C# (CSharp) ACR_ServerCommunicator Namespace

Classes

Name Description
ACR_ServerCommunicator
CharacterJoinEvent This event encapsulates data relating to a character that has come online on a given server.
CharacterPartEvent This event encapsulates data relating to a character that has gone offline from a given server.
GUIResynchronizer This object manages GUI element resynchronization for players that enter the server from a server to server portal.
GUIResynchronizer.ResyncState Resync state for a player.
GameServer This object maintains state about a game server, gathered from the database.
GameWorldConfiguration This object encapsulates configuration data relating to the game system as a whole.
GameWorldManager This object (which is a singleton) manages the local server's view of the game world wide state (data for all servers and players is locally stored here). State elements are, generally, lazily added to the game world manager's state cache. Only when a character, player, or server has actually been observed will it be added to the local cache. This helps prevent the local cache from growing too large up front, as it does not need to have the entire database contents pre-downloaded. As identifiers for unknown servers, players, or characters are seen, the local state cache is updated from the database. The local state cache is also updated based on polling the online player list periodically. In effect, the state cache serves as the current server's view of player presence across the entire game world, spanning every online server. All internal operations on the GameWorldManager assume that the caller has provided appropriate synchronization. Many operations may block on the first reference to a previously unresolved object identifier or object name.
GameWorldManager.IPC_EVENT This structure contains the raw data for an IPC event queue entry.
GameWorldManager.InitialSynchronizationRow This structure contains rowset data for the initial synchronization step.
GameWorldManager.SynchronizeIPCEventQueueRow This structure contains rowset data for a synchronization round of the online character query.
GameWorldManager.SynchronizeOnlineCharactersRow This structure contains rowset data for a synchronization round of the online character query.
GameWorldManager.SynchronizeOnlineServersRow This structure contains rowset data for a synchronization round of the online server query.
ModuleContentPatcher
ModuleContentPatcher.ContentPatchFile A content patch row from the content_patch_files table.
ModuleContentPatcher.ContentPatchPaths A set of paths used to expand content path file locations.
ModuleContentPatcher.DownloadConfiguration A download configuration row from the content_download_config table
PlayerState This object maintains extended state internal to the server communicator with respect to a player. It maintains data that is local to this server instance; the data is created at client enter, and removed at client leave. N.B. This state is intended for use by script code on the main thread.
PurgeCachedCharacterEvent This event encapsulates data relating to a request to delete a cached character file from the local vault cache.
ServerLatencyMeasurer This class manages measuring the database IPC channel latency between the local server and a remote server.
ServerLatencyMeasurer.PingState Ping state communicated across the channel.
ServerVaultConnector This class encapsulates the connector between the server vault plugin's storage plugin interface, and the server vault backend store (i.e., the Azure storage provider).
ShutdownServerEvent This event encapsulates data relating to a request to stop the game server process.
SocketIo This class supports direct socket I/O.
SocketIo.sockaddr_in