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495 lines
22 KiB
XML
495 lines
22 KiB
XML
<?xml version="1.0"?>
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<doc>
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<assembly>
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<name>Fusion.Common</name>
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</assembly>
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<members>
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<member name="T:Fusion.Async.AsyncOperationHandler`1">
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<summary>
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Abstract Async Operation Handler
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Built around the <see cref="T:System.Threading.Tasks.TaskCompletionSource`1"/>
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</summary>
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<typeparam name="T">Result Type of the Async Operation</typeparam>
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</member>
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<member name="F:Fusion.Async.AsyncOperationHandler`1.OperationTimeoutSec">
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<summary>
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Default Operation Timeout
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</summary>
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</member>
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<member name="P:Fusion.Async.AsyncOperationHandler`1.Task">
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<summary>
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Internal Task
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</summary>
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</member>
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<member name="M:Fusion.Async.AsyncOperationHandler`1.#ctor(System.Threading.CancellationToken,System.Single,System.String)">
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<summary>
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Create a new Operation Handler
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</summary>
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<param name="externalCancellationToken">Optional External Cancellation Token</param>
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<param name="operationTimeout">Optional Custom Operation Timeout</param>
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<param name="customTimeoutMsg">Optional Custom Timeout Message</param>
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</member>
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<member name="M:Fusion.Async.AsyncOperationHandler`1.SetResult(`0)">
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<summary>
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Set the result of Async Operation
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</summary>
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<param name="result">Result to be set on the Operation</param>
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</member>
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<member name="M:Fusion.Async.AsyncOperationHandler`1.SetException(System.Exception)">
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<summary>
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Set the Async Operation as faulted using the Exception
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</summary>
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<param name="e">Exception to be set on the Operation</param>
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</member>
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<member name="M:Fusion.Async.AsyncOperationHandler`1.Expire">
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<summary>
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Cancel the Async Operation via a <see cref="T:System.TimeoutException"/>
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</summary>
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</member>
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<member name="M:Fusion.Async.AsyncOperationHandler`1.Cancel">
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<summary>
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Cancel the Async Operation via a <see cref="T:System.OperationCanceledException"/>
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</summary>
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</member>
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<member name="T:Fusion.Async.TaskManager">
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<summary>
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Task Factory is used to create new Tasks and Schedule long running Tasks
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</summary>
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</member>
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<member name="P:Fusion.Async.TaskManager.TaskFactory">
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<summary>
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Stores a Task Factory ready made to be used with Unity
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</summary>
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</member>
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<member name="M:Fusion.Async.TaskManager.Setup">
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<summary>
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Setup a new TaskFactory tailored to work with Unity
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</summary>
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</member>
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<member name="M:Fusion.Async.TaskManager.Service(System.Func{System.Threading.Tasks.Task{System.Boolean}},System.Threading.CancellationToken,System.Int32,System.String)">
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<summary>
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Start a Service Task that will invoke a Recurring Action every each interval in millis
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</summary>
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<param name="recurringAction">Action invoked every interval. It can return false to stop the service</param>
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<param name="cancellationToken">CancellationToken used to stop the service</param>
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<param name="interval">Interval between action invoke</param>
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<param name="serviceName">Custom id name for the Service</param>
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<returns>Service Task</returns>
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</member>
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<member name="M:Fusion.Async.TaskManager.Run(System.Func{System.Threading.CancellationToken,System.Threading.Tasks.Task},System.Threading.CancellationToken,System.Threading.Tasks.TaskCreationOptions)">
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<summary>
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Run an Action asynchronously
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</summary>
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<param name="action">Action to be invoked</param>
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<param name="cancellationToken">CancellationToken used to stop the Action</param>
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<param name="options">Extra Task Creation options</param>
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<returns>Async Task based on the Action</returns>
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</member>
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<member name="M:Fusion.Async.TaskManager.ContinueWhenAll(System.Threading.Tasks.Task[],System.Func{System.Threading.CancellationToken,System.Threading.Tasks.Task},System.Threading.CancellationToken)">
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<summary>
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Run a continuation Task after all other Tasks have completed
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</summary>
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<param name="precedingTasks">List of pending tasks to wait</param>
