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31 lines
821 B
C#
31 lines
821 B
C#
using System;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Player;
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using Robust.Shared.Timing;
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namespace Robust.Server.GameStates
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{
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/// <summary>
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/// Engine service that provides creating and dispatching of game states.
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/// </summary>
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[NotContentImplementable]
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public interface IServerGameStateManager
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{
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/// <summary>
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/// One time initialization of the service.
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/// </summary>
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void Initialize();
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/// <summary>
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/// Create and dispatch game states to all connected sessions.
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/// </summary>
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void SendGameStateUpdate();
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ushort TransformNetId { get; set; }
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Action<ICommonSession, GameTick>? ClientAck { get; set; }
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Action<ICommonSession, GameTick, NetEntity?>? ClientRequestFull { get; set; }
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}
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}
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