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Warning! This version of documentation is OUTDATED, as it describes an older SDK version! Please switch to the documentation for the latest SDK version.
Warning! This version of documentation describes an old SDK version which is no longer supported! Please upgrade to the latest SDK version.

Unigine.Plugins.Syncker.Master Class

Warning
The functionality described in this article is not available in the Community SDK edition.
You should upgrade to Sim SDK edition to use it.
Inherits from: Syncker

This class represents the master interface of the Syncker.

Notice
Syncker plugin must be loaded.

Master Class

Enums

CALLBACK_INDEX#

Callback types.
NameDescription
SESSION_STARTED = 0Callback function to be fired on starting a session (all Slaves are connected, MTU is determined).
Callback signature:
Source code
callback_function_name(void)
SESSION_CONTINUED = 1Callback function to be fired on continuing a session.
Callback signature:
Source code
callback_function_name(Vector <long long> slaves_id)
SESSION_FINISHED = 2Callback function to be fired on closing a session.
Callback signature:
Source code
callback_function_name(void)
SLAVE_CONNECTED = 3Callback function to be fired on successful connection of a new Slave.
Callback signature:
Source code
callback_function_name(int slave_num)
SLAVE_DISCONNECTED = 4Callback function to be fired before disconnecting a Slave. The reason for disconnection specified in string format ("disconnected by slave", "timeout", etc.)
Callback signature:
Source code
callback_function_name(int slave_num, const char *reason)
MASTER_SETUP_CHANGED = 5Callback to be fired on changing settings on the Master.
Callback signature:
Source code
void callback_function_name(void);
SLAVE_SETUP_CHANGED = 6Callback to be fired on changing settings on a Slave.
Callback signature:
Source code
void callback_function_name(int slave_num);

SYNC_MASK#

Node synchronization mask.
NameDescription
NODE_FLAGS = 1Update only simple node flag (enabled, etc.)
TRANSFORM = 1 << 1Update node transform (with interpolation).
DERIVED = 31 << 3Update information of derived class (11111000 - without the first 3 bits).
OBJECT = 1 << 3Update object parameters. All other parameters of objects except for NODE_FLAGS and TRANSFORM (particles trasform for object particles, bones transform for object skinned)
OBJECT_SURFACE = 1 << 4Update all paramters of surfaces (surface flags and information about inherited materials for each surface).

DEFAULT_SYNC_NODES#

Types of nodes that will be synchronized automatically after world loading.
NameDescription
LIGHT_WORLD = 1World light. See the LightWorld class.
WATER_GLOBAL = 1 << 1Global water. See the ObjectWaterGlobal class.
CLOUD_LAYER = 1 << 2Cloud layer. See the ObjectCloudLayer class.
OBJECT_PARTICLES = 1 << 3Particle system. See the ObjectParticles class.

Properties

int NumSyncMaterials#

The total number of materials in the synchronization queue.

int NumSyncNodes#

The total number of nodes in the synchronization queue.

byte DefaultSyncNodes#

The Current mask defining types of nodes that will be synchronized automatically after world loading.

bool SyncWorldLoad#

The true if synchronization of world loading is enabled; otherwise, false.

bool SyncRender#

The A value indicating if synchronization of all render parameters is enabled.
Notice
When all slaves use the same rendering settings, synchronization of render parameters can be disabled.

bool SyncViewOffset#

The true if synchronization of view offset for projections is enabled; otherwise, false.

bool SyncPlayer#

The true if synchronization of the current player is enabled; otherwise, false.

int NumSlaves#

The total number of the slaves connected to the master.

bool AllowExtraSlaves#

The true if new Slaves can connect to the Master after starting the session; otherwise, false.

float SendRate#

The Frequency of sending packets to Slaves.

Members


string GetSlaveAddress ( int num ) #

Returns the network address of the given slave computer.

Arguments

  • int num - Slave number.

Return value

Network address of the slave computer.

int GetSlavePort ( int num ) #

Returns the UDP port used by the slave with the specified number.

Arguments

  • int num - Slave number.

Return value

UDP port of the specified slave computer. 0 - means any unused port available.

long GetSlaveID ( int num ) #

Returns the ID of the slave with the specified number. A unique Slave ID consists of two parts: IP (32 bits) + port (16 bits)

Arguments

  • int num - Slave number.

