Quantum 3
3.0.9
The base class for the simulation frame. Also referred as rollback-able game state. More...
Public Member Functions | |
| abstract UInt64 | CalculateChecksum () |
| Calculates the checksum of the frame. More... | |
| void | CopyFrom (DeterministicFrame frame) |
| Copies the data from the specified frame to this frame. More... | |
| abstract void | Deserialize (Byte[] data) |
| Load all frame data from the serialized frame. More... | |
| abstract String | DumpFrame (int dumpFlags=0) |
| Dumps the frame with the specified dump flags. More... | |
| abstract void | Free () |
| Frees the resources used by the frame. More... | |
| DeterministicCommand | GetPlayerCommand (PlayerRef player) |
| Get the player command for this frame. More... | |
| T | GetPlayerCommand< T > (PlayerRef player) |
| Get player command and cast to specific type. More... | |
| DeterministicInputFlags | GetPlayerInputFlags (PlayerRef player) |
| Get the player input flags DeterministicInputFlags. More... | |
| unsafe Byte * | GetRawInput (PlayerRef player) |
| Get the raw input for a player. Result can be casted to simulation specific Input pointer. More... | |
| Int32[] | GetRawInputs () |
| Get the raw inputs for delta compression. More... | |
| Byte[] | GetRawRpc (PlayerRef player) |
| Get the raw RPC data for the player. More... | |
| void | Init (int playerCount, int inputSize, Native.Allocator allocator, bool resetRawInputs=true) |
| Initialize the frame. More... | |
| abstract Byte[] | Serialize (DeterministicFrameSerializeMode mode) |
| Save all frame data. More... | |
| void | SetRawInputs (Int32[] inputs, int length) |
| Set the raw inputs for the delta compression. More... | |
| bool | TryGetPlayerCommand< T > (PlayerRef player, out T command) |
| Get player command and cast to specific type. More... | |
Static Public Member Functions | |
| static void | OnPlayerAdded (DeterministicFrame frame, DeterministicSession session, int playerSlot, int actorNumber, Quantum.PlayerRef player, bool invokeCallback) |
| Handles the event when a player is added to the session. More... | |
| static void | OnPlayerRemoved (DeterministicFrame frame, DeterministicSession session, Quantum.PlayerRef player) |
| Handles the event when a player is removed from the session. More... | |
Public Attributes | |
| Boolean | IsPredicted => Verified == false |
| The frame is predicted (input may be incorrect and rolled-back by the server). More... | |
| Int32 | Number |
| The frame(/tick) number. More... | |
| Int32[] | RawInputs |
| The raw inputs for the delta compressed input. More... | |
| Int32 | RawInputSize => Input.InputSize |
| The raw input size. More... | |
Static Public Attributes | |
| const int | DumpFlag_NoHeap = 1 << 0 |
| This flag controls if the heap data is dumped when calling DumpFrame(int). More... | |
Protected Member Functions | |
| abstract void | Copy (DeterministicFrame frame) |
| Copy the internal frame data. Is called from CopyFrom. More... | |
Properties | |
| Boolean | IsVerified [get, set] |
| The frame is verified (all input has been validated by the server). More... | |
The base class for the simulation frame. Also referred as rollback-able game state.
|
inline |
Set the raw inputs for the delta compression.
| inputs | Inputs data |
| length | Input data length |
|
inline |
Get the raw inputs for delta compression.
|
inline |
Initialize the frame.
| playerCount | Simulation player count |
| inputSize | Input fixed size |
| allocator | Native allocator |
| resetRawInputs | Restarting a replay requires the raw input to be not reset |
|
inline |
Get the raw RPC data for the player.
| player | Player |
|
inline |
Get the raw input for a player. Result can be casted to simulation specific Input pointer.
| player | Player |
|
inline |
|
inline |
Get the player command for this frame.
| player | Player |
|
inline |
Get player command and cast to specific type.
| T | Command type |
| player | Player |
| T | : | DeterministicCommand |
|
inline |
Get player command and cast to specific type.
| T | Command type |
| player | Player |
| command | Available command of concrete type or null if there is no command or that command is of a different type. |
true if a command of this type was found.| T | : | DeterministicCommand |
|
pure virtual |
Dumps the frame with the specified dump flags.
| dumpFlags | The dump flags. |
|
pure virtual |
Calculates the checksum of the frame.
|
pure virtual |
Frees the resources used by the frame.
|
pure virtual |
Save all frame data.
| mode | The serialization mode. |
|
pure virtual |
Load all frame data from the serialized frame.
| data | Serialized frame. |
|
protectedpure virtual |
Copy the internal frame data. Is called from CopyFrom.
| frame | Frame to copy |
|
inline |
Copies the data from the specified frame to this frame.
| frame | The frame to copy from. |
|
inlinestatic |
Handles the event when a player is added to the session.
| frame | The frame. |
| session | The session. |
| playerSlot | The player slot. |
| actorNumber | The actor number. |
| player | The player reference. |
| invokeCallback | Invoke game callback. |
|
inlinestatic |
Handles the event when a player is removed from the session.
| frame | The frame. |
| session | The session. |
| player | The player reference. |
|
static |
This flag controls if the heap data is dumped when calling DumpFrame(int).
| Int32 [] Photon.Deterministic.DeterministicFrame.RawInputs |
The raw inputs for the delta compressed input.
| Int32 Photon.Deterministic.DeterministicFrame.Number |
The frame(/tick) number.
| Boolean Photon.Deterministic.DeterministicFrame.IsPredicted => Verified == false |
The frame is predicted (input may be incorrect and rolled-back by the server).
| Int32 Photon.Deterministic.DeterministicFrame.RawInputSize => Input.InputSize |
The raw input size.
|
getset |
The frame is verified (all input has been validated by the server).