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Game::World Member List

This is the complete list of members for Game::World, including all inherited members.

AddComponent(Entity entity)Game::Worldinline
AddComponent(Entity entity, ComponentId component)Game::World
AddStagedComponentsToEntity(Entity entity, AddStagedComponentCommand *cmds, SizeT numCmds)Game::Worldprivate
addStagedQueueGame::Worldprivate
AllocateEntity()Game::World
AllocateInstance(Entity entity, MemDb::TableId table, Util::Blob const *const data=nullptr)Game::World
AllocateInstance(Entity entity, BlueprintId blueprint)Game::World
AllocateInstance(Entity entity, TemplateId templateId)Game::World
allocQueueGame::Worldprivate
BeginFrame()Game::Worldprivate
BlueprintManagerGame::Worldfriend
blueprintToTableMapGame::Worldprivate
cacheValidGame::Worldprivate
ClearDecayBuffers()Game::Worldprivate
componentInitializationEnabledGame::World
componentStageAllocatorGame::Worldprivate
CreateEntity(bool immediate=true)Game::World
CreateEntity(EntityCreateInfo const &info)Game::World
CreateEntityTable(EntityTableCreateInfo const &info)Game::World
dbGame::Worldprivate
DeallocateEntity(Entity entity)Game::World
DeallocateInstance(MemDb::TableId table, MemDb::RowId instance)Game::World
DeallocateInstance(Entity entity)Game::World
deallocQueueGame::Worldprivate
DecayComponent(ComponentId component, MemDb::TableId tableId, MemDb::ColumnIndex column, MemDb::RowId instance)Game::Worldprivate
defaultTableIdGame::Worldprivate
Defragment(MemDb::TableId tableId)Game::World
DeleteEntity(Entity entity)Game::World
EndFrame()Game::Worldprivate
entityMapGame::Worldprivate
ExecuteAddComponentCommands()Game::World
ExecuteRemoveComponentCommands()Game::Worldprivate
ExportLevel(Util::String const &path)Game::World
GameServerGame::Worldfriend
GetColumnData(MemDb::TableId const tableId, uint16_t partitionId, MemDb::ColumnIndex const column)Game::World
GetComponent(Entity entity)Game::Worldinline
GetComponent(Entity entity)Game::World
GetComponent(Entity entity)Game::World
GetComponent(Entity entity)Game::World
GetComponent(Entity entity)Game::World
GetComponent(Entity entity)Game::World
GetComponent(Entity entity)Game::World
GetDatabase()Game::World
GetDecayBuffer(ComponentId component)Game::World
GetEntityMapping(Entity entity)Game::World
GetFramePipeline()Game::World
GetInstance(Entity entity)Game::World
GetInstanceBuffer(MemDb::TableId const tableId, uint16_t partitionId, ComponentId const component)Game::World
GetNumInstances(MemDb::TableId tid)Game::Worldprivate
HasComponent(Entity entity, ComponentId component)Game::World
HasComponent(Entity entity)Game::Worldinline
hashGame::Worldprivate
HasInstance(Entity entity)Game::World
InitializeAllComponents(Entity entity, MemDb::TableId tableId, MemDb::RowId row)Game::Worldprivate
IsValid(Entity entity)Game::World
ManageEntities()Game::Worldprivate
MarkAsModified(Game::Entity entity)Game::World
Migrate(Entity entity, MemDb::TableId newTable)Game::Worldprivate
Migrate(Util::Array< Entity > const &entities, MemDb::TableId fromTable, MemDb::TableId newTable, Util::FixedArray< MemDb::RowId > &newInstances)Game::Worldprivate
MoveInstance(MemDb::Table::Partition *partition, MemDb::RowId from, MemDb::RowId to)Game::Worldprivate
numEntitiesGame::Worldprivate
OnLoad()Game::Worldprivate
OnSave()Game::Worldprivate
Override(World *src, World *dst)Game::Worldstatic
PackedLevelGame::Worldfriend
pipelineGame::Worldprivate
poolGame::Worldprivate
Prefiltered() constGame::Worldprivate
PrefilterProcessors()Game::Worldprivate
PreloadLevel(Util::String const &path)Game::World
Query(Filter filter)Game::World
Query(Filter filter, Util::Array< MemDb::TableId > &tids)Game::World
ReinitializeComponent(Entity entity, ComponentId component, void *value, uint64_t size)Game::World
RemoveComponent(Entity entity)Game::Worldinline
RemoveComponent(Entity entity, ComponentId component)Game::World
removeComponentQueueGame::Worldprivate
RemoveComponentsFromEntity(Entity entity, RemoveComponentCommand *cmds, SizeT numCmds)Game::Worldprivate
RenderDebug()Game::World
Reset()Game::Worldprivate
SetComponent(Entity entity, TYPE const &value)Game::Worldinline
SetComponent(Entity entity, Game::Position const &value)Game::World
SetComponent(Entity entity, Game::Orientation const &value)Game::World
SetComponent(Entity entity, Game::Scale const &value)Game::World
SetComponent(Entity entity, Game::Position const &)Game::World
SetComponent(Entity entity, Game::Orientation const &)Game::World
SetComponent(Entity entity, Game::Scale const &)Game::World
SetComponentValue(Entity entity, ComponentId component, void *value, uint64_t size)Game::World
SimFrame()Game::Worldprivate
Start()Game::Worldprivate
UnloadLevel(PackedLevel *level)Game::World
World(uint32_t hash)Game::World
~World()Game::World