<?xml version="1.0"?>
<doc>
    <assembly>
        <name>package.fptaylor.punt</name>
    </assembly>
    <members>
        <member name="T:EnumExtensions">
            <summary>
            Some extenstion methods so we don't have to duplicate code.
            </summary>
        </member>
        <member name="M:EnumExtensions.GetPlayers(QueueType)">
            <summary>
            Gets the max players in a lobby for a specific queue type.
            </summary>
            <param name="queue"></param>
            <returns></returns>
        </member>
        <member name="M:EnumExtensions.GetQueueType(Sandbox.Network.LobbyInformation)">
            <summary>
            Gets the max players in a lobby for a specific queue type.
            </summary>
            <param name="lobby"></param>
            <returns></returns>
        </member>
        <!-- Badly formed XML comment ignored for member "M:EnumExtensions.IsLobbyOfType(QueueType,Sandbox.Network.LobbyInformation)" -->
        <member name="T:LobbySystem">
            <summary>
            A system to handle searching for lobbies in one place so we can use data from there. So we're not querying too much.
            </summary>
        </member>
        <member name="P:LobbySystem.QueriedLobbies">
            <summary>
            A list of queried lobbies from the last search.
            </summary>
        </member>
        <member name="P:LobbySystem.TimeSinceLastQueue">
            <summary>
            Time since we last queued
            </summary>
        </member>
        <member name="P:LobbySystem.QueueInterval">
            <summary>
            How frequently can we queue?
            </summary>
        </member>
        <member name="M:LobbySystem.Query">
            <summary>
            Query for lobbies
            </summary>
        </member>
        <member name="M:LobbySystem.GetLobbies">
            <summary>
            Return the fetched lobbies.
            </summary>
            <returns></returns>
        </member>
        <member name="M:LobbySystem.GetLobbies(QueueType)">
            <summary>
            Return the fetched lobbies, filtered to a specific queue type.
            </summary>
            <param name="type"></param>
            <returns></returns>
        </member>
        <member name="P:Sandbox.NetworkManager.StartServer">
            <summary>
            Create a server (if we're not joining one)
            </summary>
        </member>
        <member name="P:Sandbox.NetworkManager.PlayerPrefab">
            <summary>
            The prefab to spawn for the player to control.
            </summary>
        </member>
        <member name="M:Sandbox.NetworkManager.OnStart">
            <summary>
            A list of points to choose from randomly to spawn the player in. If not set, we'll spawn at the
            location of the NetworkHelper object.
            </summary>
        </member>
        <member name="M:Sandbox.NetworkManager.OnActive(Sandbox.Connection)">
            <summary>
            A client is fully connected to the server. This is called on the host.
            </summary>
        </member>
        <member name="M:Sandbox.NetworkManager.Sandbox#Component#INetworkListener#OnDisconnected(Sandbox.Connection)">
            <summary>
            Called when someone leaves the server.
            </summary>
            //this shit don't work
        </member>
        <member name="M:Sandbox.NetworkManager.OnBecameHost(Sandbox.Connection)">
            <summary>
            Called when the host of the game has left - and you are now the new host.
            </summary>
        </member>
        <member name="P:Sandbox.QueueManager.Instance">
            <summary>
            Singleton
            </summary>
        </member>
        <member name="P:Sandbox.QueueManager.SelectedQueueType">
            <summary>
            The current queue type.
            </summary>
        </member>
        <member name="P:Sandbox.QueueManager.MaxPlayers">
            <summary>
            The current player count for the current queue type.
            </summary>
        </member>
        <member name="P:Sandbox.QueueManager.searchFrequency">
            <summary>
            How frequently should we be searching for lobbies (While queueing)
            </summary>
        </member>
        <member name="P:Sandbox.QueueManager.lobbyListNames">
            <summary>
            A list of lobby names (purely for debugging in the inspector)
            </summary>
        </member>
        <member name="P:Sandbox.QueueManager.isSearching">
            <summary>
            Are we currently searching for a match?
            </summary>
        </member>
        <member name="P:Sandbox.QueueManager.gameFound">
            <summary>
            Have we found a game?
            </summary>
        </member>
        <member name="P:Sandbox.QueueManager.gameJoined">
            <summary>
            Are we joining a game?
            </summary>
        </member>
        <member name="P:Sandbox.QueueManager.loadDelay">
            <summary>
            How long should it take until we fully join once we match with a server
            </summary>
        </member>
        <member name="P:Sandbox.QueueManager.lobbyName">
            <summary>
            The lobby name for a custom game
            </summary>
        </member>
        <member name="P:Sandbox.QueueManager.lobbyList">
            <summary>
            A list of lobbies we fetch from the query.
            </summary>
        </member>
        <member name="P:Sandbox.QueueManager.myLobby">
            <summary>
            My own lobby
            </summary>
        </member>
        <member name="F:Sandbox.QueueManager.searchTokenSource">
            <summary>
            A cancellation token so we can cancel 
            </summary>
        </member>
        <member name="M:Sandbox.QueueManager.StartSearching(QueueType)">
            <summary>
            Starts searching for a game repeatedly until canceled.
            </summary>
        </member>
        <member name="M:Sandbox.QueueManager.CreateMatchmakingLobby(QueueType)">
            <summary>
            Create a specific lobby, grabbing maxplayers from a queue
            </summary>
            <param name="queue"></param>
        </member>
        <member name="M:Sandbox.QueueManager.StopSearching(System.Boolean)">
            <summary>
            Cancels the current search process.
            </summary>
        </member>
        <member name="M:Sandbox.QueueManager.OnActive(Sandbox.Connection)">
            <summary>
            Searches for lobbies and tries to join if a match is found.
            </summary>
        </member>
        <member name="M:Sandbox.DebugHUD.BuildHash">
            <summary>
            the hash determines if the system should be rebuilt. If it changes, it will be rebuilt
            </summary>
        </member>
        <member name="P:Facepunch.UI.Play.Lobbies">
            <summary>
            A cached list of lobbies.
            </summary>
        </member>
        <member name="F:Facepunch.UI.Play.querying">
            <summary>
            Are we querying right now?
            </summary>
        </member>
        <member name="M:Facepunch.UI.Play.Tick">
            <summary>
            We'll try to run a query every frame, but GetLobbies will return the cached value if we have cached it, so don't worry.. it's fast!
            </summary>
        </member>
        <member name="M:AimArrow.BuildHash">
            <summary>
            the hash determines if the system should be rebuilt. If it changes, it will be rebuilt
            </summary>
        </member>
        <member name="M:PuntHud.BuildHash">
            <summary>
            the hash determines if the system should be rebuilt. If it changes, it will be rebuilt
            </summary>
        </member>
    </members>
</doc>
