Table of Contents

Namespace Netick

Classes

AdaptiveRemoteInterpolation
AreaOfInterestLayer
BadPacketException
BitBuffer
Client
ClientConnection
ClientSimulation
Connection
ConsoleLogger
CustomizableSocketTransport
DataAccumulator
DefaultAllocator
DoubleStats
Entity

Represents a networked entity (object) in Netick.

ExecuteAfterAttribute
ExecuteBeforeAttribute
ExecutionList
ExecutionOrderAttribute
FloatStats
IPEndPointExt
IgnoreCodeGen
InterestManagement

Manages interest groups and area of interest (AoI) layers.

InterestManagementGroup

Represents a group used for interest management in Netick. An InterestManagementGroup contains a collection of entities and manages which clients are interested in those entities, typically for the purpose of optimizing network traffic by only sending relevant updates to clients.

InternalNetworkRpcInfo
Interpolation

A class representing an abstract interpolation interface, which is implemented by RemoteInterpolation and LocalInterpolation

LocalInterpolation

A class representing the local interpolation of this instance NetickEngine. This should be used whenever you want to use Predicted Timeline on the client.

MemoryAllocation
Mismatch
MismatchChecker
Monitor
NativeUDPSocket
NetickAllocator
NetickArrayExt
NetickEndPoint
NetickEngine

The NetickEngine class is the core of Netick, managing networking, simulation, interpolation, replication, etc.

NetickLogger
NetickProfiler
NetickTransport
NetickTransportConnection
NetickUniqueObjectMeta
NetickUtils
NetworkChannel
NetworkConnection

Represents a network connection between a client and a server.

NetworkConnectionRequest
NetworkDictionary
NetworkDictionary<TKey, TValue>

A networked Dictionary<TKey, TValue> collection.

NetworkHashSet
NetworkHashSet<T>

A networked HashSet<T> collection.

NetworkLinkedList
NetworkLinkedList<T>

A networked linked list collection. This is an ordered list meaning that the elements insertion order is maintained when iterating through the collection.

NetworkPeer
NetworkPlayer

Represents a network player, which can be either a local player (representing this player) or a remote connection (representing a connected client)).

NetworkQueue
NetworkQueue<T>

A networked Queue<T> collection.

NetworkRpc

Represents an RPC. Used internally only.

NetworkStack
NetworkStack<T>

A networked Stack<T> collection.

NetworkTransport
NetworkUnorderedList
NetworkUnorderedList<T>

A networked list collection. This is an unordered list meaning that the order of the elements during iteration is undefined.

Networked

Use this attribute on a property to make it networked. It will be synchronized across the network.

* Use the parameter "size" to specify the max capacity of a network array/collection.

* Use the parameter "relevancy" to specify who will receive this variable.

* Use the parameter "precision" to specify the precision of a float-based variable.

* Use the parameter "ensureSafety" to specify if it will always be safe to access this variable (for instance, when Netick is not running).

NotClientException
NotServerException
OnChanged

Use this attribute on a method you want to call when a specific property value changes. Example: [OnChanged(nameof(PropertyName)]

ReflectionData
RemoteInterpolation

A class representing the remote interpolation of this instance NetickEngine. This should be used whenever you want to use Remote Timeline on the client.

Replay
Replay.Play
Replay.Recorder
ReplicatorComponent
Rpc

Use this attribute on any method you want to make an RPC. Must have the return type of void.

* Use the parameter "source" to specify who is allowed to send this RPC.

* Use the parameter "target" to specify who is allowed to receive and execute this RPC.

* Use the parameter "isReliable" to specify if this Rpc should be reliable or not, meaning it won't be lost (due to packet loss).

* Use the parameter "localInvoke" to specify if this Rpc should be executed on the machine it was called from.

RpcTarget
Server
ServerConnection
ServerSimulation
ServerSimulation.ClientData
Simulation
SimulationClock
SimulationInput
Smooth
TransportConnection

Structs

AoIQuery
ClientReplicatorData
EntityStateRef
FixedSize128<T>
FixedSize16<T>
FixedSize256<T>
FixedSize32<T>
FixedSize4<T>
FixedSize512<T>
FixedSize64<T>
FixedSize8<T>
Interpolator

A struct that is used to obtain interpolation data for a network variable.

