|
| SimNetworkLocal (bool replay=false) |
|
List< SimFrame > | Tick (long curFrame, long maxFrame, long expectedMaxFrame) |
| Synchronize the network interface and receive any fully realized frames by the network More...
|
|
void | SendEvent (SimEvent evt) |
| Push (or queue) an event onto the network More...
|
|
|
string | ClientId [get] |
|
bool | Ready [get] |
|
string | ClientId [get] |
| Get a unique id for the client which is consistent across the network. Often, this will be the gamertag of the client's player.
|
|
bool | Ready [get] |
| Is the network ready to operate?
|
|
◆ SendEvent()
void Beamable.Experimental.Api.Sim.SimNetworkLocal.SendEvent |
( |
SimEvent |
evt | ) |
|
|
inline |
◆ Tick()
List< SimFrame > Beamable.Experimental.Api.Sim.SimNetworkLocal.Tick |
( |
long |
curFrame, |
|
|
long |
maxFrame, |
|
|
long |
expectedMaxFrame |
|
) |
| |
|
inline |
The documentation for this class was generated from the following file:
- com.beamable/Runtime/Core/Platform/SDK/Sim/network/local/SimNetworkLocal.cs