mirror of
https://github.com/Kaveinator/NetickProForUnity.git
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514 lines
24 KiB
XML
514 lines
24 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.NetickTransport.OnConnectRequest(Netick.NetworkConnectionRequest)">
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-------------------------------
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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="M:Netick.IGameEngine.GetConnectionMetaSizeWords">
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<summary>
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Implements this to inform Netick about the size (in 32 bit words) of your connection meta data.
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</summary>
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<returns></returns>
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</member>
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<member name="M:Netick.IGameEngine.GetEntityMetaSizeWords">
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<summary>
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Implements this to inform Netick about the size (in 32 bit words) of your entity meta data.
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</summary>
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<returns></returns>
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</member>
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<member name="M:Netick.IGameEngine.OnEntitySpawned(Netick.Entity)">
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<summary>
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This is called when a new entity has been added to the simulation.
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</summary>
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<param name="entity"></param>
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</member>
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<member name="M:Netick.IGameEngine.OnEntityDespawned(Netick.Entity)">
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<summary>
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This is called when an entity has been removed from the simulation.
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</summary>
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<param name="entity"></param>
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</member>
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<member name="M:Netick.IGameEngine.OnUnlinkedEntityDespawned(Netick.Entity)">
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<summary>
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This is called when an unliked entity has been removed from the simulation.
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</summary>
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<param name="entity"></param>
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</member>
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<member name="M:Netick.IGameEngine.PopulateEntityMeta(Netick.Entity)">
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<summary>
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This is used to populate the user meta data for an entity.
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</summary>
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<param name="entity"></param>
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</member>
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<member name="M:Netick.IGameEngine.OnEntityMetaChanged(Netick.NetickEntityMeta,System.Byte*,System.Int32)">
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<summary>
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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.
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<para>Note: user entity meta data can be used for custom user data that might be used in creating entities.</para>
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</summary>
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<param name="netickMeta"></param>
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<param name="userMetaData"></param>
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</member>
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<member name="M:Netick.IGameEngine.OnBeforeSend(Netick.NetworkConnection)">
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<summary>
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This is called before sending packets to the target connection.
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</summary>
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<param name="target"></param>
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</member>
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<member name="M:Netick.IGameEngine.OnPacketReceived(Netick.NetworkConnection)">
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<summary>
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This is called when a full packet has been received.
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</summary>
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<param name="source"></param>
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</member>
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<member name="T:Netick.INetickScript">
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<summary>
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A script which can be added to Netick internal simulation loop.
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</summary>
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</member>
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<member name="M:Netick.INetickScript.Initialize(Netick.NetickEngine)">
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<summary>
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Used to initialize the user script and assign Engine.
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</summary>
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<param name="netickEngine"></param>
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</member>
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<member name="M:Netick.INetickScript.NetworkStart">
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<summary>
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Called when this script has been added to the simulation.
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</summary>
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</member>
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<member name="M:Netick.INetickScript.NetworkDestroy">
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<summary>
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Called when this script has been removed from the simulation.
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</summary>
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</member>
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<member name="M:Netick.INetickScript.NetworkUpdate">
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<summary>
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Called every frame. Executed before NetworkFixedUpdate.
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</summary>
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</member>
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<member name="M:Netick.INetickScript.NetworkFixedUpdate">
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<summary>
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Called every fixed-time network update/tick. Any changes/updates to the network state must happen here.
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<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>
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</summary>
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</member>
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<member name="M:Netick.INetickScript.NetworkRender">
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<summary>
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Called every frame. Executed after NetworkUpdate and NetworkFixedUpdate.
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</summary>
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</member>
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<member name="T:Netick.INetickNetworkScript">
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<summary>
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A network scripts which can have networked properties and rpcs.
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</summary>
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</member>
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<member name="M:Netick.INetickEntity.Initialize(Netick.NetickEngine,Netick.Entity)">
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<summary>
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Used to initialize the user entity and assign Engine and Entity
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</summary>
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<param name="netickEngine"></param>
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<param name="entity"></param>
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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.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="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="T:Netick.Interpolator">
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<summary>
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A struct that is used to obtain interpolation data for a network property.
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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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<param name="interpolationSource"></param>
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<param name="from"></param>
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<param name="to"></param>
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<param name="alpha"></param>
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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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<param name="interpolationSource"></param>
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<param name="from"></param>
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<param name="to"></param>
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<param name="alpha"></param>
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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.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="M:Netick.NetworkRpc.InternalIsResim(Netick.NetickEngine)">
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<summary>
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Internal method. Never call this.
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</summary>
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</member>
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<member name="M:Netick.NetworkRpc.InternalCreateRpc(Netick.NetickEngine,Netick.NetworkConnection,System.Int32,Netick.INetickNetworkScript,System.Boolean,Netick.RpcPeers,System.Int32)">
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<summary>
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Internal method. Never call this.
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</summary>
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</member>
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<member name="M:Netick.NetworkRpc.InternalCanSend(Netick.NetickEngine,Netick.Entity,Netick.RpcPeers,Netick.RpcPeers,System.Int32)">
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<summary>
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Internal method. Never call this.
