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... | |
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.
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inline |
Serializing the members to be send to the server plugin and other players.
stream | Input output stream |
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inline |
Dump the content into a human readable form.
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inlinestatic |
Serialize the class into a byte array.
config | Config to serialized |
arrayCapacity | Change the capacity of the Bitstream used to serialize the RuntimeConfig. |
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inlinestatic |
Serialize the class into a byte array. By default uses a capacity of 8192. Implement GetUserByteArrayCapacity(ref int) to change the capacity.
config | Config to be serialized |
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inlinestatic |
Deserialize the class from a byte array.
data | Config class in byte array form |
Int32 Quantum.RuntimeConfig.Seed |
Seed to initialize the randomization session under Frame.RNG.
AssetRefMap Quantum.RuntimeConfig.Map |
Asset reference of the Quantum map used with the upcoming game session.
AssetRefSimulationConfig Quantum.RuntimeConfig.SimulationConfig |
Asset reference to the SimulationConfig used with the upcoming game session.