Barotrauma Client
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Barotrauma.Networking.Client Class Reference
Inheritance diagram for Barotrauma.Networking.Client:

Public Member Functions

 Client (string name, byte sessionId)
 
GetVote< T > (VoteType voteType)
 
void SetVote (VoteType voteType, object value)
 
bool SessionOrAccountIdMatches (string userId)
 
void WritePermissions (IWriteMessage msg)
 
void ReadPermissions (IReadMessage inc)
 
void Dispose ()
 

Static Public Member Functions

static void ReadPermissions (IReadMessage inc, out ClientPermissions permissions, out List< DebugConsole.Command > permittedCommands)
 
static string SanitizeName (string name)
 

Public Attributes

string Name
 
UInt16 NameId
 
readonly byte SessionId
 An ID for this client for the current session. THIS IS NOT A PERSISTENT VALUE. DO NOT STORE THIS LONG-TERM. IT CANNOT BE USED TO IDENTIFY PLAYERS ACROSS SESSIONS.
 
AccountInfo AccountInfo
 
LanguageIdentifier Language
 
UInt16 Ping
 
Identifier PreferredJob
 
CharacterTeamType TeamID
 
CharacterTeamType PreferredTeam
 
bool UsingFreeCam
 Is the client using the 'freecam' console command?
 
UInt16 CharacterID
 
bool HasSpawned
 
HashSet< Identifier > GivenAchievements = new HashSet<Identifier>()
 
ClientPermissions Permissions = ClientPermissions.None
 
readonly HashSet< DebugConsole.CommandPermittedConsoleCommands = new HashSet<DebugConsole.Command>()
 

Static Public Attributes

const int MaxNameLength = 32
 

Properties

static IReadOnlyList< ClientClientList [get]
 
ulong SteamID [get]
 
Option< AccountId > AccountId [get]
 The ID of the account used to authenticate this session. This value can be used as a persistent value to identify players in the banlist and campaign saves.
 
Character Character [get, set]
 
Vector2SpectatePos [get, set]
 
bool Spectating [get]
 
bool Muted [get, set]
 
bool HasPermissions [get]
 
VoipQueue VoipQueue [get]
 
bool InGame [get, set]
 

Constructor & Destructor Documentation

◆ Client()

Barotrauma.Networking.Client.Client ( string name,
byte sessionId )

Member Function Documentation

◆ Dispose()

void Barotrauma.Networking.Client.Dispose ( )

◆ GetVote< T >()

T Barotrauma.Networking.Client.GetVote< T > ( VoteType voteType)

◆ ReadPermissions() [1/2]

void Barotrauma.Networking.Client.ReadPermissions ( IReadMessage inc)

◆ ReadPermissions() [2/2]

static void Barotrauma.Networking.Client.ReadPermissions ( IReadMessage inc,
out ClientPermissions permissions,
out List< DebugConsole.Command > permittedCommands )
static

◆ SanitizeName()

static string Barotrauma.Networking.Client.SanitizeName ( string name)
static

◆ SessionOrAccountIdMatches()

bool Barotrauma.Networking.Client.SessionOrAccountIdMatches ( string userId)

◆ SetVote()

void Barotrauma.Networking.Client.SetVote ( VoteType voteType,
object value )

◆ WritePermissions()

void Barotrauma.Networking.Client.WritePermissions ( IWriteMessage msg)

Member Data Documentation

◆ AccountInfo

AccountInfo Barotrauma.Networking.Client.AccountInfo

◆ CharacterID

UInt16 Barotrauma.Networking.Client.CharacterID

◆ GivenAchievements

HashSet<Identifier> Barotrauma.Networking.Client.GivenAchievements = new HashSet<Identifier>()

◆ HasSpawned

bool Barotrauma.Networking.Client.HasSpawned

◆ Language

LanguageIdentifier Barotrauma.Networking.Client.Language

◆ MaxNameLength

const int Barotrauma.Networking.Client.MaxNameLength = 32
static

◆ Name

string Barotrauma.Networking.Client.Name

◆ NameId

UInt16 Barotrauma.Networking.Client.NameId

◆ Permissions

ClientPermissions Barotrauma.Networking.Client.Permissions = ClientPermissions.None

◆ PermittedConsoleCommands

readonly HashSet<DebugConsole.Command> Barotrauma.Networking.Client.PermittedConsoleCommands = new HashSet<DebugConsole.Command>()

◆ Ping

UInt16 Barotrauma.Networking.Client.Ping

◆ PreferredJob

Identifier Barotrauma.Networking.Client.PreferredJob

◆ PreferredTeam

CharacterTeamType Barotrauma.Networking.Client.PreferredTeam

◆ SessionId

readonly byte Barotrauma.Networking.Client.SessionId

An ID for this client for the current session. THIS IS NOT A PERSISTENT VALUE. DO NOT STORE THIS LONG-TERM. IT CANNOT BE USED TO IDENTIFY PLAYERS ACROSS SESSIONS.

◆ TeamID

CharacterTeamType Barotrauma.Networking.Client.TeamID

◆ UsingFreeCam

bool Barotrauma.Networking.Client.UsingFreeCam

Is the client using the 'freecam' console command?

Property Documentation

◆ AccountId

Option<AccountId> Barotrauma.Networking.Client.AccountId
get

The ID of the account used to authenticate this session. This value can be used as a persistent value to identify players in the banlist and campaign saves.

◆ Character

Character Barotrauma.Networking.Client.Character
getset

◆ ClientList

IReadOnlyList<Client> Barotrauma.Networking.Client.ClientList
staticget

◆ HasPermissions

bool Barotrauma.Networking.Client.HasPermissions
get

◆ InGame

bool Barotrauma.Networking.Client.InGame
getset

◆ Muted

bool Barotrauma.Networking.Client.Muted
getset

◆ SpectatePos

Vector2? Barotrauma.Networking.Client.SpectatePos
getset

◆ Spectating

bool Barotrauma.Networking.Client.Spectating
get

◆ SteamID

ulong Barotrauma.Networking.Client.SteamID
get

◆ VoipQueue

VoipQueue Barotrauma.Networking.Client.VoipQueue
get

The documentation for this class was generated from the following files: