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Netick.Unity/Netick/Runtime/Netick.xml
2024-04-13 12:30:42 +03:00

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<?xml version="1.0"?>
<doc>
<assembly>
<name>Netick</name>
</assembly>
<members>
<member name="M:Netick.NetickTransport.OnConnectRequest(Netick.NetworkConnectionRequest)">
-------------------------------
</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="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 None, 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 network scripts which can have networked properties and rpcs.
</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="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">
<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.
</summary>
</member>
<member name="M:Netick.OnChangedData.GetPreviousNetworkLinkedList``1(Netick.NetworkLinkedList{``0})">
<summary>
Gets a snapshot of the previous state of a NetworkLinkedList collection.
</summary>
<returns></returns>
</member>
<member name="M:Netick.OnChangedData.GetPreviousNetworkQueue``1(Netick.NetworkQueue{``0})">
<summary>
Gets a snapshot of the previous state of a NetworkQueue collection.
</summary>
<returns></returns>
</member>
<member name="M:Netick.OnChangedData.GetPreviousNetworkStack``1(Netick.NetworkStack{``0})">
<summary>
Gets a snapshot of the previous state of a NetworkStack collection.
</summary>
<returns></returns>
</member>
<member name="M:Netick.OnChangedData.GetPreviousValue``1">
<summary>
Gets previous value for the changed network property.
<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>
</summary>
<typeparam name="T"></typeparam>
<returns></returns>
</member>
<member name="M:Netick.OnChangedData.GetPreviousValueAsPointer">
<summary>
Gets a pointer to the previous value
</summary>
<returns></returns>
</member>
<member name="M:Netick.OnChangedData.GetArrayChangedElementIndex">
<summary>
Gets the index of the changed element of the array.
</summary>
<returns></returns>
</member>
<member name="M:Netick.OnChangedData.GetArrayPreviousElementValue``1(System.Int32)">
<summary>
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.
</summary>
<returns></returns>
</member>
<member name="M:Netick.OnChangedData.GetArrayPreviousElementValue``1">
<summary>
Gets the index of the changed element of the array.
</summary>
<typeparam name="T"></typeparam>
<returns></returns>
</member>
<member name="T:Netick.Interpolator">
<summary>
A struct that is used to obtain interpolation data for a network property.
</summary>
</member>
<member name="M:Netick.Interpolator.GetInterpolationData``1(Netick.InterpolationSource,``0@,``0@,System.Single@)">
<summary>
Tries to obtain interpolation data for this frame.
</summary>
<param name="interpolationSource"></param>
<param name="from"></param>
<param name="to"></param>
<param name="alpha"></param>
<returns>Returns true if there was interpolation data for this frame.</returns>
</member>
<member name="M:Netick.Interpolator.GetInterpolationData``1(Netick.InterpolationSource,System.Int32,``0@,``0@,System.Single@)">
<summary>
Tries to obtain interpolation data for this frame. This is the array version.
</summary>
<param name="interpolationSource"></param>
<param name="from"></param>
<param name="to"></param>
<param name="alpha"></param>
<returns>Returns true if there was interpolation data for this frame.</returns>
</member>
<member name="T:Netick.Interpolation">
<summary>
A class representing an abstract interpolation interface, which is implemented by <see cref="T:Netick.RemoteInterpolation"/> and <see cref="T:Netick.LocalInterpolation"/>
</summary>
</member>
<member name="T:Netick.LocalInterpolation">
<summary>
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.
</summary>
</member>
<member name="P:Netick.LocalInterpolation.Time">
<summary>
Time in seconds.
</summary>
</member>
<member name="T:Netick.RemoteInterpolation">
<summary>
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.
</summary>
</member>
<member name="P:Netick.RemoteInterpolation.CurrentBufferTime">
<summary>
Interpolation time in seconds.
</summary>
</member>
<member name="P:Netick.RemoteInterpolation.Time">
<summary>
Time in seconds.
</summary>
</member>
<member name="P:Netick.AdaptiveRemoteInterpolation.CurrentBufferTime">
<summary>
Interpolation time in seconds.
</summary>
</member>
<member name="P:Netick.AdaptiveRemoteInterpolation.Time">
<summary>
Time in seconds.
</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,Netick.NetworkConnection,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.InternalCanInvoke(Netick.NetickEngine,Netick.Entity,Netick.RpcPeers,Netick.RpcPeers,System.Boolean,System.Int32)">
<summary>
Internal method. Never call this.
</summary>
</member>
<member name="M:Netick.NotClientException.#ctor">
<summary>
Constructs a NotClientException
</summary>
</member>
<member name="M:Netick.NotClientException.#ctor(System.String)">
<summary>
Constructs a NotClientException with a message
</summary>
<param name="message">The exception message</param>
</member>
<member name="M:Netick.NotClientException.#ctor(System.String,System.Exception)">
<summary>
Constructs a NotClientException 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.BadPacketException.#ctor">
<summary>
Constructs a BadPacketException
</summary>
</member>
<member name="F:Netick.CustomizableSocketTransport._connectRequestBuffer">
----------------------------------------------------
</member>
<member name="T:Netick.NetworkLinkedListSnapshot`1">
<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.
</summary>
<typeparam name="T"></typeparam>
</member>
<member name="T:Netick.NetworkPlayer">
<summary>
Represents a network player, which can be either a local player (representing this sandbox) 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.
</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>
<i><b>[Client Only]</b></i> 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>
<i><b>[Client Only]</b></i> 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.InterpolationDelay">
<summary>
<i><b>[Client Only]</b></i> Interpolation delay in seconds.
</summary>
</member>
<member name="P:Netick.NetickEngine.RTT">
<summary>
<i><b>[Client Only]</b></i> The round-trip time (RTT) of the client in seconds.
</summary>
</member>
<member name="M:Netick.NetickEngine.DisconnectFromServer">
<summary>
<i><b>[Client Only]</b></i> Disconnects this client from the server.
</summary>
</member>
<member name="M:Netick.NetickEngine.Update(System.Single,System.Single)">
<summary>
Update Netick's 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="M:Netick.NetickEngine.AttachBehaviour(Netick.INetickScript)">
<summary>
Attachs a <see cref="T:Netick.INetickScript"/> to the simulation.
</summary>
<param name="behaviour"></param>
</member>
<member name="M:Netick.NetickEngine.DeattachBehaviour(Netick.INetickScript)">
<summary>
Deattachs a <see cref="T:Netick.INetickScript"/> from the simulation.
</summary>
<param name="behaviour"></param>
</member>
<member name="T:Netick.NetworkQueueSnapshot`1">
<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.
</summary>
<typeparam name="T"></typeparam>
</member>
<member name="F:Netick.ClientSimulation.SimReady">
-------------------------------- -------------------------------- -------------------------------- --------------------------------
</member>
<member name="M:Netick.ClientSimulation.AddSnaps">
-------------------------------- -------------------------------- -------------------------------- --------------------------------
</member>
<member name="T:Netick.NetworkStackSnapshot`1">
<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.
</summary>
<typeparam name="T"></typeparam>
</member>
</members>
</doc>