Added NetworkDictionary<TKey,TValue>, NetworkHashSet<T> and NetworkUnorderedList<T>.

This commit is contained in:
Karrar
2024-07-29 04:32:17 +03:00
parent b2c604dbcb
commit 010cd7a4cc
13 changed files with 245 additions and 66 deletions

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@@ -18,6 +18,17 @@
<param name="includeUnityColliders">Choose whether you want to include normal unity colliders, or only Netick HitShapes.</param> <param name="includeUnityColliders">Choose whether you want to include normal unity colliders, or only Netick HitShapes.</param>
<returns>Returns true if the ray intersects with a Collider/HitShape, otherwise false.</returns> <returns>Returns true if the ray intersects with a Collider/HitShape, otherwise false.</returns>
</member> </member>
<member name="M:Netick.Pro.LagCompensation.RaycastAll(System.Numerics.Vector3,System.Numerics.Vector3,System.Collections.Generic.List{Netick.Pro.NetHit},Netick.NetworkPlayer,System.Single,System.Int32,System.Boolean,System.Boolean)">
<summary>
Casts a lag compensated ray, from point origin, in direction direction, of length maxDistance,
against all HitShapes and in the Scene, and return all hits.
</summary>
<param name="origin">The starting point of the ray in world coordinates.</param>
<param name="direction">The direction of the ray.</param>
<param name="inputSource">The input source to compensate for.</param>
<param name="maxDistance">The max distance the ray should check for collisions.</param>
<param name="layerMask">A that is used to selectively ignore Colliders when casting a ray.</param>
</member>
<member name="M:Netick.Pro.LagCompensation.OverlapSphere(System.Numerics.Vector3,System.Single,System.Collections.Generic.List{Netick.Pro.NetHit},Netick.NetworkPlayer,System.Int32,System.Boolean,System.Boolean)"> <member name="M:Netick.Pro.LagCompensation.OverlapSphere(System.Numerics.Vector3,System.Single,System.Collections.Generic.List{Netick.Pro.NetHit},Netick.NetworkPlayer,System.Int32,System.Boolean,System.Boolean)">
<summary> <summary>
Performs a lag compensated OverlapSphere which computes and stores HitShapes and Colliders (if includeUnityColliders is equal to true) touching or inside the sphere. Performs a lag compensated OverlapSphere which computes and stores HitShapes and Colliders (if includeUnityColliders is equal to true) touching or inside the sphere.

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@@ -32,6 +32,30 @@
<param name="includeUnityColliders">Choose whether you want to include normal unity colliders, or only Netick HitShapes.</param> <param name="includeUnityColliders">Choose whether you want to include normal unity colliders, or only Netick HitShapes.</param>
<returns>Returns true if the ray intersects with a Collider/HitShape, otherwise false.</returns> <returns>Returns true if the ray intersects with a Collider/HitShape, otherwise false.</returns>
</member> </member>
<member name="M:Netick.Unity.Pro.NetworkSandboxExts.RaycastAll(Netick.Unity.NetworkSandbox,UnityEngine.Vector3,UnityEngine.Vector3,System.Collections.Generic.List{Netick.Unity.Pro.LagCompHit},Netick.NetworkPlayer,System.Single,System.Int32,UnityEngine.QueryTriggerInteraction,System.Boolean,System.Boolean,System.Boolean)">
<summary>
Casts a lag compensated ray, from point origin, in direction direction, of length maxDistance,
against all HitShapes and Colliders (if includeUnityColliders is equal to true) in the Scene, and returns all the hits.
</summary>
<param name="origin">The starting point of the ray in world coordinates.</param>
<param name="direction">The direction of the ray.</param>
<param name="hits"></param>
<param name="inputSource">The input source to compensate for.</param>
<param name="maxDistance">The max distance the ray should check for collisions.</param>
<param name="layerMask">A that is used to selectively ignore Colliders when casting a ray.</param>
</member>
<member name="M:Netick.Unity.Pro.NetworkSandboxExts.RaycastAll2D(Netick.Unity.NetworkSandbox,UnityEngine.Vector2,UnityEngine.Vector2,System.Collections.Generic.List{Netick.Unity.Pro.LagCompHit2D},Netick.NetworkPlayer,System.Single,System.Int32,System.Boolean,System.Boolean,System.Boolean)">
<summary>
Casts a lag compensated ray, from point origin, in direction direction, of length maxDistance,
against all HitShapes and Colliders (if includeUnityColliders is equal to true) in the Scene, and returns all the hits.
