59 int ContentSlotFor(
int cacheSlot)
const noexcept;
64 int PlayerStateCount()
const;
65 bool Covers(
int slot)
const;
84 bool _playersChangedSinceSpawn =
true;
runtime.Entities: finds and creates entities. Everything it returns is valid for this frame only; see...
A layout resource the client will accept, checked before anything is spawned.
The custom_hud_layout entity behind a Screen: spawning, removal, and every write.
ScreenEntity & operator=(const ScreenEntity &)=delete
ScreenEntity(const ScreenEntity &)=delete
void WriteText(int slot, std::string_view variable, std::string_view value)
void WriteClass(int slot, std::string_view elementId, std::string_view className, bool on)
bool EnsureSpawned(int slot)
void WriteCursor(int slot, bool shown)
"The occupant of this slot changed" - raised by PlayerManager, consumed below it.
Owns one registration and releases it on destruction.
Which clients receive which entities, filtered after CheckTransmit.
What each player, or everyone, was last sent on one screen, so an unchanged write is skipped.
static std::string ReadFile(const std::filesystem::path &path)
std::expected< void, Error > Status
constexpr int EveryoneSlot
std::expected< T, Error > Result