#nullable enable
Kiln.BackupInfo
Kiln.BackupInfo.<Clone>$() -> Kiln.BackupInfo!
Kiln.BackupInfo.BackupInfo(string! Name, string! Directory, System.DateTimeOffset Created, string! WorldId, uint Revision, uint WorldUnix, Kiln.SaveReason Reason, int Files, long Bytes, int DataBundles) -> void
Kiln.BackupInfo.Bytes.get -> long
Kiln.BackupInfo.Bytes.init -> void
Kiln.BackupInfo.Created.get -> System.DateTimeOffset
Kiln.BackupInfo.Created.init -> void
Kiln.BackupInfo.DataBundles.get -> int
Kiln.BackupInfo.DataBundles.init -> void
Kiln.BackupInfo.Deconstruct(out string! Name, out string! Directory, out System.DateTimeOffset Created, out string! WorldId, out uint Revision, out uint WorldUnix, out Kiln.SaveReason Reason, out int Files, out long Bytes, out int DataBundles) -> void
Kiln.BackupInfo.Directory.get -> string!
Kiln.BackupInfo.Directory.init -> void
Kiln.BackupInfo.Equals(Kiln.BackupInfo? other) -> bool
Kiln.BackupInfo.Files.get -> int
Kiln.BackupInfo.Files.init -> void
Kiln.BackupInfo.Name.get -> string!
Kiln.BackupInfo.Name.init -> void
Kiln.BackupInfo.Reason.get -> Kiln.SaveReason
Kiln.BackupInfo.Reason.init -> void
Kiln.BackupInfo.Revision.get -> uint
Kiln.BackupInfo.Revision.init -> void
Kiln.BackupInfo.WorldId.get -> string!
Kiln.BackupInfo.WorldId.init -> void
Kiln.BackupInfo.WorldUnix.get -> uint
Kiln.BackupInfo.WorldUnix.init -> void
Kiln.CharAck
Kiln.CharAck.<Clone>$() -> Kiln.CharAck!
Kiln.CharAck.CharAck(System.Guid Character, long Revision) -> void
Kiln.CharAck.Character.get -> System.Guid
Kiln.CharAck.Character.init -> void
Kiln.CharAck.Deconstruct(out System.Guid Character, out long Revision) -> void
Kiln.CharAck.Equals(Kiln.CharAck? other) -> bool
Kiln.CharAck.Revision.get -> long
Kiln.CharAck.Revision.init -> void
Kiln.CharHello
Kiln.CharHello.<Clone>$() -> Kiln.CharHello!
Kiln.CharHello.CharHello(System.Guid Character, string? World, bool Imports, int MaxBytes, long Revision) -> void
Kiln.CharHello.Character.get -> System.Guid
Kiln.CharHello.Character.init -> void
Kiln.CharHello.Deconstruct(out System.Guid Character, out string? World, out bool Imports, out int MaxBytes, out long Revision) -> void
Kiln.CharHello.Equals(Kiln.CharHello? other) -> bool
Kiln.CharHello.Imports.get -> bool
Kiln.CharHello.Imports.init -> void
Kiln.CharHello.MaxBytes.get -> int
Kiln.CharHello.MaxBytes.init -> void
Kiln.CharHello.Revision.get -> long
Kiln.CharHello.Revision.init -> void
Kiln.CharHello.World.get -> string?
Kiln.CharHello.World.init -> void
Kiln.CharLabJoin
Kiln.CharLabJoin.<Clone>$() -> Kiln.CharLabJoin!
Kiln.CharLabJoin.Account.get -> ulong
Kiln.CharLabJoin.Account.init -> void
Kiln.CharLabJoin.CharLabJoin(System.Guid Character, ulong Account, bool Local = false) -> void
Kiln.CharLabJoin.Character.get -> System.Guid
Kiln.CharLabJoin.Character.init -> void
Kiln.CharLabJoin.Deconstruct(out System.Guid Character, out ulong Account, out bool Local) -> void
Kiln.CharLabJoin.Equals(Kiln.CharLabJoin? other) -> bool
Kiln.CharLabJoin.Local.get -> bool
Kiln.CharLabJoin.Local.init -> void
Kiln.CharLabLeave
Kiln.CharLabLeave.<Clone>$() -> Kiln.CharLabLeave!