</summary>
<param name="origin">The starting point of the ray in world coordinates.</param>
<param name="direction">The direction of the ray.</param>
<param name="hits"></param>
<param name="inputSource">The input source to compensate for.</param>
<param name="maxDistance">The max distance the ray should check for collisions.</param>
<param name="layerMask">A that is used to selectively ignore Colliders when casting a ray.</param>
</member>
<member name="M:Netick.Unity.Pro.NetworkSandboxExts.OverlapSphere(Netick.Unity.NetworkSandbox,UnityEngine.Vector3,System.Single,System.Collections.Generic.List{Netick.Unity.Pro.LagCompHit},Netick.NetworkPlayer,System.Int32,UnityEngine.QueryTriggerInteraction,System.Boolean,System.Boolean,System.Boolean)"> <member name="M:Netick.Unity.Pro.NetworkSandboxExts.OverlapSphere(Netick.Unity.NetworkSandbox,UnityEngine.Vector3,System.Single,System.Collections.Generic.List{Netick.Unity.Pro.LagCompHit},Netick.NetworkPlayer,System.Int32,UnityEngine.QueryTriggerInteraction,System.Boolean,System.Boolean,System.Boolean)">
<summary> <summary>
Performs a lag compensated OverlapSphere which computes and stores HitShapes and Colliders (if includeUnityColliders is equal to true) touching or inside the sphere. Performs a lag compensated OverlapSphere which computes and stores HitShapes and Colliders (if includeUnityColliders is equal to true) touching or inside the sphere.

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@@ -18,6 +18,14 @@
<param name="preloadedAmount">How many instances to be preloaded.</param> <param name="preloadedAmount">How many instances to be preloaded.</param>
<param name="hideInactiveMembers">Pass true to hide inactive pool members.</param> <param name="hideInactiveMembers">Pass true to hide inactive pool members.</param>
</member> </member>
<member name="M:Netick.Unity.NetworkSandbox.GetPrefab(System.String)">
<summary>
Gets a Network Prefab by name.
<para>Note: this causes GC.</para>
</summary>
<param name="name"></param>
<returns>The Network Prefab</returns>
</member>
<member name="M:Netick.Unity.NetworkSandbox.Instantiate(UnityEngine.GameObject,UnityEngine.Vector3,UnityEngine.Quaternion)"> <member name="M:Netick.Unity.NetworkSandbox.Instantiate(UnityEngine.GameObject,UnityEngine.Vector3,UnityEngine.Quaternion)">
<summary> <summary>
Instantiates a prefab. This must be called instead of <see cref="M:UnityEngine.Object.Instantiate(UnityEngine.Object)"/> or its variations. Instantiates a prefab. This must be called instead of <see cref="M:UnityEngine.Object.Instantiate(UnityEngine.Object)"/> or its variations.
@@ -50,6 +58,11 @@
<param name="obj">The object to destroy.</param> <param name="obj">The object to destroy.</param>
<returns></returns> <returns></returns>
</member> </member>
<member name="P:Netick.Unity.NetworkSandbox.PhysicsPrediction">
<summary>
Use this to enable/disable Physics Prediction in the client at runtime.
</summary>
</member>
<member name="P:Netick.Unity.NetworkSandbox.IsServer"> <member name="P:Netick.Unity.NetworkSandbox.IsServer">
<summary> <summary>
Returns true if this <see cref="T:Netick.Unity.NetworkSandbox"/> is the server. Returns true if this <see cref="T:Netick.Unity.NetworkSandbox"/> is the server.
@@ -105,6 +118,11 @@
<i><b>[Client Only]</b></i> Returns true if this client is currently connected to a server. <i><b>[Client Only]</b></i> Returns true if this client is currently connected to a server.
</summary> </summary>
</member> </member>
<member name="P:Netick.Unity.NetworkSandbox.Transport">
<summary>
The underlying transport used for low-level networking.
</summary>
</member>
<member name="P:Netick.Unity.NetworkSandbox.ConnectedClients"> <member name="P:Netick.Unity.NetworkSandbox.ConnectedClients">
<summary> <summary>
A list containing all connected clients currently. A list containing all connected clients currently.