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<param name="action">Action to run after the Tasks</param>
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<param name="cancellationToken">ellationToken used to stop the Action</param>
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<returns>Async Task based on the Action</returns>
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</member>
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<member name="M:Fusion.Async.TaskManager.Delay(System.Int32,System.Threading.CancellationToken)">
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<summary>
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Custom Task Delay method as Task.Delay is not supported by WebGL Builds
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</summary>
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<param name="delay">Delay in milliseconds to wait</param>
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<param name="token">Cancelation Token used to stop the Delay</param>
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<returns>Awaitable Task</returns>
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</member>
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<member name="M:Fusion.CompressionUtils.Compress(System.Byte[])">
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<summary>
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Compress the byte array uisng GZip
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</summary>
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<param name="data">Original byte array</param>
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<returns>Compressed byte array</returns>
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</member>
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<member name="M:Fusion.CompressionUtils.Decompress(System.Byte[])">
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<summary>
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Decompress the byte array using GZip
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</summary>
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<param name="data">Compressed byte array</param>
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<returns>Decompressed byte array</returns>
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</member>
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<member name="P:Fusion.Protocol.ICommunicator.CommunicatorID">
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<summary>
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Represents the current ID of the communicator.
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</summary>
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</member>
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<member name="M:Fusion.Protocol.ICommunicator.SendPackage(System.Byte,System.Int32,System.Boolean,System.Byte*,System.Int32)">
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<summary>
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Sends a package data using the communication system
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</summary>
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<param name="code">Event Code used to send the Package</param>
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<param name="targetActor">Target Actor of the Package</param>
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<param name="reliable">Flag if this Package should be sent reliably</param>
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<param name="buffer">Data Buffer</param>
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<param name="bufferLength">Buffer Length</param>
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</member>
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<member name="M:Fusion.Protocol.ICommunicator.ReceivePackage(System.Int32@,System.Byte*,System.Int32)">
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<summary>
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Retrieve a Data Package
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</summary>
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<param name="senderActor">Data Package Sender</param>
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<param name="buffer">Buffer to be filled with the Data</param>
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<param name="bufferLength">Buffer length</param>
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<returns>Total number of bytes written to buffer</returns>
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</member>
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<member name="M:Fusion.Protocol.ICommunicator.Poll">
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<summary>
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Check if there are data package to be retrieved
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</summary>
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<returns>True if the internal buffer has pendind data</returns>
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</member>
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<member name="M:Fusion.Protocol.ICommunicator.PushPackage(System.Int32,System.Int32,System.Object)">
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<summary>
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Push a new Package into the communicator queues
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</summary>
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<param name="senderActor">Data Sender Actor</param>
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<param name="eventCode">Event Code of the Package</param>
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<param name="data">Package</param>
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</member>
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<member name="M:Fusion.Protocol.ICommunicator.RegisterPackageCallback``1(System.Action{System.Int32,``0})">
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<summary>
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Register a callback for a specific Message Type
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</summary>
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<typeparam name="T">Message Type</typeparam>
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<param name="callback">Callback to be invoked when a Message of type T is received</param>
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</member>
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<member name="M:Fusion.Protocol.ICommunicator.SendMessage(System.Int32,Fusion.Protocol.IMessage)">
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<summary>
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Send a Protocol Message using the communicator system
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</summary>
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<param name="targetActor">Target Actor of the Protocol Message</param>
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<param name="message">Protocol Message to be sent</param>
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</member>
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<member name="M:Fusion.Protocol.ICommunicator.Service">
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<summary>
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Step the Communicator internals
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</summary>
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</member>
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<member name="T:Fusion.Protocol.IMessage">
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<summary>
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Represents a Protocol Message
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Used to tag the Messages in <see cref="T:Fusion.Protocol.ICommunicator"/>.
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</summary>
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</member>
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<member name="T:Fusion.DisplayAsEnumAttribute">
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<summary>
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Casts an enum or int value in the inspector to specific enum type for rendering of its popup list.
