mirror of
https://github.com/Kaveinator/NetickProForUnity.git
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1001 lines
47 KiB
XML
1001 lines
47 KiB
XML
<?xml version="1.0"?>
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<doc>
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<assembly>
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<name>Netick</name>
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</assembly>
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<members>
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<member name="M:Netick.NativeUDPSocket.Deinitialize">
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--------------------------------------------------------------------------------------------------------------
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--------------------------------------------------------------------------------------------------------------
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--------------------------------------------------------------------------------------------------------------
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--------------------------------------------------------------------------------------------------------------
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</member>
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<member name="M:Netick.NetickTransport.OnConnectRequest(Netick.NetworkConnectionRequest)">
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-------------------------------
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</member>
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<member name="T:Netick.SequenceId">
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<summary>
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A rolling sequence counter for ordering values. Repeats indefinitely
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with 1022 possible unique values (0 is treated as invalid internally).
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Consumes 10 bits when encoded for transmission.
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</summary>
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</member>
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<member name="M:Netick.NotServerException.#ctor">
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<summary>
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Constructs a NotServerException
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</summary>
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</member>
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<member name="M:Netick.NotServerException.#ctor(System.String)">
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<summary>
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Constructs a NotServerException with a message
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</summary>
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<param name="message">The exception message</param>
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</member>
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<member name="M:Netick.NotServerException.#ctor(System.String,System.Exception)">
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<summary>
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Constructs a NotServerException with a message and a inner exception
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</summary>
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<param name="message">The exception message</param>
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<param name="inner">The inner exception</param>
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</member>
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<member name="M:Netick.NotClientException.#ctor">
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<summary>
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Constructs a NotClientException
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</summary>
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</member>
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<member name="M:Netick.NotClientException.#ctor(System.String)">
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<summary>
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Constructs a NotClientException with a message
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</summary>
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<param name="message">The exception message</param>
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</member>
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<member name="M:Netick.NotClientException.#ctor(System.String,System.Exception)">
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<summary>
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Constructs a NotClientException with a message and a inner exception
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</summary>
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<param name="message">The exception message</param>
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<param name="inner">The inner exception</param>
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</member>
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<member name="M:Netick.BadPacketException.#ctor">
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<summary>
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Constructs a BadPacketException
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</summary>
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</member>
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<member name="T:Netick.NetworkPlayerId">
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<summary>
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Represents a networked struct identifier for a <see cref="T:Netick.NetworkPlayer"/>.
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</summary>
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</member>
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<member name="T:Netick.NetworkQueueSnapshot`1">
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<summary>
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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.
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</summary>
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</member>
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<member name="T:Netick.NetworkQueue`1">
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<summary>
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A networked <see cref="T:System.Collections.Generic.Queue`1"/> collection.
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</summary>
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</member>
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<member name="P:Netick.NetworkQueue`1.Count">
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<summary>
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Gets the number of elements contained in the queue.
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</summary>
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</member>
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<member name="M:Netick.NetworkQueue`1.Clear">
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<summary>
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Removes all elements from the queue.
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</summary>
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</member>
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<member name="M:Netick.NetworkQueue`1.Enqueue(`0)">
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<summary>
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Adds an item to the end of the queue if there is capacity.
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</summary>
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<param name="item">The item to add.</param>
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<returns><c>true</c> if the item was added; otherwise, <c>false</c> if the queue is full.</returns>
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</member>
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<member name="M:Netick.NetworkQueue`1.Dequeue">
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<summary>
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Removes and returns the item at the beginning of the queue.
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</summary>
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<returns>The item removed from the beginning of the queue.</returns>
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<exception cref="T:System.InvalidOperationException">Thrown if the queue is empty.</exception>
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</member>
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<member name="M:Netick.NetworkQueue`1.TryDequeue(`0@)">
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<summary>
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Attempts to remove and return the item at the beginning of the queue.
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</summary>
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<param name="result">When this method returns, contains the object removed from the queue, or the default value if the queue is empty.</param>
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<returns><c>true</c> if an item was dequeued; otherwise, <c>false</c>.</returns>
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</member>
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<member name="M:Netick.NetworkQueue`1.Peek">
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<summary>
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Returns the item at the beginning of the queue without removing it.
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</summary>
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<returns>The item at the beginning of the queue.</returns>
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<exception cref="T:System.InvalidOperationException">Thrown if the queue is empty.</exception>
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</member>
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<member name="M:Netick.NetworkQueue`1.TryPeek(`0@)">
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<summary>
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Attempts to return the item at the beginning of the queue without removing it.
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</summary>
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<param name="result">When this method returns, contains the object at the beginning of the queue, or the default value if the queue is empty.</param>
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<returns><c>true</c> if an item was found; otherwise, <c>false</c>.</returns>
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</member>
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<member name="M:Netick.NetworkQueue`1.Add(`0)">
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<summary>
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Adds an item to the underlying original queue. Used for local operations.
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</summary>
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<param name="item">The item to add.</param>
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</member>
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<member name="T:Netick.NetickConfigData">
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<summary>
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Configuration data for Netick.