@@ -256,7 +274,7 @@
</summary> </summary>
<param name="ip">IP address of the server.</param> <param name="ip">IP address of the server.</param>
<param name="port">Port of the server.</param> <param name="port">Port of the server.</param>
<param name="connectionData">Data sent with the connection request. Could be used to decide whether or not to allow the connection.</param> <param name="connectionData">RawValue sent with the connection request. Could be used to decide whether or not to allow the connection.</param>
</member> </member>
<member name="M:Netick.Unity.NetworkSandbox.Kick(Netick.ServerConnection)"> <member name="M:Netick.Unity.NetworkSandbox.Kick(Netick.ServerConnection)">
<summary> <summary>
@@ -292,19 +310,21 @@
</summary> </summary>
<param name="sceneBuildIndex">SceneBuildIndex of the desired scene.</param> <param name="sceneBuildIndex">SceneBuildIndex of the desired scene.</param>
</member> </member>
<member name="M:Netick.Unity.NetworkSandbox.UnloadSceneAsync(System.Int32)"> <member name="M:Netick.Unity.NetworkSandbox.LoadSceneAsync(System.String,UnityEngine.SceneManagement.LoadSceneMode)">
<summary> <summary>
Unloads a scene asynchronously. <i><b>[Server Only]</b></i> Loads a scene asynchronously.
</summary> </summary>
<param name="buildIndex"></param> <param name="buildIndex"></param>
</member> </member>
<member name="M:Netick.Unity.NetworkSandbox.GetPrefab(System.String)"> <member name="M:Netick.Unity.NetworkSandbox.UnloadSceneAsync(System.String)">
<summary> <summary>
Gets a Network Prefab by name. <i><b>[Server Only]</b></i> Unloads a scene asynchronously.
<para>Note: this causes GC.</para> </summary>
</member>
<member name="T:Netick.Unity.NetworkArray`1">
<summary>
A networked array.
</summary> </summary>
<param name="name"></param>
<returns>The Network Prefab</returns>
</member> </member>
<member name="T:Netick.Unity.NetworkRigidbody2D"> <member name="T:Netick.Unity.NetworkRigidbody2D">
<summary> <summary>
@@ -367,12 +387,41 @@
Returns true if this <see cref="T:Netick.Unity.NetworkObject"/> has been added to the simulation by Netick, and thus has a valid id. Returns true if this <see cref="T:Netick.Unity.NetworkObject"/> has been added to the simulation by Netick, and thus has a valid id.
</summary> </summary>
</member> </member>
<member name="P:Netick.Unity.NetworkObject.StateSize">
<summary>
Returns the networked state size of this object in bytes.
</summary>
</member>
<member name="M:Netick.Unity.NetworkObject.SetStateFrom(System.Byte*)">
<summary>
Sets the state of this object. Ignores [OnChanged] callbacks when setting the data.
</summary>
<param name="source"></param>
</member>
<member name="M:Netick.Unity.NetworkObject.SetParent(Netick.Unity.NetworkObject)"> <member name="M:Netick.Unity.NetworkObject.SetParent(Netick.Unity.NetworkObject)">
<summary> <summary>
<i><b>[Owner/InputSource Only]</b></i> Changes the parent of this object. <i><b>[Owner/InputSource Only]</b></i> Changes the parent of this object.
</summary> </summary>
<param name="obj">The object which will become the parent of this object.</param> <param name="obj">The object which will become the parent of this object.</param>
</member> </member>
<member name="M:Netick.Unity.NetworkTransform.Teleport(UnityEngine.Vector3)">
<summary>
Instantly moves the object. By calling this method, the object won't be interpolated for one tick.
</summary>
<param name="position"></param>
</member>
<member name="M:Netick.Unity.NetworkTransform.Teleport(UnityEngine.Vector3,UnityEngine.Quaternion)">
<summary>
Instantly moves the object. By calling this method, the object won't be interpolated for one tick.
</summary>
<param name="position"></param>
</member>
<member name="M:Netick.Unity.NetworkTransform.Teleport(UnityEngine.Quaternion)">
<summary>
Instantly moves the object. By calling this method, the object won't be interpolated for one tick.
