Photon Quantum 2.1.9

Public Member Functions | Static Public Member Functions | Public Attributes | List of all members
Quantum.RuntimeConfig Class Reference

In contrast to the SimulationConfig, which has only static configuration data, the RuntimeConfig holds information that can be different from game to game. More...

Public Member Functions

String Dump ()
 Dump the content into a human readable form. More...
 
void Serialize (BitStream stream)
 Serializing the members to be send to the server plugin and other players. More...
 

Static Public Member Functions

static RuntimeConfig FromByteArray (Byte[] data)
 Deserialize the class from a byte array. More...
 
static Byte[] ToByteArray (RuntimeConfig config)
 Serialize the class into a byte array. By default uses a capacity of 8192. Implement GetUserByteArrayCapacity(ref int) to change the capacity. More...
 
static Byte[] ToByteArray (RuntimeConfig config, int arrayCapacity)
 Serialize the class into a byte array. More...
 

Public Attributes

AssetRefMap Map
 Asset reference of the Quantum map used with the upcoming game session. More...
 
Int32 Seed
 Seed to initialize the randomization session under Frame.RNG. More...
 
AssetRefSimulationConfig SimulationConfig
 Asset reference to the SimulationConfig used with the upcoming game session. More...
 

Detailed Description

In contrast to the SimulationConfig, which has only static configuration data, the RuntimeConfig holds information that can be different from game to game.

By default is defines for example what map to load and the random start seed. It is assembled from scratch each time starting a game.

Developers can add custom data to quantum_code/quantum.state/RuntimeConfig.User.cs (don't forget to fill out the serialization methods).

Like the DeterministicSessionConfig this config is distributed to every other client after the first player connected and joined the Quantum plugin.

Member Function Documentation

◆ Serialize()

void Quantum.RuntimeConfig.Serialize ( BitStream  stream)
inline

Serializing the members to be send to the server plugin and other players.

Parameters
streamInput output stream

◆ Dump()

String Quantum.RuntimeConfig.Dump ( )
inline

Dump the content into a human readable form.

Returns
String representation

◆ ToByteArray() [1/2]

static Byte [] Quantum.RuntimeConfig.ToByteArray ( RuntimeConfig  config,
int  arrayCapacity 
)
inlinestatic

Serialize the class into a byte array.

Parameters
configConfig to serialized
arrayCapacityChange the capacity of the Bitstream used to serialize the RuntimeConfig.
Returns
Byte array

◆ ToByteArray() [2/2]

static Byte [] Quantum.RuntimeConfig.ToByteArray ( RuntimeConfig  config)
inlinestatic

Serialize the class into a byte array. By default uses a capacity of 8192. Implement GetUserByteArrayCapacity(ref int) to change the capacity.

Parameters
configConfig to be serialized
Returns

◆ FromByteArray()

static RuntimeConfig Quantum.RuntimeConfig.FromByteArray ( Byte[]  data)
inlinestatic

Deserialize the class from a byte array.

Parameters
dataConfig class in byte array form
Returns
New instance of the deserialized class

Member Data Documentation

◆ Seed

Int32 Quantum.RuntimeConfig.Seed

Seed to initialize the randomization session under Frame.RNG.

◆ Map

AssetRefMap Quantum.RuntimeConfig.Map

Asset reference of the Quantum map used with the upcoming game session.

◆ SimulationConfig

AssetRefSimulationConfig Quantum.RuntimeConfig.SimulationConfig

Asset reference to the SimulationConfig used with the upcoming game session.