Photon Fusion 2.0.0

Public Member Functions | Static Public Member Functions | Public Attributes | Static Public Attributes | Properties | List of all members
SimulationMessage Struct Reference

Simulation Message. More...

Inherits ILogDumpable.

Public Member Functions

void ILogDumpable. Dump (StringBuilder builder)
 
bool GetFlag (int flag)
 Get if a flag is set on this SimulationMessage
 
bool IsTargeted ()
 Signal if this SimulationMessage is Targeted.
 
void ReferenceCountAdd ()
 Add a reference to this SimulationMessage
 
bool ReferenceCountSub ()
 Subtract a reference from this SimulationMessage
 
void SetDummy ()
 Set this SimulationMessage as Dummy.
 
void SetNotTickAligned ()
 Set this SimulationMessage as Not Tick Aligned.
 
void SetStatic ()
 Set this SimulationMessage as Static.
 
void SetTarget (PlayerRef target)
 Set the player target of this SimulationMessage
 
void SetUnreliable ()
 Set this SimulationMessage as Unreliable.
 
override string ToString ()
 Simulation Message ToString.
 
string ToString (bool useBrackets)
 Simulation Message ToString.
 

Static Public Member Functions

static SimulationMessageAllocate (Simulation sim, int capacityInBytes)
 Allocate a new SimulationMessage
 
static bool CanAllocateUserPayload (int capacityInBytes)
 Checks if a message with given size can be allocated.
 
static SimulationMessageClone (Simulation sim, SimulationMessage *message)
 Create a copy of a SimulationMessage
 
static byte * GetData (SimulationMessage *message)
 Get the byte pointer content of a SimulationMessage
 
static int ReadInt (SimulationMessage *message)
 Read a int from a SimulationMessage
 
static NetworkId ReadNetworkedObjectRef (SimulationMessage *message)
 Read a NetworkId from a SimulationMessage
 
static Vector3 ReadVector3 (SimulationMessage *message)
 Read a Vector3 from a SimulationMessage
 
static void WriteInt (SimulationMessage *message, int value)
 Write a int to a SimulationMessage
 
static void WriteNetworkedObjectRef (SimulationMessage *message, NetworkId value)
 Write a NetworkId to a SimulationMessage
 
static void WriteVector3 (SimulationMessage *message, Vector3 value)
 Write a Vector3 to a SimulationMessage
 

Public Attributes

int Capacity
 Capacity in Bits of this SimulationMessage
 
int Flags
 Flags.
 
int Offset
 Current offset in Bits.
 
int References
 Reference Count.
 
PlayerRef Source
 Source Player of this SimulationMessage
 
PlayerRef Target
 Target Player of this SimulationMessage
 
int Tick
 Tick of this SimulationMessage
 

Static Public Attributes

const int FLAG_DUMMY = 1 << 8
 Flag for dummy messages.
 
const int FLAG_INTERNAL = 1 << 6
 Flag for internal messages.
 
const int FLAG_NOT_TICK_ALIGNED = 1 << 7
 Flag for messages that are not tick aligned.
 
const int FLAG_REMOTE = 1 << 1
 Flag for remote messages.
 
const int FLAG_STATIC = 1 << 2
 Flag for static messages.
 
const int FLAG_TARGET_PLAYER = 1 << 4
 Flag for targeted messages to a player.
 
const int FLAG_TARGET_SERVER = 1 << 5
 Flag for targeted messages to the server.
 
const int FLAG_UNRELIABLE = 1 << 3
 Flag for unreliable messages.
 
const int FLAG_USER_FLAGS_START = 1 << 16
 Flag for user flags.
 
const int FLAG_USER_MESSAGE = 1 << 0
 Flag for user messages.
 
const int FLAGS_RESERVED = 0xFFFF
 Flag for reserved flags.
 
const int FLAGS_RESERVED_BITS = 16
 Flag for reserved bits.
 
const int MAX_PAYLOAD_SIZE = 512
 Max user message size in bytes.
 
const int SIZE = 28
 SimulationMessage size in bytes.
 

Properties

bool IsUnreliable [get]
 Signal if this SimulationMessage is Unreliable.
 

Detailed Description

Simulation Message.

Member Function Documentation

◆ Allocate()

static SimulationMessage * Allocate ( Simulation  sim,
int  capacityInBytes 
)
static

Allocate a new SimulationMessage

Parameters
simSimulation to get the Memory from
capacityInBytesSize in bytes of the new SimulationMessage
Returns
Pointer to the new SimulationMessage

◆ Clone()

static SimulationMessage * Clone ( Simulation  sim,
SimulationMessage message 
)
static

Create a copy of a SimulationMessage

Parameters
simSimulation to allocate from
messageSimulationMessage to copy
Returns
Copy of the SimulationMessage

◆ GetData()

static byte * GetData ( SimulationMessage message)
static

Get the byte pointer content of a SimulationMessage

Parameters
messageSimulationMessage to get the byte pointer of
Returns
Byte pointer of the SimulationMessage

◆ GetFlag()

bool GetFlag ( int  flag)

Get if a flag is set on this SimulationMessage

Parameters
flagFlag to check
Returns
True if the flag is set

◆ IsTargeted()

bool IsTargeted ( )

Signal if this SimulationMessage is Targeted.

Returns
True if this SimulationMessage is Targeted

◆ ReadInt()

static int ReadInt ( SimulationMessage message)
static

Read a int from a SimulationMessage

Parameters
messageSimulationMessage to read from
Returns
int read

◆ ReadNetworkedObjectRef()

static NetworkId ReadNetworkedObjectRef ( SimulationMessage message)
static

Read a NetworkId from a SimulationMessage

Parameters
messageSimulationMessage to read from
Returns
NetworkId read

◆ ReadVector3()

static Vector3 ReadVector3 ( SimulationMessage message)
static

Read a Vector3 from a SimulationMessage

Parameters
messageSimulationMessage to read from
Returns
Vector3 read

◆ ReferenceCountSub()

bool ReferenceCountSub ( )

Subtract a reference from this SimulationMessage

Returns
True if the reference count is now 0

◆ SetTarget()

void SetTarget ( PlayerRef  target)

Set the player target of this SimulationMessage

Parameters
targetTarget Player

◆ WriteInt()

static void WriteInt ( SimulationMessage message,
int  value 
)
static

Write a int to a SimulationMessage

Parameters
messageSimulationMessage to write to
valueint to write

◆ WriteNetworkedObjectRef()

static void WriteNetworkedObjectRef ( SimulationMessage message,
NetworkId  value 
)
static

Write a NetworkId to a SimulationMessage

Parameters
messageSimulationMessage to write to
valueNetworkId to write

◆ WriteVector3()

static void WriteVector3 ( SimulationMessage message,
Vector3  value 
)
static

Write a Vector3 to a SimulationMessage

Parameters
messageSimulationMessage to write to
valueVector3 to write