</summary>
<param name="position"></param>
</member>
<member name="T:Netick.Unity.SingleInstanceEnforcer"> <member name="T:Netick.Unity.SingleInstanceEnforcer">
<summary> <summary>
Add this component to a GameObject to ensure only a single instance of it will exist at the same time, across all sandboxes. Add this component to a GameObject to ensure only a single instance of it will exist at the same time, across all sandboxes.
@@ -471,6 +520,17 @@
input source itself it returns the local <see cref="T:Netick.NetworkPlayer"/>. input source itself it returns the local <see cref="T:Netick.NetworkPlayer"/>.
</summary> </summary>
</member> </member>
<member name="P:Netick.Unity.NetworkBehaviour.StateSize">
<summary>
Returns the networked state size of this behavior in bytes.
</summary>
</member>
<member name="M:Netick.Unity.NetworkBehaviour.SetStateFrom(System.Byte*)">
<summary>
Sets the state of this behavior. Ignores [OnChanged] callbacks when setting the data.
</summary>
<param name="source"></param>
</member>
<member name="M:Netick.Unity.NetworkBehaviour.FetchInput``1(``0@,System.Int32)"> <member name="M:Netick.Unity.NetworkBehaviour.FetchInput``1(``0@,System.Int32)">
<summary> <summary>
Fetchs a network input for this tick. Returns false if no input source is currently providing inputs to this Object, or when input loss occurs (in case of a remote input source). Fetchs a network input for this tick. Returns false if no input source is currently providing inputs to this Object, or when input loss occurs (in case of a remote input source).
@@ -493,13 +553,10 @@
</member> </member>
<member name="T:Netick.Unity.Network"> <member name="T:Netick.Unity.Network">
<summary> <summary>
Manages Netick and its clients, and is used to start and shut down Netick. Manages Netick and its sandboxes, and is used to start and shut down Netick.
</summary> </summary>
</member> </member>
<member name="P:Netick.Unity.Network.StartMode"> <member name="M:Netick.Unity.Network.Init(Netick.Unity.NetickConfig)">
e
</member>
<member name="M:Netick.Unity.Network.Init(Netick.Unity.NetickConfig,System.Int32)">
<summary> <summary>
Initializes Netick. This is automatically called when you start Netick. Initializes Netick. This is automatically called when you start Netick.
<para>If you don't provide a <see cref="T:Netick.Unity.NetickConfig"/>, Netick will use the default config, which can be modified/found in (Netick -> Settings).</para> <para>If you don't provide a <see cref="T:Netick.Unity.NetickConfig"/>, Netick will use the default config, which can be modified/found in (Netick -> Settings).</para>
@@ -508,12 +565,12 @@
</member> </member>
<member name="M:Netick.Unity.Network.Shutdown(System.Boolean)"> <member name="M:Netick.Unity.Network.Shutdown(System.Boolean)">
<summary> <summary>
Shuts down Netick and destroys all clients. The shutdown will occur in the next frame. For immediate shutdown, use: <see cref="M:Netick.Unity.Network.ShutdownImmediately(System.Boolean)"/> Shuts down Netick and destroys all sandboxes. The shutdown will occur in the next frame. For immediate shutdown, use: <see cref="M:Netick.Unity.Network.ShutdownImmediately(System.Boolean)"/>
</summary> </summary>
</member> </member>
<member name="M:Netick.Unity.Network.ShutdownImmediately(System.Boolean)"> <member name="M:Netick.Unity.Network.ShutdownImmediately(System.Boolean)">
<summary> <summary>
Shuts down Netick and destroys all clients immediately. Shuts down Netick and destroys all sandboxes immediately.
</summary> </summary>
</member> </member>
<member name="M:Netick.Unity.Network.ShutdownSandbox(Netick.Unity.NetworkSandbox,System.Boolean)"> <member name="M:Netick.Unity.Network.ShutdownSandbox(Netick.Unity.NetworkSandbox,System.Boolean)">
@@ -604,6 +661,24 @@
</summary> </summary>
<param name="sandbox"></param> <param name="sandbox"></param>
</member> </member>
<member name="M:Netick.Unity.NetworkEventsListener.OnVisibilityChanged(Netick.Unity.NetworkSandbox)">
<summary>
Called when a sandbox visibility changes. Use Sandbox.IsVisible to find if the sandbox is visible or not.
