Photon Quantum 2.1.9

Static Public Attributes | List of all members
Quantum.QuantumGameFlags Class Reference

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...

Static Public Attributes

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...
 

Detailed Description

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.

Member Data Documentation

◆ 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

Custom user flags start from this value. Flags are accessible with QuantumGame.GameFlags.