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Barotrauma.Networking.ServerEntityEventManager Class Reference
Inheritance diagram for Barotrauma.Networking.ServerEntityEventManager:
Barotrauma.Networking.NetEntityEventManager

Public Member Functions

 ServerEntityEventManager (GameServer server)
 
void CreateEvent (IServerSerializable entity, NetEntityEvent.IData extraData=null)
 
void Update (List< Client > clients)
 
void Write (in SegmentTableWriter< ServerNetSegment > segmentTable, Client client, IWriteMessage msg)
 Writes all the events that the client hasn't received yet into the outgoing message.
 
void Write (in SegmentTableWriter< ServerNetSegment > segmentTable, Client client, IWriteMessage msg, out List< NetEntityEvent > sentEvents)
 Writes all the events that the client hasn't received yet into the outgoing message.
 
void InitClientMidRoundSync (Client client)
 
void Read (IReadMessage msg, Client sender=null)
 Read the events from the message, ignoring ones we've already received.
 
void Clear ()
 

Protected Member Functions

override void WriteEvent (IWriteMessage buffer, NetEntityEvent entityEvent, Client recipient=null)
 
void ReadEvent (IReadMessage buffer, INetSerializable entity, Client sender=null)
 
- Protected Member Functions inherited from Barotrauma.Networking.NetEntityEventManager
void Write (IWriteMessage msg, List< NetEntityEvent > eventsToSync, out List< NetEntityEvent > sentEvents, Client recipient=null)
 Write the events to the outgoing message. The recipient parameter is only needed for ServerEntityEventManager.
 
void WriteEvent (IWriteMessage buffer, NetEntityEvent entityEvent, Client recipient=null)
 

Properties

List< ServerEntityEventEvents [get]
 
List< ServerEntityEventUniqueEvents [get]
 

Additional Inherited Members

- Static Public Attributes inherited from Barotrauma.Networking.NetEntityEventManager
const int MaxEventBufferLength = 1024
 
- Static Protected Member Functions inherited from Barotrauma.Networking.NetEntityEventManager
static bool ValidateEntity (INetSerializable entity)
 

Constructor & Destructor Documentation

◆ ServerEntityEventManager()

Barotrauma.Networking.ServerEntityEventManager.ServerEntityEventManager ( GameServer server)

Member Function Documentation

◆ Clear()

void Barotrauma.Networking.ServerEntityEventManager.Clear ( )

◆ CreateEvent()

void Barotrauma.Networking.ServerEntityEventManager.CreateEvent ( IServerSerializable entity,
NetEntityEvent.IData extraData = null )

◆ InitClientMidRoundSync()

void Barotrauma.Networking.ServerEntityEventManager.InitClientMidRoundSync ( Client client)

◆ Read()

void Barotrauma.Networking.ServerEntityEventManager.Read ( IReadMessage msg,
Client sender = null )

Read the events from the message, ignoring ones we've already received.

◆ ReadEvent()

void Barotrauma.Networking.ServerEntityEventManager.ReadEvent ( IReadMessage buffer,
INetSerializable entity,
Client sender = null )
protected

◆ Update()

void Barotrauma.Networking.ServerEntityEventManager.Update ( List< Client > clients)

◆ Write() [1/2]

void Barotrauma.Networking.ServerEntityEventManager.Write ( in SegmentTableWriter< ServerNetSegment > segmentTable,
Client client,
IWriteMessage msg )

Writes all the events that the client hasn't received yet into the outgoing message.

◆ Write() [2/2]

void Barotrauma.Networking.ServerEntityEventManager.Write ( in SegmentTableWriter< ServerNetSegment > segmentTable,
Client client,
IWriteMessage msg,
out List< NetEntityEvent > sentEvents )

Writes all the events that the client hasn't received yet into the outgoing message.

◆ WriteEvent()

override void Barotrauma.Networking.ServerEntityEventManager.WriteEvent ( IWriteMessage buffer,
NetEntityEvent entityEvent,
Client recipient = null )
protected

Property Documentation

◆ Events

List<ServerEntityEvent> Barotrauma.Networking.ServerEntityEventManager.Events
get

◆ UniqueEvents

List<ServerEntityEvent> Barotrauma.Networking.ServerEntityEventManager.UniqueEvents
get

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