</summary>
<param name="sandbox"></param>
</member>
<member name="M:Netick.Unity.NetworkEventsListener.OnSceneOperationBegan(Netick.Unity.NetworkSandbox,Netick.Unity.NetworkSceneOperation)">
<summary>
Called on both the client and the server when a scene load/unload operation was started.
</summary>
<param name="sandbox"></param>
</member>
<member name="M:Netick.Unity.NetworkEventsListener.OnSceneOperationDone(Netick.Unity.NetworkSandbox,Netick.Unity.NetworkSceneOperation)">
<summary>
Called on both the client and the server when a scene load/unload operation finished.
</summary>
<param name="sandbox"></param>
</member>
<member name="M:Netick.Unity.NetworkEventsListener.OnSceneLoaded(Netick.Unity.NetworkSandbox)"> <member name="M:Netick.Unity.NetworkEventsListener.OnSceneLoaded(Netick.Unity.NetworkSandbox)">
<summary> <summary>
Called on both the client and the server when the scene has been loaded. Called on both the client and the server when the scene has been loaded.

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@@ -7,12 +7,14 @@
<member name="M:Netick.NetickTransport.OnConnectRequest(Netick.NetworkConnectionRequest)"> <member name="M:Netick.NetickTransport.OnConnectRequest(Netick.NetworkConnectionRequest)">
------------------------------- -------------------------------
</member> </member>
<member name="T:Netick.SequenceId"> <member name="T:Netick.NetworkQueueSnapshot`1">
<summary> <summary>
A rolling sequence counter for ordering values. Repeats indefinitely A snapshot of the state of a <see cref="T:Netick.NetworkQueue`1"/> collection. Note this must not be used outside the scope of an OnChanged call or a NetworkRender call.
with 1022 possible unique values (0 is treated as invalid internally). </summary>
</member>
Consumes 10 bits when encoded for transmission. <member name="T:Netick.NetworkQueue`1">
<summary>
A networked <see cref="T:System.Collections.Generic.Queue`1"/> collection.
</summary> </summary>
</member> </member>
<member name="M:Netick.IGameEngine.GetConnectionMetaSizeWords"> <member name="M:Netick.IGameEngine.GetConnectionMetaSizeWords">
@@ -120,43 +122,23 @@
<param name="netickEngine"></param> <param name="netickEngine"></param>
<param name="entity"></param> <param name="entity"></param>
</member> </member>
<member name="M:Netick.NotServerException.#ctor">
<summary>
Constructs a NotServerException
</summary>
</member>
<member name="M:Netick.NotServerException.#ctor(System.String)">
<summary>
Constructs a NotServerException with a message
</summary>
<param name="message">The exception message</param>
</member>
<member name="M:Netick.NotServerException.#ctor(System.String,System.Exception)">
<summary>
Constructs a NotServerException with a message and a inner exception
</summary>
<param name="message">The exception message</param>
<param name="inner">The inner exception</param>
</member>
<member name="T:Netick.OnChanged">
<summary>
Use this attribute on a method you want to call when a specific property value changes. Example: [OnChanged(nameof(PropertyName)]
</summary>
</member>
<member name="T:Netick.Rpc">
<summary>
Use this attribute on any method you want to make an RPC. Should have the return type of void, and not be static.
<para> * Use the parameter "source" to specify who is allowed to send this RPC.</para>
<para> * Use the parameter "target" to specify who is allowed to receive and execute this RPC.</para>
<para> * Use the parameter "isReliable" to specify if this Rpc should be reliable or not, meaning it won't be lost (due to packet loss).</para>
<para> * Use the parameter "localInvoke" to specify if this Rpc should be executed on the machine it was called from.</para>
</summary>
</member>
<member name="P:Netick.OnChangedData.InvokedForMisprediction"> <member name="P:Netick.OnChangedData.InvokedForMisprediction">
<summary> <summary>
Returns true if this OnChanged callback is due to a mismatch between the state of this variable before rollback, and the state after rollback and resimulation. Returns true if this OnChanged callback is due to a mismatch between the state of this variable before rollback, and the state after rollback and resimulation.
</summary> </summary>
</member> </member>
<member name="M:Netick.OnChangedData.GetPreviousNetworkDictionary``2(Netick.NetworkDictionary{``0,``1})">
<summary>
Gets a snapshot of the previous state of a NetworkDictionary collection.
