KS.Reactor.Server
Namespaces
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.
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.
Extended server physics base class available on the server.
A box-shaped primitive collider.
Capsule-shaped primitive collider.
Character controller script.
Contains event handler delegates for cluster events.
The base class of all colliders.
A convex mesh collider.
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.
A heightfield-based collider.
The base class of all joints.
A physics material that controls the friction and restitution of colliders.
A plane collider.
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.
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.
Base class for scripts that can be attached to server entities.
Contains event handler delegates for room, entities, and players.
Base class for scripts that can be attached to server players.
Base class for scripts that can be attached to server rooms.
Holds server time data.
The base class of all shape colliders.
A sphere-shaped primitive collider.
Utility for checking if the current thread is the main thread.
A triangle mesh collider.
Stores a list of update event handlers, and configuration about how to invoke them.
Input manager for virutal players. Input updates are stored and applied once per update cycle during input processing.
Structs
Information about a point of contact with an entity.
Information about an overlap with another entity.
Interfaces
Public interface for Room clusters.
Interface for processing player input. ksServerPlayerScripts should implement this if they need to process player input.
Public interface for server entities. An entity is an object in the scene.
Public interface for server player. A player represents a client connected to the room.
Public interface for a server room. A room can have a simulation. Players can connect to rooms.
Enums
ksServerRoomScript.ActivityFlags
Activity Tracking
The axis of the capsule.
ksBaseRigidBody.CollisionDetectionModes
The collision detection mode used for CollisionDetectionMode.
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.
Server room states
Validation result.
Delegates
ksServerEvents.AuthenticateHandler
Authentication handler.
ksServerEvents.CollisionHandler
Entity collision event handler.
ksServerEvents.DestroyEntityHandler
Destroy entity event handler.
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.
Callback for joint break event.
Player leave event handler.
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.
RPC event handler.
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.
Update event handler.
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