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</summary>
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</member>
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<member name="P:Netick.AdaptiveRemoteInterpolation.CurrentBufferTime">
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<summary>
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Interpolation time in seconds.
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</summary>
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</member>
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<member name="P:Netick.AdaptiveRemoteInterpolation.Time">
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<summary>
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Time in seconds.
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</summary>
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</member>
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<member name="T:Netick.Interpolator">
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<summary>
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A struct that is used to obtain interpolation data for a network variable.
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</summary>
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</member>
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<member name="M:Netick.Interpolator.GetInterpolationData``1(Netick.InterpolationSource,``0@,``0@,System.Single@)">
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<summary>
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Tries to obtain interpolation data for this frame.
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</summary>
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<returns>Returns true if there was interpolation data for this frame.</returns>
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</member>
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<member name="M:Netick.Interpolator.GetInterpolationData``1(Netick.InterpolationSource,System.Int32,``0@,``0@,System.Single@)">
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<summary>
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Tries to obtain interpolation data for this frame. This is the array version.
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</summary>
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<returns>Returns true if there was interpolation data for this frame.</returns>
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</member>
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<member name="T:Netick.Interpolation">
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<summary>
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A class representing an abstract interpolation interface, which is implemented by <see cref="T:Netick.RemoteInterpolation"/> and <see cref="T:Netick.LocalInterpolation"/>
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</summary>
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</member>
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<member name="T:Netick.LocalInterpolation">
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<summary>
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A class representing the local interpolation of this instance <see cref="T:Netick.NetickEngine"/>. This should be used whenever you want to use Predicted Timeline on the client.
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</summary>
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</member>
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<member name="P:Netick.LocalInterpolation.Time">
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<summary>
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Time in seconds.
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</summary>
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</member>
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<member name="T:Netick.RemoteInterpolation">
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<summary>
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A class representing the remote interpolation of this instance <see cref="T:Netick.NetickEngine"/>. This should be used whenever you want to use Remote Timeline on the client.
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</summary>
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</member>
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<member name="P:Netick.RemoteInterpolation.CurrentBufferTime">
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<summary>
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Interpolation time in seconds.
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</summary>
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</member>
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<member name="P:Netick.RemoteInterpolation.Time">
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<summary>
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Time in seconds.
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</summary>
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</member>
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<member name="P:Netick.OnChangedData.InvokedForMisprediction">
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<summary>
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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.
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</summary>
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</member>
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<member name="M:Netick.OnChangedData.GetPreviousNetworkDictionary``2(Netick.NetworkDictionary{``0,``1})">
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<summary>
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Gets a snapshot of the previous state of a NetworkDictionary collection.
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</summary>
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<returns></returns>
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</member>
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<member name="M:Netick.OnChangedData.GetPreviousNetworkHashSet``1(Netick.NetworkHashSet{``0})">
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<summary>
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Gets a snapshot of the previous state of a NetworkHashSet collection.
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</summary>
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<returns></returns>
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</member>
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<member name="M:Netick.OnChangedData.GetPreviousNetworkLinkedList``1(Netick.NetworkLinkedList{``0})">
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<summary>
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Gets a snapshot of the previous state of a NetworkLinkedList collection.
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</summary>
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<returns></returns>
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</member>
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<member name="M:Netick.OnChangedData.GetPreviousNetworkUnorderedList``1(Netick.NetworkUnorderedList{``0})">
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<summary>
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Gets a snapshot of the previous state of a NetworkUnorderedList collection.
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</summary>
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<returns></returns>
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</member>
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<member name="M:Netick.OnChangedData.GetPreviousNetworkQueue``1(Netick.NetworkQueue{``0})">
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<summary>
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Gets a snapshot of the previous state of a NetworkQueue collection.
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</summary>
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<returns></returns>
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</member>
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<member name="M:Netick.OnChangedData.GetPreviousNetworkStack``1(Netick.NetworkStack{``0})">
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<summary>
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Gets a snapshot of the previous state of a NetworkStack collection.
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</summary>
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<returns></returns>
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</member>
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<member name="M:Netick.OnChangedData.GetPreviousValue``1">
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<summary>
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Gets previous value for the changed network property.
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<para>Note: this must only be used with non-array network properties. For arrays, use <see cref="M:Netick.OnChangedData.GetArrayPreviousElementValue``1(System.Int32)"/> instead. </para>
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</summary>
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<typeparam name="T"></typeparam>
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<returns></returns>
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</member>
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<member name="M:Netick.OnChangedData.GetPreviousValueAsPointer">
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<summary>
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Gets a pointer to the previous value
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</summary>
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<returns></returns>
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</member>
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<member name="M:Netick.OnChangedData.GetArrayChangedElementIndex">
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<summary>
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Gets the index of the changed element of the array.
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</summary>
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<returns></returns>
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</member>
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<member name="M:Netick.OnChangedData.GetArrayPreviousElementValue``1(System.Int32)">
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<summary>
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Gets the value of the changed element of the array. This is an unsafe method, use it carefully and make sure to never go outside range to avoid a crash.
