Visual3D Game EngineAPI Documentation for XNA, C#, VB, and .NET

Namespace: Visual3D.Networking
Assembly: Visual3D.Networking (in Visual3D.Networking.dll) Version: 1.0.0.0 (1.0.0.0)

Syntax

      
 C#  Visual Basic 
public class PlayerInfo : IComparable<PlayerInfo>, 
	IPlayerInfo
Public Class PlayerInfo _
	Implements IComparable(Of PlayerInfo), IPlayerInfo

Members

                  
 All Members  Constructors   Fields   Properties   Methods   Events  
 Public

 Protected
 Instance

 Static 
 Declared

 Inherited
 XNA Framework Only 

 .NET Compact Framework Only 

 MemberDescription
PlayerInfo()()()()
Initializes a new instance of the PlayerInfo class
PlayerInfo(String)
Initializes a new instance of the PlayerInfo class
PlayerInfo(String, PlayerID)
Initializes a new instance of the PlayerInfo class
_chatbox
Camera
Player's main camera object, which might also be used as the PlayerSceneEntity if the user is in Camera-only mode (like an observer).
ChangeableCopy
Chatbox
Local Chat box associated with the local player.
ChatChannel
ChatMode
ChatTextColor
ChatTextColors
CommandLists
Array of Command Lists for this specify Player, which will be executed on each successive frame.
CommandsArraySize
CopyPropertiesFrom(PlayerInfo)
CreateFromNetMessage(NetMessage)
CurrentEntity
Scene Entity which represents the actual Player (not just a focused object), and is often a Camera. Often, a player's MainAvatar will be the same object, unless player has separated themself from this avatar.
DebugID
FocusedObject
Scene Object upon which the user has placed their primary input focus.
FocusedObjectUpdateInterval
Update Interval for Local Player Focus Object Position, sent to the NetHost. '0' equates to "not updated".
GetCommandList(Int32)
ID
Initialize()()()()
InitialOrientation
InitialPosition
IsAssigned
Indicates if Local Player ID has been set to a valid value.
IsChangeableCopy
IsHost
IsLagging
IsLocalPlayer
Indicates if Player is the Local Player.
IsLoggedIn
Indicates if Local Player is logged into a Network Session.
IsNull
Indicates if this reference is Invalid (treated as Null).
IsPaused
IsReadyForNextFrame
IsReadyToStartNextScene
IsRegistered
Indicates if the Player ID correctly matches up to the PlayerList (referenced by ID).
IsSceneLoaded
IsServer
Indicates if Player is running on the same machine as the Server.
IsSinglePlayerMode
Indicates that Local Player is running in Single Player mode.
IsSynchronizing
LocalPlayer
MainAvatar
Scene Object which serves as the Main Avatar for this player (i.e. "owned by this player").
Name
NetworkStats
Network statistics for this player.
Password
PlayerIsLagging_Changed
PlayerIsPaused_Changed
PlayerIsReadyToStartNextScene_Changed
PlayerIsSynchronizing_Changed
PlayerList
PlayerPositionUpdateInterval
Update Interval for Local Player "Current Entity" Position, sent to the NetHost. '0' equates to "not updated".
PlayerScenePercentLoaded_Changed
PlayerTeam_Changed
RequestChange_IsPaused(Boolean)
RequestChange_IsReadyToStartNextScene(Boolean)
RequestChange_Name(String)
RequestChange_TeamID(PlayerTeamID)
ResetDynamicData(Boolean)
Resets all dynamic Player data associated with the current scene.
ScenePercentLoaded
Server
ServerFrameNumber
The Network Host uses this to track the last Frame Number reported by the Client.
ServerNetBufferQueue
The Network Host uses this to keep track of NetBuffers sent by this player for a specific frame.
SingleAuthorizedFocusObject
If non-null, this defines the single Scene Object that the player is authorized to take control of.
StartPositionUpdaters()()()()
Starts the Position Updaters - should be called when the Scene Starts.
StopPositionUpdaters()()()()
Team
TeamColor
TeamID
Teams
ToString()()()() (Overrides Object..::..ToString()()()().)
TotalFrameLag
UpdateInfo(PlayerInfo)
WriteToNetMessage(NetMessage, Boolean)

Inheritance Hierarchy

System..::..Object
  Visual3D.Networking..::..PlayerInfo
    Visual3D.Networking..::..PlayerInfo..::..Copy

See Also