Kiln.CharLabLeave.CharLabLeave(System.Guid Character) -> void
Kiln.CharLabLeave.Character.get -> System.Guid
Kiln.CharLabLeave.Character.init -> void
Kiln.CharLabLeave.Deconstruct(out System.Guid Character) -> void
Kiln.CharLabLeave.Equals(Kiln.CharLabLeave? other) -> bool
Kiln.CharOffer
Kiln.CharOffer.<Clone>$() -> Kiln.CharOffer!
Kiln.CharOffer.CharOffer(System.Guid Character, long Revision, System.Collections.Generic.Dictionary<string!, System.Collections.Generic.Dictionary<string!, System.Text.Json.JsonElement>!>! Mods) -> void
Kiln.CharOffer.Character.get -> System.Guid
Kiln.CharOffer.Character.init -> void
Kiln.CharOffer.Deconstruct(out System.Guid Character, out long Revision, out System.Collections.Generic.Dictionary<string!, System.Collections.Generic.Dictionary<string!, System.Text.Json.JsonElement>!>! Mods) -> void
Kiln.CharOffer.Equals(Kiln.CharOffer? other) -> bool
Kiln.CharOffer.Mods.get -> System.Collections.Generic.Dictionary<string!, System.Collections.Generic.Dictionary<string!, System.Text.Json.JsonElement>!>!
Kiln.CharOffer.Mods.init -> void
Kiln.CharOffer.Revision.get -> long
Kiln.CharOffer.Revision.init -> void
Kiln.CharResult
Kiln.CharResult.<Clone>$() -> Kiln.CharResult!
Kiln.CharResult.Accepted.get -> bool
Kiln.CharResult.Accepted.init -> void
Kiln.CharResult.Applied.get -> System.Collections.Generic.List<string!>!
Kiln.CharResult.Applied.init -> void
Kiln.CharResult.CharResult(System.Guid Character, bool Accepted, string! Reason, long Revision, System.Collections.Generic.List<string!>! Applied, System.Collections.Generic.List<string!>! Kept, System.Collections.Generic.List<string!>! Dropped) -> void
Kiln.CharResult.Character.get -> System.Guid
Kiln.CharResult.Character.init -> void
Kiln.CharResult.Deconstruct(out System.Guid Character, out bool Accepted, out string! Reason, out long Revision, out System.Collections.Generic.List<string!>! Applied, out System.Collections.Generic.List<string!>! Kept, out System.Collections.Generic.List<string!>! Dropped) -> void
Kiln.CharResult.Dropped.get -> System.Collections.Generic.List<string!>!
Kiln.CharResult.Dropped.init -> void
Kiln.CharResult.Equals(Kiln.CharResult? other) -> bool
Kiln.CharResult.Kept.get -> System.Collections.Generic.List<string!>!
Kiln.CharResult.Kept.init -> void
Kiln.CharResult.Reason.get -> string!
Kiln.CharResult.Reason.init -> void
Kiln.CharResult.Revision.get -> long
Kiln.CharResult.Revision.init -> void
Kiln.CharUpdate
Kiln.CharUpdate.<Clone>$() -> Kiln.CharUpdate!
Kiln.CharUpdate.Changes.get -> System.Collections.Generic.Dictionary<string!, System.Collections.Generic.Dictionary<string!, System.Text.Json.JsonElement?>!>!