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</summary>
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<returns></returns>
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</member>
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<member name="M:Netick.OnChangedData.GetArrayPreviousElementValue``1">
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<summary>
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Gets the index of the changed element of the array.
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</summary>
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<typeparam name="T"></typeparam>
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<returns></returns>
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</member>
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<member name="T:Netick.NetworkDictionarySnapshot`2">
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<summary>
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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.
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</summary>
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</member>
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<member name="M:Netick.NetworkDictionarySnapshot`2.ContainsKey(`0)">
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<summary>
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Determines whether the dictionary contains the specified key.
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</summary>
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<param name="key">The key to locate in the dictionary.</param>
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<returns>true if the dictionary contains an element with the specified key; otherwise, false.</returns>
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</member>
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<member name="M:Netick.NetworkDictionarySnapshot`2.ContainsValue(`1)">
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<summary>
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Determines whether the dictionary contains a specific value.
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</summary>
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<param name="value">The value to locate in the dictionary.</param>
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<returns>true if the value is found; otherwise, false.</returns>
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</member>
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<member name="T:Netick.NetworkDictionary`2">
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<summary>
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A networked <see cref="T:System.Collections.Generic.Dictionary`2"/> collection.
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</summary>
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</member>
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<member name="M:Netick.NetworkDictionary`2.Clear">
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<summary>
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Removes all keys and values from the dictionary.
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</summary>
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</member>
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<member name="P:Netick.NetworkDictionary`2.Item(`0)">
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<summary>
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Gets or sets the value associated with the specified key.
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</summary>
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<param name="key">The key whose value to get or set.</param>
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<returns>The value associated with the specified key.</returns>
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<exception cref="T:System.Collections.Generic.KeyNotFoundException">Thrown when the key does not exist in the dictionary.</exception>
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</member>
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<member name="P:Netick.NetworkDictionary`2.Count">
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<summary>
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Gets the number of elements contained in the dictionary.
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</summary>
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</member>
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<member name="M:Netick.NetworkDictionary`2.Add(`0,`1)">
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<summary>
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Adds the specified key and value to the dictionary.
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</summary>
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<param name="key">The key of the element to add.</param>
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<param name="value">The value of the element to add.</param>
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<returns>true if the key/value pair was added; false if the key already exists or the dictionary is full.</returns>
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</member>
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<member name="M:Netick.NetworkDictionary`2.Remove(`0)">
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<summary>
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Removes the value with the specified key from the dictionary.
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</summary>
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<param name="key">The key of the element to remove.</param>
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<returns>true if the element is successfully removed; otherwise, false.</returns>
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</member>
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<member name="M:Netick.NetworkDictionary`2.TryGetValue(`0,`1@)">
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<summary>
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Tries to get the value associated with the specified key.
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</summary>
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<param name="key">The key whose value to get.</param>
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<param name="value">When this method returns, contains the value associated with the specified key, if the key is found; otherwise, the default value for the type of the value parameter.</param>
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<returns>true if the key was found; otherwise, false.</returns>
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</member>
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<member name="M:Netick.NetworkDictionary`2.SetKeyValue(`0,`1)">
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<summary>
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Sets the value associated with the specified key if it exists in the dictionary.
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If the key is found, updates its value.
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</summary>
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<returns>true if the key was found and updated; otherwise, false</returns>
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</member>
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<member name="M:Netick.NetworkDictionary`2.ContainsKey(`0)">
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<summary>
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Determines whether the dictionary contains the specified key.
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</summary>
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<param name="key">The key to locate in the dictionary.</param>
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<returns>true if the dictionary contains an element with the specified key; otherwise, false.</returns>
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</member>
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<member name="M:Netick.NetworkDictionary`2.ContainsValue(`1)">
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<summary>
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Determines whether the dictionary contains a specific value.
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</summary>
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<param name="value">The value to locate in the dictionary.</param>
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<returns>true if the value is found; otherwise, false.</returns>
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</member>
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<member name="T:Netick.InterestManagementGroup">
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<summary>
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Represents a group used for interest management in the Netick.
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An InterestManagementGroup contains a collection of entities and manages which clients are interested in those entities,
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typically for the purpose of optimizing network traffic by only sending relevant updates to clients.
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</summary>
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</member>
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<member name="T:Netick.Networked">
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<summary>
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Use this attribute on a property to make it networked. It will be synchronized across the network.
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<para> * Use the parameter "size" to specify the max capacity of a network array/collection.</para>
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<para> * Use the parameter "relevancy" to specify who will receive this variable.</para>
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<para> * Use the parameter "precision" to specify the precision of a float-based variable.</para>
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<para> * Use the parameter "ensureSafety" to specify if it will always be safe to access this variable (for instance, when Netick is not running).</para>
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</summary>
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</member>
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<member name="T:Netick.OnChanged">
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<summary>
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Use this attribute on a method you want to call when a specific property value changes. Example: [OnChanged(nameof(PropertyName)]
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</summary>
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</member>
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<member name="T:Netick.Rpc">
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<summary>
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Use this attribute on any method you want to make an RPC. Must have the return type of void.