Return value

ID of the slave with the specified number.

string GetSlaveWorldName ( int num ) #

Returns the name of the world file currently loaded on the specified slave.

Arguments

  • int num - Slave number.

Return value

Name of the world file currently loaded on the specified slave.

string GetSlaveView ( int num, int display_num ) #

Returns the name of the display or projector stored in the configuration file and assigned to the given display of the given slave computer.

Arguments

  • int num - Slave number.
  • int display_num - Display number.

Return value

Name of the display or projector.

void SetSyncPlayer ( bool enabled ) #

Enables synchronization of the current player's parameters via the UDP protocol:
  • Its transformation
  • Projection matrix
  • Viewport mask
  • Mask for reflections
  • Applied post-materials (if any)
Notice
Current player synchronization is used only when all slaves use the same camera.

Arguments

  • bool enabled - true to enable synchronization; false - to disable it.

bool IsSyncPlayer ( ) #

Returns a value indicating if synchronization of the current player is enabled.
Notice
Current player synchronization is used only when all slaves use the same camera.

Return value

true if synchronization of the current player is enabled; otherwise, false.

void SetSyncRender ( bool enabled ) #

Enables synchronization of all render parameters via the UDP protocol: light scattering, occlusion, etc.
Notice
When all slaves use the same rendering settings, synchronization of render parameters can be disabled.

Arguments

  • bool enabled - true to enable synchronization; false - to disable it.

void AddSyncNode ( Node node, byte sync_mask = SYNC_MASK::NODE_FLAGS | SYNC_MASK::TRANSFORM ) #

Enables synchronization of parameters of the given node via the UDP protocol.
Notice
Scene nodes are not synchronized by default, this method is used to add a particular node to the synchronization queue.

Arguments

  • Node node - Node to synchronize.
  • byte sync_mask - Synchronization mask.

void AddSyncNodes ( Node[] nodes, byte sync_mask = SYNC_MASK::NODE_FLAGS | SYNC_MASK::TRANSFORM ) #

Enables synchronization of parameters of given nodes via the UDP protocol.
Notice
Scene nodes are not synchronized by default, this method is used to add particular nodes to the synchronization queue.

Arguments

  • Node[] nodes - List of nodes to synchronize.
  • byte sync_mask - Synchronization mask.

void SetSyncNodeMask ( Node node, byte sync_mask ) #

Sets a new synchronization mask for the specified node. Synchronization mask can be used for optimization reasons limiting the amount of data to be synchronized and thus reducing network load. For example, for moving parts of a helicopter we can set a mask to synchronize only node transformations:
Source code (C#)
master.SetSyncNodeMask(fan_small, Unigine.Plugins.Syncker.Master.SYNC_MASK.TRANSFORM);
master.SetSyncNodeMask(fan_big, Unigine.Plugins.Syncker.Master.SYNC_MASK.TRANSFORM);

Arguments

  • Node node - Node for which a new synchronization mask is to be set.
  • byte sync_mask - New synchronization mask to be set for the specified node.

bool IsSyncNode ( Node node ) #

Returns a value indicating if synchronization of the given node is enabled. Using this method you can quickly check if a node is monitored by the Syncker (node's states are dispatched to Slaves over the network).

Arguments

  • Node node - Node to be checked.

Return value

true if synchronization of the given node is enabled; otherwise, false.

Node GetSyncNode ( int num ) #

Returns the synchronized node with the given number.

Arguments

  • int num - Node number in the synchronization queue.

Return value

Synchronized node.

void RemoveSyncNode ( int num ) #

Removes the specified node from the synchronization queue.

Arguments

  • int num - Node number in the synchronization queue.

void RemoveSyncNode ( Node node ) #

Removes the specified node from the synchronization queue.

Arguments

  • Node node - Node to be removed from synchronization.

void RemoveSyncNodeID ( int node_id ) #

Removes the specified node from the synchronization queue by its ID.

Arguments

  • int node_id - ID of the node to be removed from the synchronization queue.

void RemoveSyncNodes ( Node[] nodes ) #

Removes the specified nodes from the synchronization queue.

Arguments

  • Node[] nodes - List of nodes to be removed from the synchronization queue.

void ClearSyncNodes ( ) #

Removes all nodes from the synchronization queue.

void AddSyncMaterial ( Material material ) #

Enables synchronization of the given material via the UDP protocol.
Notice
Scene materials are not synchronized by default, this method is used to add a particular material to the synchronization queue.

