Protogame
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General Information

  • Frequently Asked Questions

Basic Walkthroughs

  • Creating your first game
  • Rendering textures
  • Add a player
  • Handling input

Engine APIs

  • Core: Architecture
  • Core: Services and APIs
  • Asset Management
  • Audio
  • Graphics
  • Graphics: 2D Rendering
  • Graphics: 3D Rendering
  • Graphics: Caching
  • Events (Input)
  • Physics
  • Level Management
  • Command Framework
  • AI Framework
  • Particle Systems
  • Networking: Multiplayer
    • BooleanTimeMachine
    • DoubleTimeMachine
    • FlowControlChangedEventArgs
    • FlowControlChangedEventHandler
    • Fragment
    • FragmentStatus
    • INetworkEventContext
    • InputPrediction
    • Int16TimeMachine
    • Int32TimeMachine
    • InterpolatedTimeMachine<T>
    • MxClient
    • MxClientEventArgs
    • MxClientEventHandler
    • MxDisconnectEventArgs
    • MxDisconnectEventHandler
    • MxDispatcher
    • MxMessage
    • MxMessageEventArgs
    • MxMessageEventHandler
    • MxMessageReceiveEventArgs
    • MxMessageReceiveEventHandler
    • MxMessageSerializer
    • MxPayload
    • MxReliability
    • MxReliabilityReceiveState
    • MxReliabilitySendState
    • MxReliabilityTransmitEventArgs
    • MxReliabilityTransmitEventHandler
    • MxUtility
    • SingleTimeMachine
    • StringTimeMachine
    • TimeMachine<T>
    • TransformTimeMachine
    • Vector3TimeMachine
  • Networking: Dedicated Servers
  • Scripting and Modding
  • Hardware Sensors
  • UI Framework

Engine Utilities

  • Analytics Reporting
  • Performance Profiling
  • Compression Utilities
  • Primitive Collisions
  • Image Processing
  • 2D Platforming Utilities
  • Memory Pooling
  • Structure Utilities
  • Noise Generation
  • Math Utilities
  • Extension Methods

Third-Party APIs

  • MonoGame Framework
  • MonoGame Framework (Content Pipeline)

Other Documentation

  • Internal Implementations
Protogame
  • Docs »
  • Networking: Multiplayer
  • Edit on GitHub

Networking: MultiplayerΒΆ

The networking module provides classes for building multiplayer games.

Table of contents

  • BooleanTimeMachine
  • DoubleTimeMachine
  • FlowControlChangedEventArgs
  • FlowControlChangedEventHandler
  • Fragment
  • FragmentStatus
  • INetworkEventContext
  • InputPrediction
  • Int16TimeMachine
  • Int32TimeMachine
  • InterpolatedTimeMachine<T>
  • MxClient
  • MxClientEventArgs
  • MxClientEventHandler
  • MxDisconnectEventArgs
  • MxDisconnectEventHandler
  • MxDispatcher
  • MxMessage
  • MxMessageEventArgs
  • MxMessageEventHandler
  • MxMessageReceiveEventArgs
  • MxMessageReceiveEventHandler
  • MxMessageSerializer
  • MxPayload
  • MxReliability
  • MxReliabilityReceiveState
  • MxReliabilitySendState
  • MxReliabilityTransmitEventArgs
  • MxReliabilityTransmitEventHandler
  • MxUtility
  • SingleTimeMachine
  • StringTimeMachine
  • TimeMachine<T>
  • TransformTimeMachine
  • Vector3TimeMachine
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