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<para> * Use the parameter "source" to specify who is allowed to send this RPC.</para>
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<para> * Use the parameter "target" to specify who is allowed to receive and execute this RPC.</para>
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<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>
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<para> * Use the parameter "localInvoke" to specify if this Rpc should be executed on the machine it was called from.</para>
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</summary>
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</member>
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<member name="T:Netick.NetworkTimer">
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<summary>
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A helper struct that can be used to as a timer for various gameplay purposes.
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</summary>
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</member>
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<member name="T:Netick.NetworkHashSetSnapshot`1">
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<summary>
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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.
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</summary>
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</member>
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<member name="M:Netick.NetworkHashSetSnapshot`1.Contains(`0)">
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<summary>
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Determines whether the hashset snapshot contains a specific value.
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</summary>
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<param name="item">The object to locate in the snapshot.</param>
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<returns>true if item is found; otherwise, false.</returns>
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</member>
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<member name="T:Netick.NetworkHashSet`1">
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<summary>
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A networked <see cref="T:System.Collections.Generic.HashSet`1"/> collection.
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</summary>
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</member>
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<member name="P:Netick.NetworkHashSet`1.Count">
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<summary>
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Gets the number of elements contained in the set.
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</summary>
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</member>
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<member name="M:Netick.NetworkHashSet`1.Add(`0)">
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<summary>
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Adds an item to the set.
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</summary>
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<param name="item">The element to add.</param>
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<returns>true if the element is added to the set; false if the element is already present or the set was full.</returns>
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</member>
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<member name="M:Netick.NetworkHashSet`1.Remove(`0)">
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<summary>
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Removes the specified item from the set.
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</summary>
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<param name="item">The element to remove.</param>
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<returns>true if the element is successfully removed; otherwise, false.</returns>
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</member>
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<member name="M:Netick.NetworkHashSet`1.Contains(`0)">
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<summary>
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Determines whether the set contains a specific value.
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</summary>
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<param name="item">The object to locate in the set.</param>
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<returns>true if item is found; otherwise, false.</returns>
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</member>
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<member name="M:Netick.NetworkHashSet`1.Clear">
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<summary>
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Removes all item from the set.
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</summary>
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</member>
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<member name="T:Netick.Entity">
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<summary>
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Represents an networked entity (object) in the simulation.
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</summary>
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</member>
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<member name="T:Netick.NetworkStackSnapshot`1">
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<summary>
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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.
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</summary>
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</member>
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<member name="P:Netick.NetworkStackSnapshot`1.Count">
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<summary>
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Gets the number of elements in the stack.
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</summary>
|
|
</member>
|
|
<member name="T:Netick.NetworkStack`1">
|
|
<summary>
|
|
A networked <see cref="T:System.Collections.Generic.Stack`1"/> collection.
|
|
</summary>
|
|
</member>
|
|
<member name="P:Netick.NetworkStack`1.Count">
|
|
<summary>
|
|
Gets the number of items contained in the stack.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Netick.NetworkStack`1.Clear">
|
|
<summary>
|
|
Removes all items from the stack.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Netick.NetworkStack`1.Push(`0)">
|
|
<summary>
|
|
Pushes an item onto the top of the stack.
|
|
</summary>
|
|
<param name="item">The item to push onto the stack.</param>
|
|
<returns>True if the item was pushed; false if the stack is full.</returns>
|
|
</member>
|
|
<member name="M:Netick.NetworkStack`1.Pop">
|
|
<summary>
|
|
Removes and returns the item at the top of the stack.
|
|
</summary>
|
|
<returns>The item removed from the top of the stack, or default if the stack is empty.</returns>
|
|
</member>
|
|
<member name="M:Netick.NetworkStack`1.TryPop(`0@)">
|
|
<summary>
|
|
Attempts to remove and return the item at the top of the stack.
|
|
</summary>
|
|
<param name="result">The item removed from the top of the stack, or default if the stack is empty.</param>
|
|
<returns>True if an item was removed; otherwise, false.</returns>
|
|
</member>
|
|
<member name="M:Netick.NetworkStack`1.Peek">
|
|
<summary>
|
|
Returns the item at the top of the stack without removing it.
|
|
</summary>
|
|
<returns>The item at the top of the stack, or default if the stack is empty.</returns>
|
|
</member>
|
|
<member name="M:Netick.NetworkStack`1.TryPeek(`0@)">
|
|
<summary>
|
|
Attempts to return the item at the top of the stack without removing it.
|
|
</summary>
|
|
<param name="result">The item at the top of the stack, or default if the stack is empty.</param>
|
|
<returns>True if an item was returned; otherwise, false.</returns>
|
|
</member>
|
|
<member name="M:Netick.NetworkStack`1.Add(`0)">
|
|
<summary>
|
|
Adds an item to the original stack (used for internal state).
|
|
</summary>
|
|
<param name="item">The element to add.</param>
|
|
</member>
|
|
<member name="T:Netick.NetworkLinkedListSnapshot`1">
|
|
<summary>
|
|
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>
|
|
</member>
|
|
<member name="P:Netick.NetworkLinkedListSnapshot`1.Head">
|
|
<summary>
|
|
Gets the first node in the linked list snapshot.