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Supplying a method name rather than a type allows a property with the type Type to be used to dynamically get the enum type.
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</summary>
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</member>
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<member name="T:Fusion.CompareOperator">
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<summary>
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Comparison method for evaluating condition member value against compareToValues.
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</summary>
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</member>
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<member name="F:Fusion.CompareOperator.Equal">
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<summary>
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True if condition member value equals compareToValue.
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</summary>
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</member>
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<member name="F:Fusion.CompareOperator.NotEqual">
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<summary>
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True if condition member value is not equal to compareToValue.
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</summary>
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</member>
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<member name="F:Fusion.CompareOperator.Less">
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<summary>
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True if condition member value is less than compareToValue.
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</summary>
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</member>
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<member name="F:Fusion.CompareOperator.LessOrEqual">
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<summary>
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True if condition member value is less than or equal to compareToValue.
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</summary>
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</member>
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<member name="F:Fusion.CompareOperator.GreaterOrEqual">
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<summary>
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True if condition member value is greater than or equal to compareToValue.
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</summary>
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</member>
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<member name="F:Fusion.CompareOperator.Greater">
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<summary>
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True if condition member value is greater than compareToValue.
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</summary>
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</member>
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<member name="F:Fusion.CompareOperator.NotZero">
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<summary>
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Returns true if the condition member evaluates to anything other than zero.
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In the case of object references, this means true for any non-null value.
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</summary>
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</member>
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<member name="F:Fusion.CompareOperator.IsZero">
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<summary>
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Returns true if the condition member evaluates to zero.
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In the case of object references, this means true for any null value.
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</summary>
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</member>
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<member name="T:Fusion.DoIfAttributeBase">
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<summary>
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Editor attribute for selective editor rendering. Condition member can be a property, field or method (with a
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return value).
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<para>Value of condition method is converted to a long. Null = 0, False = 0, True = 1, Unity Object = InstanceId</para>
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</summary>
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</member>
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<member name="T:Fusion.DrawIfAttribute">
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<summary>
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Editor attribute for selectively drawing/hiding fields. Condition member can be a property, field or method
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(with a return value).
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<para>Value of condition method is converted to a long. Null = 0, False = 0, True = 1, Unity Object = InstanceId</para>
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</summary>
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</member>
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<member name="F:Fusion.DrawIfAttribute.Mode">
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<summary>
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Instructs the attribute completely hide the field if not draw, rather than the default of just disabling it.
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</summary>
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</member>
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<member name="M:Fusion.DrawIfAttribute.#ctor(System.String,System.Double,Fusion.CompareOperator,Fusion.DrawIfMode)">
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<summary>
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Constructor.
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</summary>
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<param name="propertyPath">
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Condition member can be a property, field or method (with a return value).
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<para>Value of condition method is converted to a long. Null = 0, False = 0, True = 1, Unity Object = InstanceId</para>
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</param>
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<param name="compareToValue">The value to compare the member value against.</param>
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<param name="mode">How the field should be hidden (disabled or removed)</param>
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<param name="compare">How the condition member value and compareToValye will be evaluated.</param>
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</member>
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<member name="M:Fusion.DrawIfAttribute.#ctor(System.String,System.Boolean,Fusion.CompareOperator,Fusion.DrawIfMode)">
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<summary>
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Constructor.
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</summary>
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<param name="propertyPath">
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Condition member can be a property, field or method (with a return value).
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<para>Value of condition method is converted to a long. Null = 0, False = 0, True = 1, Unity Object = InstanceId</para>
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</param>
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<param name="compareToValue">The value to compare the member value against.</param>
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<param name="compare">How the condition member value and compareToValye will be evaluated.</param>
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<param name="mode">How the field should be hidden (disabled or removed)</param>
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</member>
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<member name="F:Fusion.ErrorIfAttribute.Message">
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<summary>
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The default warning text, when a warning is shown.