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</summary>
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</member>
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<member name="M:Netick.NetworkRpc.InternalCanInvoke(Netick.NetickEngine,Netick.Entity,Netick.RpcPeers,Netick.RpcPeers,System.Boolean,System.Int32)">
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<summary>
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Internal method. Never call this.
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</summary>
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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="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="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="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="T:Netick.NetworkStack`1">
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<summary>
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A networked <see cref="T:System.Collections.Generic.Stack`1"/> collection.
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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.NetworkLinkedListSnapshot`1">
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<summary>
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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.
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</summary>
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</member>
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<member name="T:Netick.NetworkLinkedList`1">
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<summary>
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A networked linked list collection. This is an ordered list meaning that the elements insertion order is maintained when iterating through the collection.
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</summary>
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</member>
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<member name="F:Netick.CustomizableSocketTransport._connectRequestBuffer">
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----------------------------------------------------
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</member>
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<member name="T:Netick.NetworkPlayer">
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<summary>
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Represents a network player, which can be either a local player (representing this sandbox) or a remote connection (representing a connected client)).
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</summary>
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</member>
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<member name="P:Netick.NetworkPlayer.PlayerId">
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<summary>
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The networked index of this player.
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<para>Note: it returns -1 on the client for the local player when not connected to a server.</para>
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<para>Note: the server player always has Id 0.</para>
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</summary>
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</member>
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<member name="P:Netick.NetworkPlayer.PlayerObject">
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<summary>
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Use this to associate an object with this player.
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</summary>
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</member>
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<member name="P:Netick.NetickEngine.ConnectedClients">
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<summary>
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A list containing all connected clients currently.
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<para>Note: if you want the clients + the server, use <see cref="P:Netick.NetickEngine.ConnectedPlayers"/>.</para>
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</summary>
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</member>
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<member name="P:Netick.NetickEngine.ConnectedPlayers">
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<summary>
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<para>A list containing all connected clients currently, in addition to the server.</para>
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<para>Note: if you only want the clients, use <see cref="P:Netick.NetickEngine.ConnectedClients"/>.</para>
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</summary>
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</member>
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<member name="P:Netick.NetickEngine.ServerEndPoint">
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<summary>
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<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.
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</summary>
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</member>
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<member name="P:Netick.NetickEngine.IsConnected">
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<summary>
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<i><b>[Client Only]</b></i> Returns true if this client is currently connected to a server.
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</summary>
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</member>
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<member name="P:Netick.NetickEngine.FixedDeltaTime">
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<summary>
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Time period between simulation ticks.
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</summary>
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</member>
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<!-- Badly formed XML comment ignored for member "P:Netick.NetickEngine.Tick" -->
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<member name="P:Netick.NetickEngine.IsResimulating">
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<summary>
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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>.
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</summary>
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</member>
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<member name="P:Netick.NetickEngine.InKBps">
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<summary>
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Incoming data in kilobytes per second (KBps).
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</summary>
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</member>
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<member name="P:Netick.NetickEngine.OutKBps">
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<summary>
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Outgoing data in kilobytes per second (KBps).
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</summary>
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</member>
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<member name="P:Netick.NetickEngine.InterpolationDelay">
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<summary>
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<i><b>[Client Only]</b></i> Interpolation delay in seconds.
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</summary>
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</member>
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<member name="P:Netick.NetickEngine.RTT">
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<summary>
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<i><b>[Client Only]</b></i> The round-trip time (RTT) of the client in seconds.
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</summary>
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</member>
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<member name="M:Netick.NetickEngine.DisconnectFromServer">
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<summary>
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<i><b>[Client Only]</b></i> Disconnects this client from the server.
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</summary>
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</member>
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<member name="M:Netick.NetickEngine.Update(System.Single,System.Single)">
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<summary>
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Update Netick's logic.
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</summary>
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</member>
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<member name="M:Netick.NetickEngine.Render">
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<summary>
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Call this to invoke NetworkRender on simulated entities. This might not be needed if you are running a headless build.
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</summary>
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</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="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>
|
|
<param name="id"></param>
|
|
<param name="data"></param>
|
|
<param name="length"></param>
|
|
</member>
|
|
<member name="M:Netick.NativeUDPSocket.Deinitialize">
|
|
--------------------------------------------------------------------------------------------------------------
|
|
--------------------------------------------------------------------------------------------------------------
|
|
--------------------------------------------------------------------------------------------------------------
|
|
--------------------------------------------------------------------------------------------------------------
|
|
</member>
|
|
<member name="F:Netick.ClientSimulation.SimReady">
|
|
-------------------------------- -------------------------------- -------------------------------- --------------------------------
|
|
</member>
|
|
<member name="M:Netick.ClientSimulation.AddSnaps">
|
|
-------------------------------- -------------------------------- -------------------------------- --------------------------------
|
|
</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="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>
|
|
</members>
|
|
</doc>
|