Arguments

  • Material material - Material to synchronize.

void AddSyncMaterials ( Material[] materials ) #

Enables synchronization of given materials via the UDP protocol.
Notice
Scene materials are not synchronized by default, this method is used to add particular materials to the synchronization queue.

Arguments

  • Material[] materials - List of materials to synchronize.

bool IsSyncMaterial ( Material mat ) #

Returns a value indicating if synchronization of the given material is enabled. Using this method you can quickly check if a material is monitored by the Syncker (material's states are dispatched to Slaves over the network).

Arguments

Return value

true if synchronization of the given material is enabled; otherwise, false.

Material GetSyncMaterial ( int num ) #

Returns the synchronized material with the given number.

Arguments

  • int num - Material number in the synchronization queue.

Return value

Synchronized material.

void RemoveSyncMaterial ( int num ) #

Removes the material with the given number from the synchronization queue.

Arguments

  • int num - Material number in the synchronization queue.

void RemoveSyncMaterial ( Material material ) #

Removes the specified material from the synchronization queue.

Arguments

  • Material material - Material to be removed from the synchronization queue.

void RemoveSyncMaterials ( Material[] materials ) #

Removes the specified materials from the synchronization queue.

Arguments

  • Material[] materials - List of materials to be removed from the synchronization queue.

void ClearSyncMaterials ( ) #

Removes all materials from the synchronization queue.

bool CreateNode ( Node node, byte sync_mask = 0 ) #

Synchronizes creation of the given node on all Slaves. This method is to be called after node creation on the Master.
Notice
It is recommended to use the loadNode() or loadNodereference() methods whenever possible as this approach allows adding nodes of all types, unlike the createNode() method that supports only a limited number of them.
Example:
Source code (C#)
Node node = new NodeDummy(); 
master.CreateNode(node);

Arguments

  • Node node - Node to create.
  • byte sync_mask - Synchronization mask.

Return value

true if the node was created successfully; otherwise, false.

void DeleteNode ( Node node ) #

Synchronizes deletion of the given node (with all its children) on the Master and all Slaves. Similar to calling deleteLater() for the node.

Arguments

  • Node node - Node to delete.

bool IsNodeCreatedBySyncker ( Node node ) #

Returns a value indicating if the given node was created via the createNode() method. Using this method you can quickly check if a node is in the run-time objects creation buffer.

Arguments

  • Node node - Node to be checked.

Return value

true if the given node was created via the createNode() method; otherwise, false.

bool SetSlavePlayer ( int num, Player player ) #

Sets the specified player for the specified Slave.
Notice
Synchronization of the main master camera is disabled.

Arguments

Return value

true if the specified player was successfully set for the specified Slave; otherwise, false.

bool SetSlavePlayer ( string view, Player player ) #

Sets the specified player for all Slave computers using the specified view (see the sync_view argument).
Notice
Synchronization of the main master camera is disabled.

Arguments

  • string view - Name of the view (display or projector).
  • Player player - Player to be set.

Return value

true if the specified player was successfully set for all Slave computers using the specified view; otherwise, false.

void SetSendRate ( float rate ) #

Sets the frequency of sending packets to Slaves. Use this method when network load is too high and slows down the whole IG system. It is recommended to use this method with interpolation enabled.

Source code (C++)
//On the Master
master->setSendRate(15.0f); // send packets 15 times per second

//Both on the Master and all Slaves
syncker->setInterpolationPeriod(0.1f); // 100 ms delay

Arguments

  • float rate - Frequency of sending packets to Slaves. The default value is -1 (every frame).
    Notice
    The value should not be less than 1 / getInterpolationPeriod(), otherwise the image shall be "stuttering".

float GetSendRate ( ) #

Returns the current frequency of sending packets to Slaves. Use this method when network load is too high and slows down the whole IG system. It is recommended to use this method with interpolation enabled.

Return value

Frequency of sending packets to Slaves.

void SetAllowExtraSlaves ( bool slaves ) #

Sets a value indicating if new Slaves can connect to the Master after starting the session. This can be used, for example, to connect a Slave which is used as a tool for configuring projections and does not operate as an IG.

Arguments

  • bool slaves - true to permit new Slaves connecting to the Master after starting the session; false - to forbid it.

bool IsAllowExtraSlaves ( ) #

Returns a value indicating if new Slaves can connect to the Master after starting the session. This can be used, for example, to connect a Slave which is used as a tool for configuring projections and does not operate as an IG.