|
|
</summary>
|
|
</member>
|
|
<member name="P:Netick.NetworkLinkedListSnapshot`1.Tail">
|
|
<summary>
|
|
Gets the last node in the linked list snapshot.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Netick.NetworkLinkedListSnapshot`1.GetNode(System.Int32)">
|
|
<summary>
|
|
Gets the node at the specified index in the snapshot.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Netick.NetworkLinkedListNode`1.Index">
|
|
<summary>
|
|
Index of this node within the collection.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Netick.NetworkLinkedListNode`1.Next">
|
|
<summary>
|
|
Index of the next node.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Netick.NetworkLinkedListNode`1.Previous">
|
|
<summary>
|
|
Index of the previous node.
|
|
</summary>
|
|
</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="P:Netick.NetworkLinkedList`1.Head">
|
|
<summary>
|
|
Gets the first node in the linked list.
|
|
</summary>
|
|
</member>
|
|
<member name="P:Netick.NetworkLinkedList`1.Tail">
|
|
<summary>
|
|
Gets the last node in the linked list.
|
|
</summary>
|
|
</member>
|
|
<member name="P:Netick.NetworkLinkedList`1.Count">
|
|
<summary>
|
|
Gets the number of items contained in the linked list.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Netick.NetworkLinkedList`1.Add(`0)">
|
|
<summary>
|
|
Adds an item to the end of the linked list.
|
|
</summary>
|
|
<param name="item">The item to add.</param>
|
|
<returns>True if the item was added; otherwise, false.</returns>
|
|
</member>
|
|
<member name="M:Netick.NetworkLinkedList`1.AddFirst(`0,Netick.NetworkLinkedListNode{`0}@)">
|
|
<summary>
|
|
Adds an item as the first node in the linked list.
|
|
</summary>
|
|
<param name="item">The item to add.</param>
|
|
<param name="addedNode">The node that was added.</param>
|
|
<returns>True if the item was added; otherwise, false.</returns>
|
|
</member>
|
|
<member name="M:Netick.NetworkLinkedList`1.AddLast(`0,Netick.NetworkLinkedListNode{`0}@)">
|
|
<summary>
|
|
Adds an item as the last node in the linked list.
|
|
</summary>
|
|
<param name="item">The item to add.</param>
|
|
<param name="addedNode">The node that was added.</param>
|
|
<returns>True if the item was added; otherwise, false.</returns>
|
|
</member>
|
|
<member name="M:Netick.NetworkLinkedList`1.AddBefore(Netick.NetworkLinkedListNode{`0},`0,Netick.NetworkLinkedListNode{`0}@)">
|
|
<summary>
|
|
Adds an item before the specified node in the linked list.
|
|
</summary>
|
|
<param name="beforeThisNode">The node before which to insert the new item.</param>
|
|
<param name="item">The item to add.</param>
|
|
<param name="addedNode">The node that was added.</param>
|
|
<returns>True if the item was added; otherwise, false.</returns>
|
|
</member>
|
|
<member name="M:Netick.NetworkLinkedList`1.AddAfter(Netick.NetworkLinkedListNode{`0},`0,Netick.NetworkLinkedListNode{`0}@)">
|
|
<summary>
|
|
Adds an item after the specified node in the linked list.
|
|
</summary>
|
|
<param name="afterThisNode">The node after which to insert the new item.</param>
|
|
<param name="item">The item to add.</param>
|
|
<param name="addedNode">The node that was added.</param>
|
|
<returns>True if the item was added; otherwise, false.</returns>
|
|
</member>
|
|
<member name="M:Netick.NetworkLinkedList`1.Remove(`0)">
|
|
<summary>
|
|
Removes the first occurrence of the specified item from the linked list.
|
|
</summary>
|
|
<param name="item">The item to remove.</param>
|
|
<returns>True if the item was removed; otherwise, false.</returns>
|
|
</member>
|
|
<member name="M:Netick.NetworkLinkedList`1.Remove(Netick.NetworkLinkedListNode{`0})">
|
|
<summary>
|
|
Removes the specified node from the linked list.
|
|
</summary>
|
|
<param name="node">The node to remove.</param>
|
|
<returns>True if the node was removed; otherwise, false.</returns>
|
|
</member>
|
|
<member name="M:Netick.NetworkLinkedList`1.Clear">
|
|
<summary>
|
|
Removes all items from the linked list.
|
|
</summary>
|
|
</member>
|
|
<member name="P:Netick.NetworkLinkedList`1.Nodes">
|
|
<summary>
|
|
Gets an enumerable collection of all nodes in the linked list.
|
|
</summary>
|
|
</member>
|
|
<member name="T:Netick.NetickEngine">
|
|
<summary>
|
|
The NetickEngine class is the core of Netick, managing networking, simulation, interpolation, replication, etc.
|
|
</summary>
|
|
</member>
|
|
<member name="P:Netick.NetickEngine.ConnectedClients">
|
|
<summary>
|
|
A list containing all connected clients currently.
