C# 클래스 Fusion.Engine.Client.GameClient.Active

상속: State
파일 보기 프로젝트 열기: demiurghg/FusionEngine

공개 메소드들

메소드 설명
Active ( GameClient gameClient, uint snapshotId, byte initialSnapshot, long svTicks ) : System

Creates instance of Active client state.

DataReceived ( NetCommand command, NetIncomingMessage msg ) : void

Called when data arrived. It could snapshot or notification.

StatusChanged ( NetConnectionStatus status, string message, NetConnection connection ) : void

Called when NetClient changed its status

Update ( GameTime gameTime ) : void

Called on each client frame

UserConnect ( string host, int port ) : void

Handles user request for connection.

UserDisconnect ( string reason ) : void

Handles user request for disconnection.

비공개 메소드들

메소드 설명
FeedSnapshot ( byte snapshot, uint ackCmdID, uint snapshotId, long svTicks, long svFrame ) : void

메소드 상세

Active() 공개 메소드

Creates instance of Active client state.
public Active ( GameClient gameClient, uint snapshotId, byte initialSnapshot, long svTicks ) : System
gameClient GameClient
snapshotId uint
initialSnapshot byte
svTicks long
리턴 System

DataReceived() 공개 메소드

Called when data arrived. It could snapshot or notification.
public DataReceived ( NetCommand command, NetIncomingMessage msg ) : void
command NetCommand
msg Lidgren.Network.NetIncomingMessage
리턴 void

StatusChanged() 공개 메소드

Called when NetClient changed its status
public StatusChanged ( NetConnectionStatus status, string message, NetConnection connection ) : void
status NetConnectionStatus
message string
connection Lidgren.Network.NetConnection
리턴 void

Update() 공개 메소드

Called on each client frame
public Update ( GameTime gameTime ) : void
gameTime Fusion.Engine.Common.GameTime
리턴 void

UserConnect() 공개 메소드

Handles user request for connection.
public UserConnect ( string host, int port ) : void
host string
port int
리턴 void

UserDisconnect() 공개 메소드

Handles user request for disconnection.
public UserDisconnect ( string reason ) : void
reason string
리턴 void