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Class MultiplayerSavegame

Hierarchy

Index

Constructors

constructor

Methods

deleteAsync

  • deleteAsync(): any

getCurrentData

  • getCurrentData(): any

getCurrentDump

  • getCurrentDump(): any
  • Returns the current game dump

    Returns any

getCurrentVersion

  • getCurrentVersion(): any

getDefaultData

  • getDefaultData(): object
  • Returns the savegames default data

    Returns object

    • dump: null
    • gameover: boolean
    • lastUpdate: number
    • version: any
    • stats: object
      • buildingsPlaced: number
      • expGained: number
      • zombiesKilled: number

getDifficulty

  • getDifficulty(): any
  • Returns the savegames difficulty

    Returns any

getDumpReader

  • getDumpReader(): any
  • Returns a reader to access the data

    Returns any

getDumpReaderForExternalData

  • getDumpReaderForExternalData(data: any): any

getMapLayout

  • getMapLayout(): any
  • Returns the savegames layout

    Returns any

getMatchMode

  • getMatchMode(): any
  • see

    Savegame.getMatchMode

    Returns any

getRealLastUpdate

  • getRealLastUpdate(): number

getStatistics

  • getStatistics(): any
  • Returns the statistics of the savegame

    Returns any

getSyncKey

  • getSyncKey(): any
  • Returns any

getSyncPayloadAsync

  • getSyncPayloadAsync(): Promise<object>
  • Returns the serialized data to send to the server

    Returns Promise<object>

getSyncPayloadSync

  • getSyncPayloadSync(): object
  • Returns the serialized data to send to the server

    Returns object

    • savegame: string
    • meta: object
      • difficulty: any
      • map: any
      • syncKey: any

hasGameDump

  • hasGameDump(): boolean
  • Returns if this game has a serialized game dump

    Returns boolean

hasLocalData

  • hasLocalData(): boolean
  • Returns boolean

internalVerifyBasicStructure

internalVerifyEntry

isSaveable

  • isSaveable(): boolean
  • Returns boolean

isSynchronizable

  • isSynchronizable(): boolean

loadServerSavegame

  • loadServerSavegame(): Promise<never>

markGameOver

  • markGameOver(): any
  • Marks the savegame as game over

    Returns any

migrate

readAsync

  • readAsync(): Promise<never>

resetEverythingAsync

  • resetEverythingAsync(): Promise<string>

saveMetadata

  • saveMetadata(): any
  • Updates the savegames metadata

    Returns any

setLastUpdate

  • setLastUpdate(time: any): void
  • Updates the last update field so we can send the savegame to the server, WITHOUT Saving!

    Parameters

    • time: any

    Returns void

updateData

  • updateData(root: any): boolean
  • Parameters

    • root: any

    Returns boolean

updateSyncKey

  • updateSyncKey(key: any): any
  • Updates the savegames synchronization key

    Parameters

    • key: any

    Returns any

verify

writeAsync

  • writeAsync(): Promise<never>
  • Returns Promise<never>

writeSavegameAndMetadata

  • writeSavegameAndMetadata(): any

Static getCurrentVersion

  • getCurrentVersion(): number

Static getReaderClass