 of file IMySyncedValue.cs.

State groups, used to limit bandwidth by group.

Enumerator
PositionVerification 
Terminal 
Properties 
Inventory 
Physics 
Streaming 
FracturedPiece 
FloatingObjectPhysics 

Definition at line 11 of file StateGroupEnum.cs.

Function Documentation

delegate void VRage.Network.SerializeDelegate< T1, T2, T3, T4, T5, T6, T7 > ( T1  inst,
BitStream  stream,
ref T2  arg2,
ref T3  arg3,
ref T4  arg4,
ref T5  arg5,
ref T6  arg6,
ref T7  arg7 
)