Return value

true if new Slaves can connect to the Master after starting the session; otherwise, false.

void SetViewOffset ( vec3 offset ) #

Sets a new player's head position on the Master.

Arguments

  • vec3 offset - New player's head position coordinates to be set.

void SetSyncViewOffset ( bool offset ) #

Enables synchronization of view offset for projections via the UDP protocol.

Arguments

  • bool offset - true to enable synchronization; false - to disable it.

bool IsSyncViewOffset ( ) #

Returns a value indicating if synchronization of view offset for projections is enabled.

Return value

true if synchronization of view offset for projections is enabled; otherwise, false.

void SetSyncWorldLoad ( bool load ) #

Enables synchronization of world loading via the UDP protocol.

Arguments

  • bool load - true to enable synchronization; false - to disable it.

bool IsSyncWorldLoad ( ) #

Returns a value indicating if synchronization of world loading is enabled.

Return value

true if synchronization of world loading is enabled; otherwise, false.

void SetDefaultSyncNodes ( byte nodes ) #

Sets a new mask defining types of nodes that will be synchronized automatically after world loading. This mask can be used for optimization reasons limiting the number of nodes to be synchronized and thus reducing network load. For example, you can restrict automatic synchronization to global water, and clouds only:
Source code (C#)
master.SetDefaultSyncNodes(Unigine.Plugins.Syncker.Master.DEFAULT_SYNC_NODES.WATER_GLOBAL | Unigine.Plugins.Syncker.Master.DEFAULT_SYNC_NODES.CLOUD_LAYER);

Arguments

  • byte nodes - Mask defining types of nodes that will be synchronized automatically after world loading.

byte GetDefaultSyncNodes ( ) #

Returns the current mask defining types of nodes that will be synchronized automatically after world loading. This mask can be used for optimization reasons limiting the number of nodes to be synchronized and thus reducing network load.

Return value

Current mask defining types of nodes that will be synchronized automatically after world loading.

void LoadWorld ( string name ) #

Loads a world from the specified file on the Master and all Slaves. Syncker is able to automatically synchronize the current world, but it works as follows: Slaves shall only start loading a new world after it is completely loaded on the Master. This method provides a 2x speedup of world loading process, as it forces all hosts to start loading the world almost simultaneously.

Arguments

  • string name - Path to the *.world file to be loaded.

Node LoadNode ( string name, byte sync_mask = 0, mat4 init_transform ) #

Loads a node from the specified file to the world on the Master and all Slaves and places it to the specified ititial transformation. This is a network analogue of the loadNode() method of the World class. By default, the loaded node is not synchronized, which is suitable for static objects at run time and at the same time saves performance. For dynamic objects to be synchronized, the suitable synchronization mask should be set.

Arguments

  • string name - Path to the *.node file.
  • byte sync_mask - Synchronization mask, one of the SYNC_MASK values.
  • mat4 init_transform - Initial transformation of the node.

Return value

Loaded node or nullptr if an error has occurred.

Node LoadNode ( string name, byte sync_mask = 0 ) #

Loads a node from the specified file to the world on the Master and all Slaves and places it at the origin with the default transformation. This is a network analogue of the loadNode() method of the World class. By default, the loaded node is not synchronized, which is suitable for static objects at run time and at the same time saves performance. For dynamic objects to be synchronized, the suitable synchronization mask should be set.

Arguments

  • string name - Path to the *.node file.
  • byte sync_mask - Synchronization mask, one of the SYNC_MASK values.

Return value

Loaded node or nullptr if an error has occurred.

NodeReference LoadNodeReference ( string name, byte sync_mask = 0, mat4 init_transform ) #

Loads a node reference from the specified file to the world on the Master and all Slaves and places it to the specified ititial transformation. This is a network analogue of the NodeReference class constructor. By default, the loaded node is not synchronized, which is suitable for static objects at run time and at the same time saves performance. For dynamic objects to be synchronized, the suitable synchronization mask should be set.

Arguments

  • string name - Path to the *.node file.
  • byte sync_mask - Synchronization mask, one of the SYNC_MASK values.
  • mat4 init_transform - Initial transformation of the node.

Return value

Node Reference instance if it was loaded successfully; otherwise nullptr.

