For the complete documentation index, see llms.txt. This page is also available as Markdown.

KS.Reactor.Server

Namespaces

KS.Reactor.Server.PhysX

Classes

ksServerEvents.PlayerSpawnEntity

Contains a Validate event for validating a player request to spawn an entity, and a Complete event that fire when a player spawns an entity.

ksBaseRigidBody

The base class for PhysX rigid bodies. When derived scripts are attached to entities, it allows the entity to be controlled by the physics simulation with its properties such as mass, drag, and velocity. If isKinematic is enabled, forces, collisions or joints will not affect the rigidbody, but it will push regular dynamic actors out of the way when moved.

ksBaseServerPhysics

Extended server physics base class available on the server.

ksBoxCollider

A box-shaped primitive collider.

ksCapsuleCollider

Capsule-shaped primitive collider.

ksCharacterController

Character controller script.

ksClusterEvents

Contains event handler delegates for cluster events.

ksCollider

The base class of all colliders.

ksConvexMeshCollider

A convex mesh collider.

ksFixedJoint

The Fixed joint groups together two rigidbodies, making them stick together in their bound position, or binds one rigidbody in place, preventing it from moving.

ksHeightFieldCollider

A heightfield-based collider.

ksJoint

The base class of all joints.

ksPhysicsMaterial

A physics material that controls the friction and restitution of colliders.

ksPlaneCollider

A plane collider.

ksRigidBody

A 3D rigid body. When attached to entities, it allows the entity to be controlled by the physics simulation with its properties such as mass, drag, and velocity. If isKinematic is enabled, forces, collisions or joints will not affect the rigidbody, but it will push regular dynamic actors out of the way when moved.

ksRigidBody2DView

A 3D rigid body with movement constrained to 2D using a 2D API. When attached to entities, it allows the entity to be controlled by the physics simulation with its properties such as mass, drag, and velocity. If isKinematic is enabled, forces, collisions or joints will not affect the rigidbody, but it will push regular dynamic actors out of the way when moved.

ksServerEntityScript

Base class for scripts that can be attached to server entities.

ksServerEvents

Contains event handler delegates for room, entities, and players.

ksServerPlayerScript

Base class for scripts that can be attached to server players.

ksServerRoomScript

Base class for scripts that can be attached to server rooms.

ksServerTime

Holds server time data.

ksShapeCollider

The base class of all shape colliders.

ksSphereCollider

A sphere-shaped primitive collider.

ksThreading

Utility for checking if the current thread is the main thread.

ksTriangleMeshCollider

A triangle mesh collider.

ksUpdateEvent<T>

Stores a list of update event handlers, and configuration about how to invoke them.

ksVirtualInput

Input manager for virutal players. Input updates are stored and applied once per update cycle during input processing.

Structs

ksContact

Information about a point of contact with an entity.

ksOverlap

Information about an overlap with another entity.

Interfaces

ksICluster

Public interface for Room clusters.

ksIInputProcessor

Interface for processing player input. ksServerPlayerScripts should implement this if they need to process player input.

ksIServerEntity

Public interface for server entities. An entity is an object in the scene.

ksIServerPlayer

Public interface for server player. A player represents a client connected to the room.

ksIServerRoom

Public interface for a server room. A room can have a simulation. Players can connect to rooms.

Enums

ksServerRoomScript.ActivityFlags

Activity Tracking

ksCapsuleCollider.Axis

The axis of the capsule.

ksBaseRigidBody.CollisionDetectionModes

The collision detection mode used for CollisionDetectionMode.

ksPhysicsMaterial.CombineMode

Determines how friction or restitution of two colliding objects is combined. If the objects have different combine modes, the one with the highest priority will be used. The priority is defined as MAX > MULTIPLY > MIN > AVERAGE.

ksServerRoomStates

Server room states

ksValidationResult

Validation result.

Delegates

ksServerEvents.AuthenticateHandler

Authentication handler.

ksServerEvents.CollisionHandler

Entity collision event handler.

ksServerEvents.DestroyEntityHandler

Destroy entity event handler.

ksServerEvents.DestroyHandler

Entity destroy event handler.

ksClusterEvents.GetRoomInfoHandler

Cluster handler for RPC calls that return a single ksRoomInfo object.

ksClusterEvents.GetRoomInfoListHandler

Cluster handler for RPC calls that return lists of ksRoomInfo objects.

ksJoint.JointBreakCallback

Callback for joint break event.

ksServerEvents.LeaveHandler

Player leave event handler.

ksServerEvents.OverlapHandler

Entity overlap event handler.

ksServerEvents.PlayerJoinHandler

Player join event handler.

ksServerEvents.PlayerLeaveHandler

Player leave event handler.

ksServerEvents.PlayerSpawnEntityHandler

Player spawn entity handler.

ksServerEvents.PlayerSpawnEntityValidator

Validator for entity spawn requests from players.

ksClusterEvents.PropertyHandler

Cluster handler for RPC calls that return the result of a property request.

ksServerEvents.PropertyValidator

Validator for a property update from an entity's owner.

ksServerEvents.RPCHandler

RPC event handler.

ksClusterEvents.RPCHandler

Cluster RPC Handler

ksBaseServerPhysics.RigidBodyFilter

Delegate for filtering a rigid body.

ksServerEvents.RoomShutDownEvent

Room shutdown event handler.

ksServerEvents.SleepStateChangeHandler

Entity sleep state change handler.

ksServerEvents.SpawnEntityHandler

Spawn entity event handler.

ksServerEvents.TransformValidator

Validator for a transform update from an entity's owner.

ksServerEvents.UpdateHandler

Update event handler.

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