|
class | BitStream |
| Writes information at the bit level to a byte array. More...
|
|
class | ByteUtils |
| Utility class for working with bytes. More...
|
|
class | ChecksumErrorFrameDump |
| A class that accumulates frame dumps from other clients during a checksum desync. More...
|
|
class | ConfigParsingExtensions |
| Used by the server to parse the config information More...
|
|
struct | DeterministicChecksumResult |
| The data checksum is used to verify the integrity of the simulation. More...
|
|
class | DeterministicCommand |
| The base class for deterministic commands. Always override Serialize(BitStream) to add additional data. More...
|
|
class | DeterministicCommandPool |
| Create a deterministic command pool for a specific command type. Make sure to reset all command data when reusing the objects. More...
|
|
class | DeterministicCommandSerializer |
| The DeterministicCommandSerializer is used to serialize and de-serialize DeterministicCommands. More...
|
|
class | DeterministicFrame |
| The base class for the simulation frame. Also referred as rollback-able game state. More...
|
|
struct | DeterministicFrameInputTemp |
| A struct that saves input data for a player duplicating internal input data that is not save to use because of recycling. More...
|
|
class | DeterministicFrameRingBuffer |
| The frame ring buffer is a utility collection class that stores a fixed number of latest frames in a ring buffer, usually in a certain time interval. A use-case for example are instant replays which allow to create a new simulation in the past time of the main simulation. More...
|
|
struct | DeterministicInput |
| Obsolete type. More...
|
|
class | DeterministicPlatformInfo |
| Essential platform dependent information and implementations. More...
|
|
class | DeterministicPlayerMap |
| A utility class to collect a list of players and player slots. A client can maintain multiple players with individual player slots. The player always refers to a global player index that is the same on all clients. The player slot is a zero based index counting the number of players that one client controls. E.g. a client has two players: PlayerRef 5 and PlayerRef 2, the player slots are 0 and 1. More...
|
|
class | DeterministicPlugin |
| Override the Quantum plugin class to create a custom server object. More...
|
|
class | DeterministicPluginFactory |
| The default Quantum plugin factory. Replace with custom implementation of IPluginFactory. Change the name accordingly in your Photon dashboard and in this file (Photon-Server\deploy\LoadBalancing\GameServer\bin\plugin.config) to run locally. More...
|
|
class | DeterministicProtocolVersionAttribute |
| The assembly attribute to specify the deterministic protocol version. More...
|
|
class | DeterministicSession |
| Represents a Quantum runtime match, holding the references to Game, its Frames (game state) and Simulator, and implements (together with Simulator) the predict/rollback logic, time control and input management. Single use, so whenever a Session is shutdown (or disconnected), it can't be reused anymore and a new one must be instantiated. More...
|
|
struct | DeterministicSessionArgs |
| Represents the starting arguments for a deterministic constructor. More...
|
|
class | DeterministicSessionConfig |
| Parameterize internals of the Deterministic simulation and plugin (the Quantum server component). More...
|
|
class | DeterministicStats |
| Deterministic simulation statistic. More...
|
|
class | DeterministicTickChecksum |
| An object that contains a tick and a checksum. More...
|
|
class | DeterministicTickChecksumError |
| A collection of checksums when an error was recognized. More...
|
|
class | DeterministicTickInput |
| The internal input structure for one player and one tick. More...
|
|
class | DeterministicTickInputDecoder |
| The decoder helps to deserialize the input from the server. More...
|
|
struct | DeterministicTickInputEncodeHeader |
| Input header information. More...
|
|
struct | DeterministicTickInputSet |
| The complete input set of all players for a single tick. More...
|
|
struct | FP |
| A fixed-point number. 16 lower bits are used for the decimal part, 48 for the integral part. More...
|
|
struct | FPBounds2 |
| Represents an 2D axis aligned bounding box (AABB). More...
|
|
struct | FPBounds3 |
| Represents an 3D axis aligned bounding box (AABB). More...
|
|
struct | FPCollision |
| A collection of collision helper functions. More...
|
|
struct | FPHighPrecisionDivisor |
| Represents a high precision divisor for use with the Fixed Point math system. More...
|
|
class | FPLut |
| The lookup table for the inverse cosine function. The table stores precalculated values of the inverse cosine function for specific angles. The values are in fixed-point format with a precision of 16 bits. More...
|
|
struct | FPMath |
| A collection of common math functions. More...
|
|
struct | FPMatrix2x2 |
| Represents 2x2 column major matrix, which can be used for 2D scaling and rotation. Each cell can be individually accessed as a field (M<row><column>). More...
|
|
struct | FPMatrix3x3 |
| Represents 3x3 column major matrix. Each cell can be individually accessed as a field (M<row><column>), with indexing indexing property[row, column] or with indexing property[index]. More...
|
|
struct | FPMatrix4x4 |
| Represents 4x4 column major matrix. Each cell can be individually accessed as a field (M<row><column>), with indexing indexxing property[row, column] or with indexing property[index]. More...
|
|
struct | FPQuaternion |
| A Quaternion representing an orientation. More...
|
|
struct | FPVector2 |
| Represents a 2D Vector More...
|
|
struct | FPVector3 |
| Represents a 3D Vector More...
|
|
interface | IDeterministicCommandFactory |
| The command factor interface. More...
|
|
interface | IDeterministicCommandPool |
| Command pool interface. More...
|
|
interface | IDeterministicDeltaCompressedInput |
| The interface encapsulates managing the access to delta compressed input. More...
|
|
interface | IDeterministicFrameSerializer |
| The interface of the serializer object used to serialize and deserialize components. More...
|
|
interface | IDeterministicGame |
| The deterministic game interface is the main hub that holds information about the simulation on the Quantum.Deterministic level. More...
|
|
interface | IDeterministicInputProvider |
| The interface encapsulates managing the Quantum input. More...
|
|
interface | IDeterministicPlatformTaskRunner |
| The interface for the task runner used in the Quantum task system. More...
|
|
interface | IDeterministicReplayProvider |
| An internal interface to encapsulate managing rpc and input. More...
|
|
interface | IDeterministicRpcProvider |
| The interface encapsulates managing the Quantum RPCs. More...
|
|
interface | IDeterministicStreamReplayInputProvider |
| The interface to implement streaming input for a Quantum replay session. More...
|
|
struct | InputSetMask |
| The input mask is a utility struct to keep track of which players are included in a set of inputs. Max player count supported is 128. Internally the mask is split into two ulongs. More...
|
|
struct | IntVector2 |
| Represents a two-dimensional vector with integer components. More...
|
|
struct | IntVector3 |
| Represents a three-dimensional vector with integer components. More...
|
|
class | Native |
| Native is a collections of tools that interact with the platform's native code directly like memory allocation, copy operations, etc. More...
|
|
struct | NullableFP |
| A serializable equivalent of Nullable<FP>. More...
|
|
struct | NullableFPVector2 |
| A serializable equivalent of Nullable<FPVector2>. More...
|
|
struct | NullableFPVector3 |
| A serializable equivalent of Nullable<FPVector3>. More...
|
|
struct | NullableNonNegativeFP |
| A serializable equivalent of Nullable<FP>. More...
|
|
struct | Plane |
| Represents a plane in three-dimensional space. More...
|
|
struct | RNGSession |
| PCG32 random generator, 16 bytes in size. http://www.pcg-random.org More...
|
|