|
|
<para>Note: if you want the clients + the server, use <see cref="P:Netick.NetickEngine.ConnectedPlayers"/>.</para>
|
|
</summary>
|
|
</member>
|
|
<member name="P:Netick.NetickEngine.ConnectedPlayers">
|
|
<summary>
|
|
<para>A list containing all connected clients currently, in addition to the server.</para>
|
|
<para>Note: if you only want the clients, use <see cref="P:Netick.NetickEngine.ConnectedClients"/>.</para>
|
|
</summary>
|
|
</member>
|
|
<member name="P:Netick.NetickEngine.ServerEndPoint">
|
|
<summary>
|
|
<c><b>[Client Only]</b></c> The <see cref="T:System.Net.IPEndPoint"/> of the server you are connected to. Returns null if you are not connected to any server, or if you are the server.
|
|
</summary>
|
|
</member>
|
|
<member name="P:Netick.NetickEngine.IsConnected">
|
|
<summary>
|
|
<c><b>[Client Only]</b></c> Returns true if this client is currently connected to a server.
|
|
</summary>
|
|
</member>
|
|
<member name="P:Netick.NetickEngine.FixedDeltaTime">
|
|
<summary>
|
|
Time period between simulation ticks.
|
|
</summary>
|
|
</member>
|
|
<!-- Badly formed XML comment ignored for member "P:Netick.NetickEngine.Tick" -->
|
|
<member name="P:Netick.NetickEngine.IsResimulating">
|
|
<summary>
|
|
Returns true if we are currently resimulating a previous input/tick of the past. On the server, it always returns false since <b>only the clients resimulate</b>.
|
|
</summary>
|
|
</member>
|
|
<member name="P:Netick.NetickEngine.InKBps">
|
|
<summary>
|
|
Incoming data in kilobytes per second (KBps).
|
|
</summary>
|
|
</member>
|
|
<member name="P:Netick.NetickEngine.OutKBps">
|
|
<summary>
|
|
Outgoing data in kilobytes per second (KBps).
|
|
</summary>
|
|
</member>
|
|
<member name="P:Netick.NetickEngine.InPacketLoss">
|
|
<summary>
|
|
<c><b>[Client Only]</b></c> Estimation of incoming packets that are being lost. Value ranges between 0.0 and 1.0, with 1.0 meaning all packets are being lost.
|
|
</summary>
|
|
</member>
|
|
<member name="P:Netick.NetickEngine.OutPacketLoss">
|
|
<summary>
|
|
<c><b>[Client Only]</b></c> Estimation of outgoing packets that are being lost. Value ranges between 0.0 and 1.0, with 1.0 meaning all packets are being lost.
|
|
</summary>
|
|
</member>
|
|
<member name="P:Netick.NetickEngine.InterpolationDelay">
|
|
<summary>
|
|
<c><b>[Client Only]</b></c> Interpolation delay in seconds.
|
|
</summary>
|
|
</member>
|
|
<member name="P:Netick.NetickEngine.RTT">
|
|
<summary>
|
|
<c><b>[Client Only]</b></c> The round-trip time (RTT) of the client in seconds.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Netick.NetickEngine.DisconnectFromServer">
|
|
<summary>
|
|
<c><b>[Client Only]</b></c> Disconnects this client from the server.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Netick.NetickEngine.GetWorldStateTotalSize">
|
|
<summary>
|
|
Returns the size of the entirety of the game's networked state snapshot size, in bytes. This includes the sizes of all allocated blocks.
|
|
</summary>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="M:Netick.NetickEngine.AttachBehaviour(Netick.INetickScript,System.Boolean)">
|
|
<summary>
|
|
Attaches a <see cref="T:Netick.INetickScript"/> to the simulation.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Netick.NetickEngine.DetachBehaviour(Netick.INetickScript)">
|
|
<summary>
|
|
Detaches a <see cref="T:Netick.INetickScript"/> from the simulation.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Netick.NetickEngine.Update(System.Single,System.Single,System.Boolean)">
|
|
<summary>
|
|
Updates Netick logic.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Netick.NetickEngine.Render">
|
|
<summary>
|
|
Call this to invoke NetworkRender on simulated entities. This might not be needed if you are running a headless build.
|
|
</summary>
|
|
</member>
|
|
<member name="T:Netick.NetworkPlayer">
|
|
<summary>
|
|
Represents a network player, which can be either a local player (representing this player) or a remote connection (representing a connected client)).
|
|
</summary>
|
|
</member>
|
|
<member name="P:Netick.NetworkPlayer.PlayerId">
|
|
<summary>
|
|
The networked index of this player.
|
|
<para>Note: it returns -1 on the client for the local player when not connected to a server.</para>
|
|
<para>Note: the server player always has Id 0.</para>
|
|
</summary>
|
|
</member>
|
|
<member name="P:Netick.NetworkPlayer.PlayerObject">
|
|
<summary>
|
|
Use this to associate an object with this player. This is a local variable that is not synced.
|
|
</summary>
|
|
</member>
|
|
<member name="T:Netick.Tick">
|
|
<summary>
|
|
Represents a network tick.
