This class contains values for flags that will be accessible with QuantumGame.GameFlags. Built-in flags control some aspects of QuantumGame inner workings, without affecting the simulation outcome.
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const int | CustomFlagsStart = 1 << 16 |
| Custom user flags start from this value. Flags are accessible with QuantumGame.GameFlags. More...
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const int | DisableInterpolatableStates = 1 << 2 |
| By default, a Quantum session creates additional frame instances to cache previous states that can be used for interpolation, notably for transform interpolations on the View. Set this flag if you want to disable this behaviour (e.g. a server-side or console-only simulation), reducing memory allocations and the time spent copying states over. More...
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const int | DisableSharedChecksumSerializer = 1 << 1 |
| By default, QuantumGame uses a single shared checksum serializer to reduce allocations. The serializer is not static - it is only shared between frames comming from the same QuantumGame. Set this flag if you want to disable this behaviour, for example if you calculate checksums for multiple frames using multiple threads. More...
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const int | Server = 1 << 0 |
| Starts the game in the server mode. When this flag is not set, all the events marked with "server" get culled immediatelly. If this flag is set, all the events marked with "client" get culled immediatelly. More...
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This class contains values for flags that will be accessible with QuantumGame.GameFlags. Built-in flags control some aspects of QuantumGame inner workings, without affecting the simulation outcome.
◆ Server
const int Quantum.QuantumGameFlags.Server = 1 << 0 |
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Starts the game in the server mode. When this flag is not set, all the events marked with "server" get culled immediatelly. If this flag is set, all the events marked with "client" get culled immediatelly.
◆ DisableSharedChecksumSerializer
const int Quantum.QuantumGameFlags.DisableSharedChecksumSerializer = 1 << 1 |
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By default, QuantumGame uses a single shared checksum serializer to reduce allocations. The serializer is not static - it is only shared between frames comming from the same QuantumGame. Set this flag if you want to disable this behaviour, for example if you calculate checksums for multiple frames using multiple threads.
◆ DisableInterpolatableStates
const int Quantum.QuantumGameFlags.DisableInterpolatableStates = 1 << 2 |
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By default, a Quantum session creates additional frame instances to cache previous states that can be used for interpolation, notably for transform interpolations on the View. Set this flag if you want to disable this behaviour (e.g. a server-side or console-only simulation), reducing memory allocations and the time spent copying states over.
◆ CustomFlagsStart
const int Quantum.QuantumGameFlags.CustomFlagsStart = 1 << 16 |
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