Constructs a new State instance. Based on the passed client type it will hook into the appropriate methods for that type to keep itself up to date.
the ready state of this session, is the GameClient in this session ready to receive input?
Adds an array of Scenes to its state store.
Searches through all stored Scenes to find a Control with the matching ID
Retrieve a group with the matching ID from the group store.
Retrieve all groups.
Retrieve a participant by their sessionID with the current Interactive session.
Retrieve a participant by their Mixer UserId.
Retrieve a participant by their Mixer Username.
Retrieve all participants.
Retrieve a scene with the matching ID from the scene store.
Retrieve all scenes
Inserts a new group into the game session.
Removes a group and reassigns the participants that were in it.
Updates an existing scene in the game session.
Inserts a new scene into the game session.
Removes a scene and reassigns the groups that were on it.
Updates an existing scene in the game session.
Merges in new world properties and emits an event to any listeners.
Completely clears this state instance emptying all Scene, Group and Participant records
Returns the local time matched to the sync of the Mixer server clock.
Returns the remote time matched to the local clock.
Synchronize scenes takes a collection of scenes from the server and hydrates the Scene store with them.
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State is a store of all of the components of an interactive session.
It contains Scenes, Groups and Participants and keeps them up to date by listening to interactive events which update and change them. You can query State to examine and alter components of the interactive session.