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Class NetworkChannel

Network events are sent via different channels, this allows to have better performance, ensuring that heavy stuff from one queue will still allow other objects to be updated. Read more here: https://github.com/StrangeLoopGames/Eco/tree/develop/Server/Eco.Shared/Networking#network-queues-for-client-updates

Inheritance
System.Object
NetworkChannel
Namespace: Eco.Shared.Networking
Assembly: Eco.Shared.dll
Syntax
public sealed class NetworkChannel : Enum

Fields

ChunkChannel

Declaration
public const NetworkChannel ChunkChannel
Field Value
Type Description
NetworkChannel

ExtraChannel

Declaration
public const NetworkChannel ExtraChannel
Field Value
Type Description
NetworkChannel

GeneralChannel

Declaration
public const NetworkChannel GeneralChannel
Field Value
Type Description
NetworkChannel

UnreliableChannel

Declaration
public const NetworkChannel UnreliableChannel
Field Value
Type Description
NetworkChannel

value__

Declaration
public int value__
Field Value
Type Description
System.Int32

Extension Methods

CommandLine.FeedFromCommandLine(Object)
CommandLine.ToCommandLineArgs(Object, Func<Object, Boolean>)
ListUtil.DepthFirstTraversal<T>(T, Func<T, IEnumerable<T>>)
EnumerableExtensions.SingleItemAsEnumerable<T>(T)
EventUtils.RaiseEvent<TEventArgs>(Object, String, TEventArgs)
PredicateUtils.MatchesAll<TEnumerable, T>(T, TEnumerable)
PredicateUtils.MatchesAll<T>(T, Func<T, Boolean>[])
PredicateUtils.MatchesAny<TEnumerable, T>(T, TEnumerable)
ReflectionUtils.PropertyValue<T>(Object, PropertyInfo)
ReflectionUtils.TryGetPropertyValueByName<T>(Object, String, out T)
ReflectionUtils.GetPropertyValueByName<T>(Object, String)
ReflectionUtils.SetPropertyByName(Object, String, Object)
ReflectionUtils.GetStructPropertyByName<T>(Object, String)
ReflectionUtils.GetStringPropertyByName(Object, String)
ReflectionUtils.ZipByProperty<T>(Object, Object, Object, Func<T, T, T>)
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