Kiln.CharUpdate.Changes.init -> void
Kiln.CharUpdate.CharUpdate(System.Guid Character, long Revision, System.Collections.Generic.Dictionary<string!, System.Collections.Generic.Dictionary<string!, System.Text.Json.JsonElement?>!>! Changes, bool Final) -> void
Kiln.CharUpdate.Character.get -> System.Guid
Kiln.CharUpdate.Character.init -> void
Kiln.CharUpdate.Deconstruct(out System.Guid Character, out long Revision, out System.Collections.Generic.Dictionary<string!, System.Collections.Generic.Dictionary<string!, System.Text.Json.JsonElement?>!>! Changes, out bool Final) -> void
Kiln.CharUpdate.Equals(Kiln.CharUpdate? other) -> bool
Kiln.CharUpdate.Final.get -> bool
Kiln.CharUpdate.Final.init -> void
Kiln.CharUpdate.Revision.get -> long
Kiln.CharUpdate.Revision.init -> void
Kiln.CharacterData
Kiln.CharacterData.Carried
Kiln.CharacterImportedEvent
Kiln.CharacterImportedEvent.Applied.get -> System.Collections.Generic.IReadOnlyList<string!>!
Kiln.CharacterImportedEvent.Character.get -> Kiln.CharacterKey
Kiln.CharacterImportedEvent.CharacterImportedEvent(Kiln.CharacterKey character, Kiln.EntityId player, long revision, System.Collections.Generic.IReadOnlyList<string!>! applied, System.Collections.Generic.IReadOnlyList<string!>! kept) -> void
Kiln.CharacterImportedEvent.Kept.get -> System.Collections.Generic.IReadOnlyList<string!>!
Kiln.CharacterImportedEvent.Player.get -> Kiln.EntityId
Kiln.CharacterImportedEvent.Revision.get -> long
Kiln.CharacterImportingEvent
Kiln.CharacterImportingEvent.Character.get -> Kiln.CharacterKey
Kiln.CharacterImportingEvent.CharacterImportingEvent(Kiln.CharacterKey character, Kiln.EntityId player, long revision, long serverRevision, System.Collections.Generic.IReadOnlyDictionary<string!, System.Collections.Generic.IReadOnlyList<string!>!>! mods) -> void
Kiln.CharacterImportingEvent.Mods.get -> System.Collections.Generic.IReadOnlyDictionary<string!, System.Collections.Generic.IReadOnlyList<string!>!>!
Kiln.CharacterImportingEvent.Player.get -> Kiln.EntityId
Kiln.CharacterImportingEvent.Reason.get -> string!
Kiln.CharacterImportingEvent.Reason.set -> void
Kiln.CharacterImportingEvent.Revision.get -> long
Kiln.CharacterImportingEvent.ServerRevision.get -> long
Kiln.CharacterKey
Kiln.CharacterKey.Account.get -> ulong
Kiln.CharacterKey.Account.init -> void
Kiln.CharacterKey.CharacterKey() -> void
Kiln.CharacterKey.CharacterKey(ulong Account, System.Guid Id) -> void
Kiln.CharacterKey.Deconstruct(out ulong Account, out System.Guid Id) -> void
Kiln.CharacterKey.Equals(Kiln.CharacterKey other) -> bool
Kiln.CharacterKey.Id.get -> System.Guid
Kiln.CharacterKey.Id.init -> void
Kiln.CharacterKey.IsAccountOnly.get -> bool
Kiln.CharacterKey.IsNone.get -> bool
Kiln.CharacterKey.Text.get -> string!
Kiln.CharacterSettings
Kiln.CharacterSettings.<Clone>$() -> Kiln.CharacterSettings!
Kiln.CharacterSettings.CharacterSettings() -> void
Kiln.CharacterSettings.Equals(Kiln.CharacterSettings? other) -> bool
Kiln.CharacterSettings.ImportProgress.get -> bool
Kiln.CharacterSettings.ImportProgress.init -> void
Kiln.CharacterSettings.MaxCharactersPerAccount.get -> int
Kiln.CharacterSettings.MaxCharactersPerAccount.init -> void
Kiln.CharacterSettings.MaxImportBytes.get -> int
Kiln.CharacterSettings.MaxImportBytes.init -> void
Kiln.CharacterSettings.MaxKeys.get -> int
Kiln.CharacterSettings.MaxKeys.init -> void
Kiln.CharacterSettings.MaxValueBytes.get -> int
Kiln.CharacterSettings.MaxValueBytes.init -> void
Kiln.CharacterSyncStatus
Kiln.CharacterSyncStatus.<Clone>$() -> Kiln.CharacterSyncStatus!
