The result of various scope and construction queries.
BQR_ALWAYS | The query is always true, for all systems. Certain optimizations are performed here, but you should not later return any other value without first calling ReplicaManager2::RecalculateVisibility. |
BQR_YES | True. |
BQR_NO | False. |
BQR_NEVER | The query is never true, for all systems. Certain optimizations are performed here, but you should not later return any other value without first calling ReplicaManager2::RecalculateVisibility. |
These are the types of events that can cause network data to be transmitted.
SEND_SERIALIZATION_GENERIC_TO_SYSTEM | Serialization command initiated by the user. |
BROADCAST_SERIALIZATION_GENERIC_TO_SYSTEM | Serialization command initiated by the user. |
SEND_AUTO_SERIALIZE_TO_SYSTEM | Automatic serialization of data, based on Replica2::AddAutoSerializeTimer. |
BROADCAST_AUTO_SERIALIZE_TO_SYSTEM | Automatic serialization of data, based on Replica2::AddAutoSerializeTimer. |
RELAY_SERIALIZATION_TO_SYSTEMS | Received a serialization command, relaying to systems other than the sender. |
SEND_CONSTRUCTION_SERIALIZATION_AUTO_INITIAL_DOWNLOAD_TO_SYSTEM | If SetAutoAddNewConnections is true, this is the command sent when sending all game objects to new connections automatically. |
SEND_DATA_SERIALIZATION_AUTO_INITIAL_DOWNLOAD_TO_SYSTEM | The data portion of the game download, preceeded by SEND_CONSTRUCTION_SERIALIZATION_AUTO_INITIAL_DOWNLOAD_TO_SYSTEM. |
SEND_DESTRUCTION_GENERIC_TO_SYSTEM | Default reason to send a destruction command. |
SEND_DESTRUCTION_VISIBILITY_RECALCULATION_TO_SYSTEM | Triggered by ReplicaManager2::RecalculateVisibility - A replica is now never constructed, so needs to be destroyed. |
BROADCAST_DESTRUCTION_GENERIC_TO_SYSTEM | Triggered by Replica2::BroadcastDestruction. |
RELAY_DESTRUCTION_TO_SYSTEMS | Received destruction message, relaying to other systems. |
SEND_CONSTRUCTION_GENERIC_TO_SYSTEM | Default reason to send a construction command. |
SEND_CONSTRUCTION_VISIBILITY_RECALCULATION_TO_SYSTEM | Triggered by ReplicaManager2::RecalculateVisibility - A replica is now always constructed, so needs to be created. |
BROADCAST_CONSTRUCTION_GENERIC_TO_SYSTEM | Triggered by Replica2::BroadcastConstruction(). |
SEND_CONSTRUCTION_REQUEST_TO_SERVER | Replica2::QueryIsConstructionAuthority()==false yet we called ReplicaManager2::SendConstruction(). |
BROADCAST_CONSTRUCTION_REQUEST_ACCEPTED_TO_SYSTEM | A non-authority object was created by a client, accepted, and is now relayed to all other connected systems. |
SEND_CONSTRUCTION_REPLY_ACCEPTED_TO_CLIENT | A non-authority object was created by a client, accepted. |
SEND_CONSTRUCTION_REPLY_DENIED_TO_CLIENT | A non-authority object was created by a client, denied. |
SEND_VISIBILITY_TRUE_TO_SYSTEM | An object is visible. |
BROADCAST_VISIBILITY_TRUE_TO_SYSTEM | An object is visible. |
SEND_VISIBILITY_FALSE_TO_SYSTEM | An object is not visible. |
BROADCAST_VISIBILITY_FALSE_TO_SYSTEM | An object is not visible. |
RELAY_VISIBILITY_TRUE_TO_SYSTEMS | An object is visible, and we are telling other systems about this. |
RELAY_VISIBILITY_FALSE_TO_SYSTEMS | An object is visible, and we are telling other systems about this. |
AUTOSERIALIZE_RESYNCH_ONLY | Calling Replica2::Serialize() for the purpose of reading memory to compare against later. This read will not be transmitted. |
AUTOSERIALIZE_DEFAULT | Calling Replica2::Serialize() to compare against a prior call. The serialization may be transmitted. |
UNDEFINED_REASON | Start your own reasons one unit past this enum. |