Table of Contents

Class RollbackNetcode

Namespace
Backdash
Assembly
Backdash.dll

The session factory used to create new netcode sessions.

public static class RollbackNetcode
Inheritance
RollbackNetcode
Inherited Members

Methods

CreateLocalSession<TInput>(NetcodeOptions?, SessionServices<TInput>?)

Initializes new local players only session.

public static INetcodeSession<TInput> CreateLocalSession<TInput>(NetcodeOptions? options = null, SessionServices<TInput>? services = null) where TInput : unmanaged

Parameters

options NetcodeOptions

Session configuration

services SessionServices<TInput>

Session customizable dependencies

Returns

INetcodeSession<TInput>

Type Parameters

TInput

Game input type

CreateReplaySession<TInput>(int, IReadOnlyList<ConfirmedInputs<TInput>>, SessionServices<TInput>?, SessionReplayControl?, bool)

Initializes new replay session.

public static INetcodeSession<TInput> CreateReplaySession<TInput>(int numberOfPlayers, IReadOnlyList<ConfirmedInputs<TInput>> inputs, SessionServices<TInput>? services = null, SessionReplayControl? controls = null, bool useInputSeedForRandom = true) where TInput : unmanaged

Parameters

numberOfPlayers int

Session player count

inputs IReadOnlyList<ConfirmedInputs<TInput>>

Inputs to be replayed

services SessionServices<TInput>

Session customizable dependencies

controls SessionReplayControl

replay control

useInputSeedForRandom bool

UseInputSeedForRandom

Returns

INetcodeSession<TInput>

Type Parameters

TInput

Game input type

CreateSession<TInput>(int, NetcodeOptions?, SessionServices<TInput>?)

Initializes new multiplayer session.

public static INetcodeSession<TInput> CreateSession<TInput>(int port, NetcodeOptions? options = null, SessionServices<TInput>? services = null) where TInput : unmanaged

Parameters

port int

The UdpSocket port

options NetcodeOptions

Session configuration

services SessionServices<TInput>

Session customizable dependencies

Returns

INetcodeSession<TInput>

Type Parameters

TInput

Game input type

CreateSpectatorSession<TInput>(int, IPEndPoint, int, NetcodeOptions?, SessionServices<TInput>?)

Initializes new spectator session.

public static INetcodeSession<TInput> CreateSpectatorSession<TInput>(int port, IPEndPoint host, int numberOfPlayers, NetcodeOptions? options = null, SessionServices<TInput>? services = null) where TInput : unmanaged

Parameters

port int

The UdpSocket port

host IPEndPoint

The host IPEndPoint to be watched.

numberOfPlayers int

Session player count

options NetcodeOptions

Session configuration

services SessionServices<TInput>

Session customizable dependencies

Returns

INetcodeSession<TInput>

Type Parameters

TInput

Game input type

CreateSyncTestSession<TInput>(FrameSpan?, NetcodeOptions?, SessionServices<TInput>?, IStateDesyncHandler?, bool)

Initializes new sync test session.

public static INetcodeSession<TInput> CreateSyncTestSession<TInput>(FrameSpan? checkDistance = null, NetcodeOptions? options = null, SessionServices<TInput>? services = null, IStateDesyncHandler? desyncHandler = null, bool throwException = true) where TInput : unmanaged

Parameters

checkDistance FrameSpan?

Total forced rollback frames.

options NetcodeOptions

Session configuration

services SessionServices<TInput>

Session customizable dependencies

desyncHandler IStateDesyncHandler

State de-sync handler

throwException bool

If true, throws on state de-synchronization.

Returns

INetcodeSession<TInput>

Type Parameters

TInput

Game input type

See Also

INetcodeSession<TInput>