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
NetcodeOptionsSession 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
intSession player count
inputs
IReadOnlyList<ConfirmedInputs<TInput>>Inputs to be replayed
services
SessionServices<TInput>Session customizable dependencies
controls
SessionReplayControlreplay control
useInputSeedForRandom
bool
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
intThe UdpSocket port
options
NetcodeOptionsSession 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
intThe UdpSocket port
host
IPEndPointThe host IPEndPoint to be watched.
numberOfPlayers
intSession player count
options
NetcodeOptionsSession 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
NetcodeOptionsSession configuration
services
SessionServices<TInput>Session customizable dependencies
desyncHandler
IStateDesyncHandlerState de-sync handler
throwException
boolIf true, throws on state de-synchronization.
Returns
- INetcodeSession<TInput>
Type Parameters
TInput
Game input type