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</summary>
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</member>
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<member name="P:Fusion.ScriptHelpAttribute.Url">
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<summary>
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</summary>
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</member>
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<member name="P:Fusion.ScriptHelpAttribute.BackColor">
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<summary>
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Color of the inspector header for this component type. None indicates no header graphic should be used.
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</summary>
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</member>
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<member name="P:Fusion.ScriptHelpAttribute.Style">
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<summary>
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</summary>
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</member>
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<member name="T:Fusion.ScriptHeaderIcon">
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<summary>
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Icon to be rendered on the component graphic header in the Unity inspector.
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</summary>
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</member>
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<member name="T:Fusion.ScriptHeaderBackColor">
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<summary>
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Color of the component graphic header in the Unity inspector. None indicates no header graphic should be used.
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</summary>
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</member>
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<member name="T:Fusion.Units">
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<summary>
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Unit Type for a certain field.
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This helps to identify the unit that a certain value represents, like Seconds or Percentage
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</summary>
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</member>
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<member name="F:Fusion.Units.None">
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<summary> </summary>
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</member>
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<member name="F:Fusion.Units.Ticks">
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<summary>ticks</summary>
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</member>
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<member name="F:Fusion.Units.Seconds">
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<summary>seconds - secs</summary>
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</member>
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<member name="F:Fusion.Units.MilliSecs">
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<summary>millisecs - ms</summary>
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</member>
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<member name="F:Fusion.Units.Kilobytes">
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<summary>kilobytes - kB</summary>
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</member>
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<member name="F:Fusion.Units.Megabytes">
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<summary>megabytes - MB</summary>
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</member>
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<member name="F:Fusion.Units.Normalized">
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<summary>normalized - norm</summary>
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</member>
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<member name="F:Fusion.Units.Multiplier">
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<summary>multiplier - mult</summary>
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</member>
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<member name="F:Fusion.Units.Percentage">
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<summary>%</summary>
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</member>
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<member name="F:Fusion.Units.NormalizedPercentage">
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<summary>normalized % - n%</summary>
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</member>
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<member name="F:Fusion.Units.Degrees">
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<summary>degrees - \u00B0</summary>
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</member>
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<member name="F:Fusion.Units.PerSecond">
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<summary>per sec - /sec</summary>
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</member>
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<member name="F:Fusion.Units.DegreesPerSecond">
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<summary>\u00B0 / sec - \u00B0/sec</summary>
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</member>
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<member name="F:Fusion.Units.Radians">
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<summary>radians - rad</summary>
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</member>
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<member name="F:Fusion.Units.RadiansPerSecond">
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<summary>radian / sec - rad/s</summary>
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</member>
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<member name="F:Fusion.Units.TicksPerSecond">
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<summary>ticks / sec - tck/s</summary>
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</member>
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<member name="F:Fusion.Units.Units">
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<summary>units - units</summary>
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</member>
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<member name="F:Fusion.Units.Bytes">
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<summary>bytes - bytes</summary>
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</member>
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<member name="F:Fusion.Units.Count">
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<summary>count - count</summary>
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</member>
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<member name="F:Fusion.Units.Packets">
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<summary>packets - packets</summary>
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</member>
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<member name="F:Fusion.Units.Frames">
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<summary>frames - frames</summary>
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</member>
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<member name="F:Fusion.Units.FramesPerSecond">
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<summary>fps - fps</summary>
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</member>
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<member name="F:Fusion.Units.SquareMagnitude">
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<summary>sqrMagnitude - sqrMag</summary>
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</member>
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<member name="T:Fusion.UnitAttribute">
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<summary>
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Unit Attribute class.
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Used to mark a field with the respective <see cref="T:Fusion.Units"/>
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</summary>
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</member>
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<member name="T:Fusion.WarnIfAttribute">
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<summary>
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Editor attribute for adding notices to fields if the condition member evaluates as true.
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Condition member can be a property, field or method (with a return value).
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<para>Value of condition method is converted to a long. Null = 0, False = 0, True = 1, Unity Object = InstanceId</para>
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</summary>
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</member>
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<member name="F:Fusion.WarnIfAttribute.Message">
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<summary>
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The default warning text, when a warning is shown.