NetickAllocator.MemoryPool
NetickBounds
NetickConfigData

Configuration data for Netick.

NetickEntityMeta
NetickVector3Int
NetworkArrayStruct16<T>
NetworkArrayStruct32<T>
NetworkArrayStruct4<T>
NetworkArrayStruct64<T>
NetworkArrayStruct8<T>
NetworkBool

Always use NetworkBool instead of bool, for networked properties and RPC parameters.

NetworkDictionarySnapshot<TKey, TValue>

A snapshot of the state of a NetworkDictionary<TKey, TValue> collection. Note this must not be used outside the scope of an OnChanged call or a NetworkRender call.

NetworkDictionarySnapshot<TKey, TValue>.Enumerator
NetworkDictionary<TKey, TValue>.Enumerator
NetworkHashSetSnapshot<T>

A snapshot of the state of a NetworkHashSet<T> collection. Note this must not be used outside the scope of an OnChanged call or a NetworkRender call.

NetworkHashSetSnapshot<T>.Enumerator
NetworkHashSet<T>.Enumerator
NetworkLinkedListNode<T>
NetworkLinkedListSnapshot<T>

A snapshot of the state of a NetworkLinkedList<T> collection. Note this must not be used outside the scope of an OnChanged call or a NetworkRender call.

NetworkLinkedListSnapshot<T>.Enumerator
NetworkLinkedList<T>.Enumerator
NetworkPlayerId

Represents a networked struct identifier for a NetworkPlayer.

NetworkQueueSnapshot<T>

A snapshot of the state of a NetworkQueue<T> collection. Note this must not be used outside the scope of an OnChanged call or a NetworkRender call.

NetworkQueueSnapshot<T>.Enumerator
NetworkQueue<T>.Enumerator
NetworkStackSnapshot<T>

A snapshot of the state of a NetworkStack<T> collection. Note this must not be used outside the scope of an OnChanged call or a NetworkRender call.

NetworkStackSnapshot<T>.Enumerator
NetworkStack<T>.Enumerator
NetworkString128

Represents a fixed-size network-serializable string with a maximum length of 128 characters.

NetworkString16

Represents a fixed-size network-serializable string with a maximum length of 16 characters.

NetworkString256

Represents a fixed-size network-serializable string with a maximum length of 256 characters.

NetworkString32

Represents a fixed-size network-serializable string with a maximum length of 32 characters.

NetworkString64

Represents a fixed-size network-serializable string with a maximum length of 64 characters.

NetworkString8

Represents a fixed-size network-serializable string with a maximum length of 8 characters.

NetworkTimer

A helper struct that can be used as a timer for various gameplay purposes.

NetworkUnorderedListSnapshot<T>

A snapshot of the state of a NetworkUnorderedList<T> collection. Note this must not be used outside the scope of an OnChanged call or a NetworkRender call.

NetworkUnorderedListSnapshot<T>.Enumerator
NetworkUnorderedList<T>.Enumerator
OnChangedData
OnChangedMethod
Replay.ReplaySnapshot
ReplayPlaybackState
RpcContext

Contains information about an RPC call.

Session
Simulation.BehaviourAttachOperation
Simulation.EntityRemove
Simulation.InputSourceChangedEvent
SmoothMetaData
Tick

Represents a network tick.

Interfaces

IClientSimulationCallbacks
IConnectionRequest
IEndPoint
IGameEngine

This interface is used to integrate Netick with a game engine.

IMemoryAllocator
INetickComponent

This interface is used to internal Netick systems.

INetickEntity

This interface is used to integrate Netick with a game engine entity.

INetickLogger
INetickNetworkScript

A script which can have networked properties and rpcs.

INetickScript

A script which can be added to Netick internal simulation loop.

INetickSocket
INetworkCollection
INetworkInput
IReplayTransport

Enums

BroadPhaseFilter
ConnectionFailedReason
InterpolationSource
NetickStartMode
NetworkCollectionMeta
Relevancy
RpcPeers
RunMode
TransportDeliveryMethod
TransportDisconnectReason

Delegates

OnChangedEvent
OnConnectFailed
OnConnectionRequest
OnNetworkReceive
OnPeerConnected
OnPeerDisconnected