|
|
</summary>
|
|
</member>
|
|
<member name="T:Netick.INetickComponent">
|
|
<summary>
|
|
This interface is used to internal Netick systems.
|
|
</summary>
|
|
</member>
|
|
<member name="T:Netick.IGameEngine">
|
|
<summary>
|
|
This interface is used to integrate Netick with a game engine.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Netick.IGameEngine.GetConnectionMetaSizeWords">
|
|
<summary>
|
|
Implements this to inform Netick about the size (in 32 bit words) of your connection meta data.
|
|
</summary>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="M:Netick.IGameEngine.GetEntityMetaSizeWords">
|
|
<summary>
|
|
Implements this to inform Netick about the size (in 32 bit words) of your entity meta data.
|
|
</summary>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="M:Netick.IGameEngine.OnEntitySpawned(Netick.Entity)">
|
|
<summary>
|
|
This is called when a new entity has been added to the simulation.
|
|
</summary>
|
|
<param name="entity"></param>
|
|
</member>
|
|
<member name="M:Netick.IGameEngine.OnEntityDespawned(Netick.Entity)">
|
|
<summary>
|
|
This is called when an entity has been removed from the simulation.
|
|
</summary>
|
|
<param name="entity"></param>
|
|
</member>
|
|
<member name="M:Netick.IGameEngine.OnUnlinkedEntityDespawned(Netick.Entity)">
|
|
<summary>
|
|
This is called when an unliked entity has been removed from the simulation.
|
|
</summary>
|
|
<param name="entity"></param>
|
|
</member>
|
|
<member name="M:Netick.IGameEngine.PopulateEntityMeta(Netick.Entity)">
|
|
<summary>
|
|
This is used to populate the user meta data for an entity.
|
|
</summary>
|
|
<param name="entity"></param>
|
|
</member>
|
|
<member name="M:Netick.IGameEngine.OnEntityMetaChanged(Netick.NetickEntityMeta,System.Byte*,System.Int32)">
|
|
<summary>
|
|
This method is called on the client when it receives new entity meta data. This must be used to create/setup network entities on the client. It can be called many times not only when the data has changed.
|
|
<para>Note: user entity meta data can be used for custom user data that might be used in creating entities.</para>
|
|
</summary>
|
|
<param name="netickMeta"></param>
|
|
<param name="userMetaData"></param>
|
|
</member>
|
|
<member name="M:Netick.IGameEngine.OnBeforeSend(Netick.NetworkConnection)">
|
|
<summary>
|
|
This is called before sending packets to the target connection.
|
|
</summary>
|
|
<param name="target"></param>
|
|
</member>
|
|
<member name="M:Netick.IGameEngine.OnPacketReceived(Netick.NetworkConnection)">
|
|
<summary>
|
|
This is called when a full packet has been received.
|
|
</summary>
|
|
<param name="source"></param>
|
|
</member>
|
|
<member name="T:Netick.INetickScript">
|
|
<summary>
|
|
A script which can be added to Netick internal simulation loop.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Netick.INetickScript.Initialize(Netick.NetickEngine)">
|
|
<summary>
|
|
Used to initialize the user script and assign Engine.
|
|
</summary>
|
|
<param name="netickEngine"></param>
|
|
</member>
|
|
<member name="M:Netick.INetickScript.NetworkStart">
|
|
<summary>
|
|
Called when this script has been added to the simulation.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Netick.INetickScript.NetworkDestroy">
|
|
<summary>
|
|
Called when this script has been removed from the simulation.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Netick.INetickScript.NetworkUpdate">
|
|
<summary>
|
|
Called every frame. Executed before NetworkFixedUpdate.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Netick.INetickScript.NetworkFixedUpdate">
|
|
<summary>
|
|
Called every fixed-time network update/tick. Any changes/updates to the network state must happen here.
|
|
<para>On the client, if you are the Input Source or if this Entity.PredictionMode is set to Global, it will be called several times in one update/tick during resimulations. To check for resimulations, use [<see cref="P:Netick.Entity.IsResimulating"/>].</para>
|
|
</summary>
|
|
</member>
|
|
<member name="M:Netick.INetickScript.NetworkRender">
|
|
<summary>
|
|
Called every frame. Executed after NetworkUpdate and NetworkFixedUpdate.
|
|
</summary>
|
|
</member>
|
|
<member name="T:Netick.INetickNetworkScript">
|
|
<summary>
|
|
A script which can have networked properties and rpcs.
|
|
</summary>
|
|
</member>
|
|
<member name="T:Netick.INetickEntity">
|
|
<summary>
|
|
This interface is used to integrate Netick with a game engine entity.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Netick.INetickEntity.Initialize(Netick.NetickEngine,Netick.Entity)">
|
|
<summary>
|
|
Used to initialize the user entity and assign Engine and Entity.
