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station_obscurum_unity/Assets/FishNet/Runtime/Connection/NetworkConnection.LOD.cs

48 lines
1.7 KiB
C#

using FishNet.Object;
using System;
using System.Collections.Generic;
namespace FishNet.Connection
{
/// <summary>
/// A container for a connected client used to perform actions on and gather information for the declared client.
/// </summary>
public partial class NetworkConnection : IEquatable<NetworkConnection>
{
/// <summary>
/// Level of detail for each NetworkObject.
/// Since this is called frequently this field is intentionally not an accessor to increase performance.
/// </summary>
public Dictionary<NetworkObject, byte> LevelOfDetails = new Dictionary<NetworkObject, byte>();
/// <summary>
/// Number oftimes this connection may send a forced LOD update.
/// </summary>
internal int AllowedForcedLodUpdates;
/// <summary>
/// Last tick an LOD was sent.
/// On client and clientHost this is LocalTick.
/// On server only this is LastPacketTick for the connection.
/// </summary>
internal uint LastLevelOfDetailUpdate;
/// <summary>
/// Returns if the client has not sent an LOD update for expectedInterval.
/// </summary>
/// <returns></returns>
internal bool IsLateForLevelOfDetail(uint expectedInterval)
{
//Local client is immune since server and client share ticks.
if (IsLocalClient)
return false;
return ((LastPacketTick - LastLevelOfDetailUpdate) > expectedInterval);
}
/// <summary>
/// Number of level of detail update infractions for this connection.
/// </summary>
internal int LevelOfDetailInfractions;
}
}