Kiln.CharacterSyncStatus.ChannelOpen.get -> bool
Kiln.CharacterSyncStatus.ChannelOpen.init -> void
Kiln.CharacterSyncStatus.CharacterSyncStatus(bool Started, bool ChannelOpen, bool ImportsAllowed, int Sessions, long Imports, long Refused, long Kept, long Dropped, long Updates, long UpdateBytes, long SidecarWrites) -> void
Kiln.CharacterSyncStatus.Deconstruct(out bool Started, out bool ChannelOpen, out bool ImportsAllowed, out int Sessions, out long Imports, out long Refused, out long Kept, out long Dropped, out long Updates, out long UpdateBytes, out long SidecarWrites) -> void
Kiln.CharacterSyncStatus.Dropped.get -> long
Kiln.CharacterSyncStatus.Dropped.init -> void
Kiln.CharacterSyncStatus.Equals(Kiln.CharacterSyncStatus? other) -> bool
Kiln.CharacterSyncStatus.Imports.get -> long
Kiln.CharacterSyncStatus.Imports.init -> void
Kiln.CharacterSyncStatus.ImportsAllowed.get -> bool
Kiln.CharacterSyncStatus.ImportsAllowed.init -> void
Kiln.CharacterSyncStatus.Kept.get -> long
Kiln.CharacterSyncStatus.Kept.init -> void
Kiln.CharacterSyncStatus.Refused.get -> long
Kiln.CharacterSyncStatus.Refused.init -> void
Kiln.CharacterSyncStatus.Sessions.get -> int
Kiln.CharacterSyncStatus.Sessions.init -> void
Kiln.CharacterSyncStatus.SidecarWrites.get -> long
Kiln.CharacterSyncStatus.SidecarWrites.init -> void
Kiln.CharacterSyncStatus.Started.get -> bool
Kiln.CharacterSyncStatus.Started.init -> void
Kiln.CharacterSyncStatus.UpdateBytes.get -> long
Kiln.CharacterSyncStatus.UpdateBytes.init -> void
Kiln.CharacterSyncStatus.Updates.get -> long
Kiln.CharacterSyncStatus.Updates.init -> void
Kiln.DataMatch
Kiln.DataMatch.Exact = 1 -> Kiln.DataMatch
Kiln.DataMatch.None = 0 -> Kiln.DataMatch
Kiln.DataMatch.Older = 3 -> Kiln.DataMatch
Kiln.DataMatch.Staged = 2 -> Kiln.DataMatch
Kiln.EntityData
Kiln.PlayerData
Kiln.SaveReason
Kiln.SaveReason.Autosave = 1 -> Kiln.SaveReason
Kiln.SaveReason.Backup = 5 -> Kiln.SaveReason
Kiln.SaveReason.PlayerLeft = 3 -> Kiln.SaveReason
Kiln.SaveReason.Request = 4 -> Kiln.SaveReason
Kiln.SaveReason.Shutdown = 2 -> Kiln.SaveReason
Kiln.SaveReason.Unknown = 0 -> Kiln.SaveReason
Kiln.SaveResult
Kiln.SaveResult.<Clone>$() -> Kiln.SaveResult!
Kiln.SaveResult.Deconstruct(out bool Success, out Kiln.SaveReason Reason, out uint Revision, out System.TimeSpan Duration, out string? Error) -> void
Kiln.SaveResult.Duration.get -> System.TimeSpan
Kiln.SaveResult.Duration.init -> void
Kiln.SaveResult.Equals(Kiln.SaveResult? other) -> bool
Kiln.SaveResult.Error.get -> string?
Kiln.SaveResult.Error.init -> void
Kiln.SaveResult.Reason.get -> Kiln.SaveReason
Kiln.SaveResult.Reason.init -> void
Kiln.SaveResult.Revision.get -> uint
Kiln.SaveResult.Revision.init -> void
Kiln.SaveResult.SaveResult(bool Success, Kiln.SaveReason Reason, uint Revision, System.TimeSpan Duration, string? Error) -> void
Kiln.SaveResult.Success.get -> bool
Kiln.SaveResult.Success.init -> void
Kiln.SaveStatus
Kiln.SaveStatus.<Clone>$() -> Kiln.SaveStatus!