NodeReference LoadNodeReference ( string name, byte sync_mask = 0 ) #

Loads a node reference from the specified file to the world on the Master and all Slaves and places it to the origin with default transformation. This is a network analogue of the NodeReference class constructor. By default, the loaded node is not synchronized, which is suitable for static objects at run time and at the same time saves performance. For dynamic objects to be synchronized, the suitable synchronization mask should be set.

Arguments

  • string name - Path to the *.node file.
  • byte sync_mask - Synchronization mask, one of the SYNC_MASK values.

Return value

Node Reference instance if it was loaded successfully; otherwise nullptr.

bool IsNodeLoadedBySyncker ( Node node ) #

Returns a value indicating if the given node was loaded by the Syncker via the loadNode() or the loadNodeReference() method.

Arguments

  • Node node - Node to be checked.

Return value

true if the given node was created via the createNode() method; otherwise, false.

IntPtr addCallback ( Master.CALLBACK_INDEX callback, CallbackDelegate func ) #

Adds a callback of the specified type. Callback functions can be used to determine actions to be performed when sending or receiving user messages, as well as when changing settings on the Master or a Slave. The signature of the callback function can be one of the following:
Source code (C#)
// for the Syncker.Master.SESSION_STARTED type
void callback_function_name(void);

// for the Syncker.Master.SESSION_FINISHED type
void callback_function_name(void);

// for the Syncker.Master.SLAVE_CONNECTED type
void callback_function_name(int slave_num);

// for the Syncker.Master.SLAVE_DISCONNECTED type
void callback_function_name(int slave_num);

// for the Syncker.Master.MASTER_SETUP_CHANGED type
void callback_function_name(void);

// for the Syncker.Master.SLAVE_SETUP_CHANGED type
void callback_function_name(int slave_num);

Arguments

Return value

Number of the last added callback of the specified type, if the callback was added successfully; otherwise, -1.

bool removeCallback ( Master.CALLBACK_INDEX callback ) #

Removes a given callback from the list of callbacks of the specified type. Callback functions can be used to determine actions to be performed when sending or receiving user messages, as well as when changing settings on the Master or a Slave.

Arguments

Return value

true if the position callback with the given ID was removed successfully; otherwise false.

void clearCallbacks ( Master.CALLBACK_INDEX callback ) #

Clears all added callbacks of the specified type. Callback functions can be used to determine actions to be performed when sending or receiving user messages, as well as when changing settings on the Master or a Slave.

Arguments

int AddMessageToBuffer ( string channel, Blob message ) #

Adds a message to the buffer to be received by additional slaves as soon as they connect.

Arguments

  • string channel - Channel name. Multiple systems may use Syncker's network simultaneously (e.g. IG and user's application). For convenience, all messages are sent and received via named channels.
  • Blob message - Buffer containing the user message.

Return value

Message ID.

int GetNumBufferedMessages ( string channel ) #

Returns the total number of buffered messages.

Arguments

  • string channel - Channel name. Multiple systems may use Syncker's network simultaneously (e.g. IG and user's application). For convenience, all messages are sent and received via named channels.

Return value

Total number of buffered messages.

int GetBufferedMessageID ( string channel, int index ) #

Returns the ID of the buffered message by its index.

Arguments

  • string channel - Channel name. Multiple systems may use Syncker's network simultaneously (e.g. IG and user's application). For convenience, all messages are sent and received via named channels.
  • int index - Message index number.

Return value

Message ID.

Blob GetBufferedMessage ( string channel, int id ) #

Returns the buffer containing the message.

Arguments

  • string channel - Channel name. Multiple systems may use Syncker's network simultaneously (e.g. IG and user's application). For convenience, all messages are sent and received via named channels.
  • int id - Message ID.

Return value

Buffer containing the user message.

void RemoveBufferedMessage ( string channel, int id ) #

Removes the specified message from the buffer.

Arguments

  • string channel - Channel name. Multiple systems may use Syncker's network simultaneously (e.g. IG and user's application). For convenience, all messages are sent and received via named channels.
  • int id - Message ID.

void ClearBufferedMessages ( string channel ) #

Removes all messages from the buffer.

Arguments

  • string channel - Channel name. Multiple systems may use Syncker's network simultaneously (e.g. IG and user's application). For convenience, all messages are sent and received via named channels.
Last update: 2022-12-14
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