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Unigine.Plugins.Syncker.Slave Class

This class represents the slave interface of the Syncker.

Notice
Syncker plugin must be loaded.

Slave Class

Перечисления (Enums)

CALLBACK_INDEX#

ИмяОписание
SESSION_STARTED = 0Callback function to be fired on starting a session.
Callback signature:
Source code
callback_function_name(void)
SESSION_FINISHED = 1Callback function to be fired on closing a session.
Callback signature:
Source code
callback_function_name(void)
MASTER_CONNECTED = 2Callback function to be fired on successful connection to the Master.
Callback signature:
Source code
callback_function_name(void)
MASTER_DISCONNECTED = 3Callback function to be fired on disconnecting from the Master. The reason for disconnection specified in string format ("disconnected by master", "timeout", etc.)
Callback signature:
Source code
callback_function_name(const char *reason)
NODE_LOADED = 4Callback function to be fired on creating a node by the Master on the Slave via loadNode() / loadNodeReference() / createNode().
Callback signature:
Source code
callback_function_name(const NodePtr &node)
NODE_CLONED = 5Callback function to be fired on cloning a node by the Master on the Slave via cloneNode().
Callback signature:
Source code
callback_function_name(const NodePtr &node)

SKIP_FLAGS#

Flags defining data from the Master to be ignored by the Slave.
ИмяОписание
WORLD_LOAD = 1Loading worlds.
GAME = 1 << 1Game class (time and speed), for particles — ifps and seed.
PLAYER = 1 << 2Current Master camera synchronization (every frame).
RENDER = 1 << 3Render and post-effects settings.
NODES = 1 << 4Nodes.
MATERIALS = 1 << 5Materials.
SET_PLAYER = 1 << 6Ignoring setCustomPlayer() calls by the Master.
VIEW_OFFSET = 1 << 7Changing view offset parameters.
USER_DATA = 1 << 8Processing user packets sent via sendMessage().
NODE_LOAD = 1 << 9Loading nodes from *.node files.
NODEREF_LOAD = 1 << 10Loading node references from *.node files.
NODE_CREATE = 1 << 11Node creation.
NODE_ID_REGISTER = 1 << 12Links between dynamic nodes of the Master and Slaves (via ID) created via loadNode(), createNode(), etc.
NODE_DELETE = 1 << 13Node removal.
RUN_CONSOLE = 1 << 14Running console commands.
PROJECTIONS = 1 << 15Projections configuration.
NODE_CLONE = 1 << 16Node cloning.

Properties

int SkipFlags#

The A combination of currently used skip flags.

long ID#

The ID of the slave combined as follows: IP address (32 bits) + port number (16 bits).

Members


int GetMasterNodeID ( int slave_node_id ) #

Returns the ID of a dynamic node on the Master by its local ID on the Slave. A Slave does not create an exact copy of a node created on the Master, their IDs do not match. So, knowing an ID of a local copy of a node created on the Master, you can easily find its original on the Master. This can be used in user messages, when you need to apply some specific modifications to source node on the Master.

Arguments

  • int slave_node_id - Node's ID on the Slave.

Return value

ID of the node on the Master.

int GetSlaveNodeID ( int master_node_id ) #

Returns the local ID of a dynamic node on the Slave by its ID on the Master. A Slave does not create an exact copy of a node created on the Master, their IDs do not match. So, if you created a node on the Master and then called the Syncker::Master::createNode() method, you can easily find its copy on the current Slave. This can be used in user messages, when you need to apply some specific modifications to a Slave's copy of a node, that was created on the Master.

Arguments

  • int master_node_id - Node's ID on the Master.

Return value

ID of the node on the Slave.

void AddSyncNode ( Node node, int master_node_id ) #

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.
  • int master_node_id - ID of the node on the Master.

void AddSyncNodeID ( int slave_node_id, int master_node_id ) #

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 (by its id) to the synchronization queue.

Arguments

  • int slave_node_id - ID of the node on the Slave.
  • int master_node_id - ID of the node on the Master.

bool RemoveSyncNode ( Node node ) #

Removes the specified node from the synchronization queue.

Arguments

  • Node node - Node to be removed.

Return value

true if the node was successfully removed from the synchronization queue; otherwise, false.

bool RemoveSyncNodeID ( int slave_node_id ) #

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

Arguments

  • int slave_node_id - Node number in the synchronization queue.

Return value

true if the node was successfully removed from the synchronization queue; otherwise, false.

IntPtr addCallback ( Slave.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.Slave.SESSION_STARTED type
void callback_function_name(void);

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

// for the Syncker.Slave.MASTER_CONNECTED type
void callback_function_name(void);

// for the Syncker.Slave.MASTER_DISCONNECTED type
void callback_function_name(string reason);

// for the Syncker.Slave.NODE_LOADED type
void callback_function_name(Node node);

// for the Syncker.Slave.NODE_CLONED type
void callback_function_name(Node node);

Arguments

Return value

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

bool removeCallback ( Slave.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 ( Slave.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

void Reconnect ( ) #

Allows the disconnected slave computer reconnect to the master computer.
Notice
To ensure the correct operation of this method, SetAllowExtraSlaves should be set to false.
Last update: 13.12.2024
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