Coherence.ReplicationClient

Event serializer


Keywords
client, replication
License
MIT
Install
Install-Package Coherence.ReplicationClient -Version 0.0.14-a04

Documentation

Replication Client DotNet

  • Being able to connect, send and receive entities to/from a replication server on the .NET platform.

  • It is completely stand alone, with no dependencies towards any game engine (e.g. Unity3d, Unreal).

Usage

Connection(string hostAndPort, IProtocolDefinition protocolDefinition, IEntityNotify notify, ILog log, bool isTrustedWorker)
  • hostAndPort is the hostname and port you want to connect to. (e.g. "example.com:1234")

  • You get the protocolDefinition by using protocol-definition-dotnet.

  • IEntityNotify notifies you of changes made to the entity database, and if you are required to reset your gameworld. The reset usually only happens during replay.

  • The isTrustedWorker is a hack for now, it will be replaced with a proper authentication login in the future.

  • Each frame you call the connection Update() method.

  • You use the Entities property on the Connection object to get a collection of entities currently replicated.

IEntityNotify
public interface IEntityNotify
{
  void SpawnEntity(Entity e);
  void EntityUpdated(Entity e);
  void Reset();
}

The game specific instance of the Entity is stored in ProtocolSpecificEntity member. Read more about it in [entity-repository-dotnet]I(https://github.com/coherence/entity-repository-dotnet).