메소드 |
설명 |
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AddEntity ( Player player, Position newPos ) : void |
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ClearBlockUpdateQueue ( ) : void |
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ClearPriorityOutputQueue ( ) : void |
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DenyMovement ( ) : void |
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Disconnect ( ) : void |
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GetIP ( ) : IPAddress |
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HideEntity ( VisibleEntity entity ) : void |
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IoLoop ( ) : void |
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JoinWorld ( World newWorld ) : void |
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JoinWorld ( World newWorld, Position position ) : void |
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JoinWorldInternal ( World newWorld, Position position, bool doUseWorldPosition ) : void |
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Kick ( string message ) : void |
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Kick ( string message, LeaveReason leaveReason ) : void |
Kick (asynchronous). Immediately blocks all client input, but waits until client thread sends the kick packet. |
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KickNow ( string message ) : void |
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KickNow ( string message, LeaveReason leaveReason ) : void |
Kick (synchronous). Immediately sends the kick packet. Can only be used from IoThread (this is not thread-safe). |
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LoginSequence ( ) : void |
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MeasureBandwidthUseRates ( ) : void |
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MoveEntity ( VisibleEntity entity, Position newPos ) : void |
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ProcessMovementPacket ( ) : void |
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ProcessSetBlockPacket ( ) : void |
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ReAddEntity ( VisibleEntity entity, Player player, Position newPos ) : void |
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RemoveEntity ( Player player ) : void |
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ResetVisibleEntities ( ) : void |
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Send ( Packet packet ) : void |
Send packet (asynchronous, priority queue). This is used for most packets (movement, chat, etc). |
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Send ( Packet packet, bool isHighPriority ) : void |
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SendDelayed ( Packet packet ) : void |
Send packet (asynchronous, delayed queue). This is currently only used for block updates. |
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SendNow ( Packet packet ) : void |
Send packet to player (synchronous). Sends the packet off immediately. Should not be used from any thread other than this session's IoThread. Not thread-safe (for performance reason). |
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Session ( TcpClient tcpClient ) : System |
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Session ( World _world, TcpClient _client ) : System |
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ShowEntity ( VisibleEntity entity, Position newPos ) : void |
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Start ( ) : void |
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ToString ( ) : string |
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UpdateVisibleEntities ( ) : void |
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WaitForDisconnect ( ) : void |
Blocks the calling thread until this session disconnects. |
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