</summary>
<returns></returns>
</member>
<member name="M:Netick.OnChangedData.GetPreviousNetworkHashSet``1(Netick.NetworkHashSet{``0})">
<summary>
Gets a snapshot of the previous state of a NetworkHashSet collection.
</summary>
<returns></returns>
</member>
<member name="M:Netick.OnChangedData.GetPreviousNetworkLinkedList``1(Netick.NetworkLinkedList{``0})"> <member name="M:Netick.OnChangedData.GetPreviousNetworkLinkedList``1(Netick.NetworkLinkedList{``0})">
<summary> <summary>
Gets a snapshot of the previous state of a NetworkLinkedList collection. Gets a snapshot of the previous state of a NetworkLinkedList collection.
@@ -208,6 +190,16 @@
<typeparam name="T"></typeparam> <typeparam name="T"></typeparam>
<returns></returns> <returns></returns>
</member> </member>
<member name="T:Netick.NetworkDictionarySnapshot`2">
<summary>
A snapshot of the state of a <see cref="T:Netick.NetworkDictionary`2"/> collection. Note this must not be used outside the scope of an OnChanged call or a NetworkRender call.
</summary>
</member>
<member name="T:Netick.NetworkDictionary`2">
<summary>
A networked <see cref="T:System.Collections.Generic.Dictionary`2"/> collection.
</summary>
</member>
<member name="T:Netick.Interpolator"> <member name="T:Netick.Interpolator">
<summary> <summary>
A struct that is used to obtain interpolation data for a network property. A struct that is used to obtain interpolation data for a network property.
@@ -293,6 +285,52 @@
Internal method. Never call this. Internal method. Never call this.
</summary> </summary>
</member> </member>
<member name="T:Netick.SequenceId">
<summary>
A rolling sequence counter for ordering values. Repeats indefinitely
with 1022 possible unique values (0 is treated as invalid internally).
Consumes 10 bits when encoded for transmission.
</summary>
</member>
<member name="T:Netick.NetworkHashSetSnapshot`1">
<summary>
A snapshot of the state of a <see cref="T:Netick.NetworkHashSet`1"/> collection. Note this must not be used outside the scope of an OnChanged call or a NetworkRender call.
</summary>
</member>
<member name="T:Netick.NetworkHashSet`1">
<summary>
A networked <see cref="T:System.Collections.Generic.HashSet`1"/> collection.
</summary>
</member>
<member name="T:Netick.NetworkStackSnapshot`1">
<summary>
A snapshot of the state of a <see cref="T:Netick.NetworkStack`1"/> collection. Note this must not be used outside the scope of an OnChanged call or a NetworkRender call.
</summary>
</member>
<member name="T:Netick.NetworkStack`1">
<summary>
A networked <see cref="T:System.Collections.Generic.Stack`1"/> collection.
</summary>
</member>
<member name="M:Netick.NotServerException.#ctor">
<summary>
Constructs a NotServerException
</summary>
</member>
<member name="M:Netick.NotServerException.#ctor(System.String)">
<summary>
Constructs a NotServerException with a message
</summary>
<param name="message">The exception message</param>
</member>
<member name="M:Netick.NotServerException.#ctor(System.String,System.Exception)">
<summary>
Constructs a NotServerException with a message and a inner exception
</summary>
<param name="message">The exception message</param>
<param name="inner">The inner exception</param>
</member>
<member name="M:Netick.NotClientException.#ctor"> <member name="M:Netick.NotClientException.#ctor">
<summary> <summary>
Constructs a NotClientException Constructs a NotClientException
@@ -316,14 +354,18 @@
Constructs a BadPacketException Constructs a BadPacketException
</summary> </summary>
</member> </member>
<member name="F:Netick.CustomizableSocketTransport._connectRequestBuffer">
----------------------------------------------------
</member>
<member name="T:Netick.NetworkLinkedListSnapshot`1"> <member name="T:Netick.NetworkLinkedListSnapshot`1">
<summary> <summary>
A snapshot of the previous state of a NetworkLinkedList collection. Note this must not be used outside the the scope of an OnChanged call. A snapshot of the state of a <see cref="T:Netick.NetworkLinkedList`1"/> collection. Note this must not be used outside the scope of an OnChanged call or a NetworkRender call.
</summary> </summary>
<typeparam name="T"></typeparam> </member>
<member name="T:Netick.NetworkLinkedList`1">
<summary>
A networked linked list collection. This is an ordered list meaning that the elements insertion order is maintained when iterating through the collection.
