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station_obscurum_unity/Assets/FishNet/Runtime/Object/Synchronizing/ISyncObject.cs

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2023-05-31 17:32:21 +02:00
using FishNet.Managing;
using FishNet.Serializing;
using System;
namespace FishNet.Object.Synchronizing.Internal
{
/// <summary>
/// A sync object is an object that can synchronize it's state
/// between server and client, such as a SyncList
/// </summary>
public interface ISyncType
{
/// <summary>
/// true if there are changes since the last flush
/// </summary>
bool IsDirty { get; }
/// <summary>
/// Sets index for the SyncType.
/// </summary>
void SetRegistered();
/// <summary>
/// PreInitializes this for use with the network.
/// </summary>
void PreInitialize(NetworkManager networkManager);
/// <summary>
/// Writes all changed values.
/// </summary>
/// <param name="writer"></param>
///<param name="resetSyncTick">True to set the next time data may sync.</param>
void WriteDelta(PooledWriter writer, bool resetSyncTick = true);
/// <summary>
/// Writers all values if not initial values.
/// </summary>
/// <param name="writer"></param>
void WriteFull(PooledWriter writer);
/// <summary>
/// Sets current values.
/// </summary>
/// <param name="reader"></param>
void Read(PooledReader reader);
/// <summary>
/// Resets the SyncObject so that it can be re-used
/// </summary>
void Reset();
}
}