TimeMachine<T>¶
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class
TimeMachine<T>
: System.Object, Protogame.ITimeMachine<T>, Protogame.ITimeMachine This class facilitates lag compensation and value prediction for data that is being synchronized over a latent stream (such as a network connection). For interpolation and extrapolation, use T:Protogame.InterpolatedTimeMachine`1.
Type Parameters: - T – The type of data that will be tracked by the time machine.
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readonly System.Type
Type
The type of the values stored by this time machine.
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public void
FindSurroundingTickValues
(System.Collections.Generic.IList<Int32> keys, int current, ref int previous, ref int next) Parameters: - keys (System.Collections.Generic.IList<Int32>) –
- current (int) –
- (ref) previous (int) –
- (ref) next (int) –
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public Protogame.T
Get
(int tick) Retrieves the value at the specified tick, or interpolates / extrapolates a value from the known values in the time machine.
Parameters: - tick (int) – The tick at which to retrieve the value.
Returns: The .
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public void
Purge
(int tick) Purges old history in the time machine, freeing up memory.
Parameters: - tick (int) – The current tick. This value minus the history setting will be the tick from which older ticks will be removed.
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public void
Set
(int tick, System.Object value) Sets the specified tick and value into the time machine. Once you have set a value at a specified time, you can only set values with a higher tick.
Parameters: - tick (int) – The tick at which this value exists.
- value (System.Object) – The value to store in the time machine.
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public void
Set
(int tick, Protogame.T value) Parameters: - tick (int) –
- value (Protogame.T) –