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</summary>
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</member>
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<member name="T:Fusion.FieldsMask">
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<summary>
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Base class for <see cref="T:Fusion.FieldsMask`1"/>.
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</summary>
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</member>
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<member name="M:Fusion.FieldsMask.#ctor(Fusion.Mask256)">
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<summary>
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Constructor for <see cref="T:Fusion.FieldsMask"/>.
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</summary>
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</member>
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<member name="M:Fusion.FieldsMask.#ctor(System.Int64,System.Int64,System.Int64,System.Int64)">
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<summary>
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Constructor for <see cref="T:Fusion.FieldsMask"/>.
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</summary>
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</member>
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<member name="M:Fusion.FieldsMask.#ctor">
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<summary>
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Constructor for <see cref="T:Fusion.FieldsMask"/>.
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</summary>
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</member>
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<member name="M:Fusion.FieldsMask.op_Implicit(Fusion.FieldsMask)~Fusion.Mask256">
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<summary>
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Implicitly convert <see cref="T:Fusion.FieldsMask"/> to its long mask value.
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</summary>
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</member>
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<member name="T:Fusion.FieldsMask`1">
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<summary>
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Associates and displays a 64 bit mask which represents the field members of a struct. Makes it possible to treat a Struct like an Flags Enum.
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NOTE: A <see cref="T:Fusion.FieldsMask`1"/> attribute is required for proper rendering in the Inspector.
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</summary>
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</member>
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<member name="M:Fusion.FieldsMask`1.#ctor(Fusion.Mask256)">
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<summary>
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Constructor for <see cref="T:Fusion.FieldsMask`1"/>.
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</summary>
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</member>
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<member name="M:Fusion.FieldsMask`1.#ctor">
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<summary>
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Constructor for <see cref="T:Fusion.FieldsMask`1"/>.
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</summary>
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</member>
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<member name="T:Fusion.JsonUtils">
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<summary>
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Collection of simple JSON Utility methods
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</summary>
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</member>
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<member name="M:Fusion.JsonUtils.RemoveExtraReferences(System.String)">
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<summary>
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Removes from a JSON serialized by Unity Serializer the "referenes" field.
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This aims to reduce the JSON size when sending accross the network
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|
</summary>
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<param name="baseJson">JSON output of "JsonUtility.ToJson" call</param>
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<returns>Same JSON but without the "referenes" object</returns>
|
|
</member>
|
|
<member name="T:Fusion.Maths.FastAbs2">
|
|
<summary>Uses fieldoffset to allow quick setting of the sign bit of floats.</summary>
|
|
</member>
|
|
<member name="M:Fusion.Maths.QuaternionCompress(UnityEngine.Quaternion)">
|
|
<summary>
|
|
Primary Compression Method. Converts a quaternion into a ulong buffer. Depending on size most of the top bits will be 0.
|
|
</summary>
|
|
<param name="rot">The quaternion to be compressed</param>
|
|
<returns>A ulong buffer of the compressed quat.</returns>
|
|
</member>
|
|
<member name="M:Fusion.Maths.QuaternionDecompress(System.UInt32)">
|
|
<summary>
|
|
Primary Decompression Method. Decompress the 3 channels and missing channel ID from the serialized ULong buffer.
|
|
</summary>
|
|
<param name="buffer">The ulong that represents the compressed quaternion.</param>
|
|
<returns>The restored Quaternion.</returns>
|
|
</member>
|
|
<member name="T:Fusion.StatsMetaAttribute">
|
|
<summary>
|
|
This stat goes on field elements of classes/structs and is used by FieldsMask.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.RuntimeUnityFlagsSetup.flagsBuildFlags">
|
|
<summary>
|
|
Flags for BuildFlags
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.RuntimeUnityFlagsSetup.flagsBuildTypes">
|
|
<summary>
|
|
Flags for BuildTypes
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.RuntimeUnityFlagsSetup.flagsDotNetVersion">
|
|
<summary>
|
|
Flags for DotNetVersion
|
|
</summary>
|
|
</member>
|
|
</members>
|
|
</doc>
|