forked from cgvr/DeltaVR
deltavr multiplayer 2.0
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48
Assets/FishNet/Runtime/Object/Synchronizing/ISyncObject.cs
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48
Assets/FishNet/Runtime/Object/Synchronizing/ISyncObject.cs
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using FishNet.Managing;
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using FishNet.Serializing;
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using System;
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namespace FishNet.Object.Synchronizing.Internal
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{
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/// <summary>
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/// A sync object is an object that can synchronize it's state
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/// between server and client, such as a SyncList
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/// </summary>
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public interface ISyncType
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{
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/// <summary>
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/// true if there are changes since the last flush
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/// </summary>
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bool IsDirty { get; }
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/// <summary>
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/// Sets index for the SyncType.
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/// </summary>
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void SetRegistered();
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/// <summary>
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/// PreInitializes this for use with the network.
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/// </summary>
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void PreInitialize(NetworkManager networkManager);
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/// <summary>
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/// Writes all changed values.
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/// </summary>
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/// <param name="writer"></param>
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///<param name="resetSyncTick">True to set the next time data may sync.</param>
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void WriteDelta(PooledWriter writer, bool resetSyncTick = true);
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/// <summary>
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/// Writers all values if not initial values.
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/// </summary>
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/// <param name="writer"></param>
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void WriteFull(PooledWriter writer);
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/// <summary>
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/// Sets current values.
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/// </summary>
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/// <param name="reader"></param>
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void Read(PooledReader reader);
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/// <summary>
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/// Resets the SyncObject so that it can be re-used
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/// </summary>
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void Reset();
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}
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}
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