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.
More...
|
const int | CustomFlagsStart = 1 << 16 |
| Custom user flags start from this value. Flags are accessible with QuantumGame.GameFlags. More...
|
|
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...
|
|
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 coming 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...
|
|
const int | InitSystemsBeforeCallbackGameStarted = 1 << 3 |
| By default, CallbackGameStarted is invoked before the systems are initialized. Use this flag to get it invoked after the systems are initialized. More...
|
|
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 immediately. If this flag is set, all the events marked with "client" get culled immediately. More...
|
|
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 |
|
static |
Starts the game in the server mode. When this flag is not set, all the events marked with "server" get culled immediately. If this flag is set, all the events marked with "client" get culled immediately.
◆ DisableSharedChecksumSerializer
const int Quantum.QuantumGameFlags.DisableSharedChecksumSerializer = 1 << 1 |
|
static |
By default, QuantumGame uses a single shared checksum serializer to reduce allocations. The serializer is not static - it is only shared between frames coming 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 |
|
static |
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.
◆ InitSystemsBeforeCallbackGameStarted
const int Quantum.QuantumGameFlags.InitSystemsBeforeCallbackGameStarted = 1 << 3 |
|
static |
By default, CallbackGameStarted is invoked before the systems are initialized. Use this flag to get it invoked after the systems are initialized.
◆ CustomFlagsStart
const int Quantum.QuantumGameFlags.CustomFlagsStart = 1 << 16 |
|
static |