</summary>
</member>
<member name="F:Netick.CustomizableSocketTransport._connectRequestBuffer">
----------------------------------------------------
</member> </member>
<member name="T:Netick.NetworkPlayer"> <member name="T:Netick.NetworkPlayer">
<summary> <summary>
@@ -422,11 +464,20 @@
</summary> </summary>
<param name="behaviour"></param> <param name="behaviour"></param>
</member> </member>
<member name="T:Netick.NetworkQueueSnapshot`1"> <member name="M:Netick.NetworkConnection.SendData(System.Byte,System.Byte*,System.Int32,Netick.TransportDeliveryMethod)">
<summary> <summary>
A snapshot of the previous state of a NetworkQueue collection. Note this must not be used outside the the scope of an OnChanged call. Sends data to this connection.
<para>Note: the low-level transport must implement <see cref="M:Netick.TransportConnection.SendUserData(System.IntPtr,System.Int32,Netick.TransportDeliveryMethod)"/> for this method to have an effect.</para>
</summary> </summary>
<typeparam name="T"></typeparam> <param name="id"></param>
<param name="data"></param>
<param name="length"></param>
</member>
<member name="M:Netick.NativeUDPSocket.Deinitialize">
--------------------------------------------------------------------------------------------------------------
--------------------------------------------------------------------------------------------------------------
--------------------------------------------------------------------------------------------------------------
--------------------------------------------------------------------------------------------------------------
</member> </member>
<member name="F:Netick.ClientSimulation.SimReady"> <member name="F:Netick.ClientSimulation.SimReady">
-------------------------------- -------------------------------- -------------------------------- -------------------------------- -------------------------------- -------------------------------- -------------------------------- --------------------------------
@@ -434,11 +485,29 @@
<member name="M:Netick.ClientSimulation.AddSnaps"> <member name="M:Netick.ClientSimulation.AddSnaps">
-------------------------------- -------------------------------- -------------------------------- -------------------------------- -------------------------------- -------------------------------- -------------------------------- --------------------------------
</member> </member>
<member name="T:Netick.NetworkStackSnapshot`1"> <member name="T:Netick.NetworkUnorderedListSnapshot`1">
<summary> <summary>
A snapshot of the previous state of a NetworkStack collection. Note this must not be used outside the the scope of an OnChanged call. A snapshot of the state of a <see cref="T:Netick.NetworkUnorderedList`1"/> collection. Note this must not be used outside the scope of an OnChanged call or a NetworkRender call.
</summary> </summary>
<typeparam name="T"></typeparam> </member>
<member name="T:Netick.NetworkUnorderedList`1">
<summary>
A networked list collection. This is an unordered list meaning that the order of the elements during iteration is undefined.
</summary>
</member>
<member name="T:Netick.OnChanged">
<summary>
Use this attribute on a method you want to call when a specific property value changes. Example: [OnChanged(nameof(PropertyName)]
</summary>
</member>
<member name="T:Netick.Rpc">
<summary>
Use this attribute on any method you want to make an RPC. Should have the return type of void, and not be static.
<para> * Use the parameter "source" to specify who is allowed to send this RPC.</para>
<para> * Use the parameter "target" to specify who is allowed to receive and execute this RPC.</para>
<para> * Use the parameter "isReliable" to specify if this Rpc should be reliable or not, meaning it won't be lost (due to packet loss).</para>
<para> * Use the parameter "localInvoke" to specify if this Rpc should be executed on the machine it was called from.</para>
</summary>
</member> </member>
</members> </members>
</doc> </doc>

View File

@@ -1,8 +1,8 @@
{ {
"name": "com.karrar.netick", "name": "com.karrar.netick",
"version": "0.11.98", "version": "0.12.2",
"displayName": "Netick", "displayName": "Netick",
"description": "A networking library for unity", "description": "A networking solution for Unity",
"unity": "2021.3", "unity": "2021.3",
"dependencies": { "dependencies": {
"com.unity.nuget.mono-cecil": "1.11.4" "com.unity.nuget.mono-cecil": "1.11.4"
@@ -30,4 +30,4 @@
"email": "karsoftgames@gmail.com", "email": "karsoftgames@gmail.com",
"url": "https://www.netick.net" "url": "https://www.netick.net"
} }
} }}