|
|
</summary>
|
|
<param name="netickEngine"></param>
|
|
<param name="entity"></param>
|
|
</member>
|
|
<member name="T:Netick.NetworkUnorderedListSnapshot`1">
|
|
<summary>
|
|
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>
|
|
</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="P:Netick.NetworkUnorderedList`1.Count">
|
|
<summary>
|
|
Gets the number of items contained in the list.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Netick.NetworkUnorderedList`1.Clear">
|
|
<summary>
|
|
Removes all elements from the list.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Netick.NetworkUnorderedList`1.Add(`0)">
|
|
<summary>
|
|
Adds an item to the list.
|
|
</summary>
|
|
<param name="item">The item to add.</param>
|
|
<returns>True if the item was added; otherwise, false.</returns>
|
|
</member>
|
|
<member name="M:Netick.NetworkUnorderedList`1.Remove(`0)">
|
|
<summary>
|
|
Removes an item from the list.
|
|
</summary>
|
|
<param name="item">The item to add.</param>
|
|
<returns>True if the item was removed; otherwise, false.</returns>
|
|
</member>
|
|
<member name="T:Netick.InterestManagement">
|
|
<summary>
|
|
Manages interest groups and area of interest (AoI) layers.
|
|
</summary>
|
|
</member>
|
|
<member name="T:Netick.RpcContext">
|
|
<summary>
|
|
Contains information about an RPC call.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Netick.RpcContext.Source">
|
|
<summary>
|
|
The source of this RPC call (the player that originally called it).
|
|
</summary>
|
|
</member>
|
|
<member name="T:Netick.NetworkRpc">
|
|
<summary>
|
|
Represents an RPC. Used internally only.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Netick.NetworkRpc.InternalIsResim(Netick.NetickEngine)">
|
|
<summary>
|
|
Internal method. Never call this.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Netick.NetworkRpc.InternalCreateRpc(Netick.NetickEngine,System.Boolean,Netick.NetworkPlayerId,System.Int32,Netick.INetickNetworkScript,System.Boolean,Netick.RpcPeers,System.Int32)">
|
|
<summary>
|
|
Internal method. Never call this.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Netick.NetworkRpc.InternalCanSend(Netick.NetickEngine,Netick.Entity,Netick.RpcPeers,Netick.RpcPeers,System.Int32)">
|
|
<summary>
|
|
Internal method. Never call this.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Netick.NetworkRpc.InternalCanInvokeWithRID(Netick.NetickEngine,Netick.Entity,Netick.RpcPeers,Netick.RpcPeers,System.Boolean,System.Int32,System.Boolean,Netick.NetworkPlayerId,Netick.RpcContext@)">
|
|
<summary>
|
|
Internal method. Never call this.
|
|
</summary>
|
|
</member>
|
|
<member name="T:Netick.NetworkBool">
|
|
<summary>
|
|
Always use NetworkBool instead of bool, for networked properties and RPC parameters.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Netick.CustomizableSocketTransport._connectRequestBuffer">
|
|
----------------------------------------------------
|
|
</member>
|
|
<member name="P:Netick.NetworkConnection.InPacketLossBurst">
|
|
<summary>
|
|
The longest inward packet loss burst (more than 2 packets lost in a row) in the last 10 seconds.
|
|
</summary>
|
|
</member>
|
|
<member name="P:Netick.NetworkConnection.InPacketLoss">
|
|
<summary>
|
|
Estimation of incoming packets that are being lost. Value ranges between 0.0 and 1.0, with 1.0 meaning all packets are being lost.
|
|
</summary>
|
|
</member>
|
|
<member name="P:Netick.NetworkConnection.OutPacketLoss">
|
|
<summary>
|
|
Estimation of outgoing packets that are being lost. Value ranges between 0.0 and 1.0, with 1.0 meaning all packets are being lost.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Netick.NetworkConnection.SendData(System.Byte,System.Byte*,System.Int32,Netick.TransportDeliveryMethod)">
|
|
<summary>
|
|
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>
|
|
</member>
|
|
<member name="T:Netick.NetworkString8">
|
|
<summary>
|
|
Represents a fixed-size network-serializable string with a maximum length of 8 characters.
|
|
</summary>
|
|
</member>
|
|
<member name="T:Netick.NetworkString16">
|
|
<summary>
|
|
Represents a fixed-size network-serializable string with a maximum length of 16 characters.
|
|
</summary>
|
|
</member>
|
|
<member name="T:Netick.NetworkString32">
|
|
<summary>
|
|
Represents a fixed-size network-serializable string with a maximum length of 32 characters.
|
|
</summary>
|
|
</member>
|
|
<member name="T:Netick.NetworkString64">
|
|
<summary>
|
|
Represents a fixed-size network-serializable string with a maximum length of 64 characters.
|
|
</summary>
|
|
</member>
|
|
<member name="T:Netick.NetworkString128">
|
|
<summary>
|
|
Represents a fixed-size network-serializable string with a maximum length of 128 characters.
|
|
</summary>
|
|
</member>
|
|
<member name="T:Netick.NetworkString256">
|
|
<summary>
|
|
Represents a fixed-size network-serializable string with a maximum length of 256 characters.
|
|
</summary>
|
|
</member>
|
|
</members>
|
|
</doc>
|