Kiln.SaveStatus.Accepted.get -> long
Kiln.SaveStatus.Accepted.init -> void
Kiln.SaveStatus.AutosaveInterval.get -> System.TimeSpan?
Kiln.SaveStatus.AutosaveInterval.init -> void
Kiln.SaveStatus.CanObserveWrites.get -> bool
Kiln.SaveStatus.CanObserveWrites.init -> void
Kiln.SaveStatus.CanRequest.get -> bool
Kiln.SaveStatus.CanRequest.init -> void
Kiln.SaveStatus.DataGeneration.get -> uint
Kiln.SaveStatus.DataGeneration.init -> void
Kiln.SaveStatus.DataMatch.get -> Kiln.DataMatch
Kiln.SaveStatus.DataMatch.init -> void
Kiln.SaveStatus.Deconstruct(out string! State, out string? WorldId, out System.DateTimeOffset? LastSaved, out uint Revision, out System.TimeSpan? AutosaveInterval, out Kiln.SaveReason LastReason, out System.TimeSpan LastDuration, out long Accepted, out long Written, out long Failed, out long Refused, out bool RequestPending, out int Slot, out uint DataGeneration, out Kiln.DataMatch DataMatch, out bool CanRequest, out bool CanObserveWrites) -> void
Kiln.SaveStatus.Equals(Kiln.SaveStatus? other) -> bool
Kiln.SaveStatus.Failed.get -> long
Kiln.SaveStatus.Failed.init -> void
Kiln.SaveStatus.LastDuration.get -> System.TimeSpan
Kiln.SaveStatus.LastDuration.init -> void
Kiln.SaveStatus.LastReason.get -> Kiln.SaveReason
Kiln.SaveStatus.LastReason.init -> void
Kiln.SaveStatus.LastSaved.get -> System.DateTimeOffset?
Kiln.SaveStatus.LastSaved.init -> void
Kiln.SaveStatus.Refused.get -> long
Kiln.SaveStatus.Refused.init -> void
Kiln.SaveStatus.RequestPending.get -> bool
Kiln.SaveStatus.RequestPending.init -> void
Kiln.SaveStatus.Revision.get -> uint
Kiln.SaveStatus.Revision.init -> void
Kiln.SaveStatus.SaveStatus(string! State, string? WorldId, System.DateTimeOffset? LastSaved, uint Revision, System.TimeSpan? AutosaveInterval, Kiln.SaveReason LastReason, System.TimeSpan LastDuration, long Accepted, long Written, long Failed, long Refused, bool RequestPending, int Slot, uint DataGeneration, Kiln.DataMatch DataMatch, bool CanRequest, bool CanObserveWrites) -> void
Kiln.SaveStatus.Slot.get -> int
Kiln.SaveStatus.Slot.init -> void
Kiln.SaveStatus.State.get -> string!
Kiln.SaveStatus.State.init -> void
Kiln.SaveStatus.WorldId.get -> string?
Kiln.SaveStatus.WorldId.init -> void
Kiln.SaveStatus.Written.get -> long
Kiln.SaveStatus.Written.init -> void
Kiln.Saves
Kiln.WorldData
Kiln.WorldLoadedEvent
Kiln.WorldLoadedEvent.Data.get -> Kiln.DataMatch
Kiln.WorldLoadedEvent.NewWorld.get -> bool
Kiln.WorldLoadedEvent.Revision.get -> uint
Kiln.WorldLoadedEvent.WorldFile.get -> string?
Kiln.WorldLoadedEvent.WorldId.get -> string?
Kiln.WorldSavedEvent
Kiln.WorldSavedEvent.Duration.get -> System.TimeSpan
Kiln.WorldSavedEvent.Reason.get -> Kiln.SaveReason
Kiln.WorldSavedEvent.Result.get -> int
Kiln.WorldSavedEvent.Revision.get -> uint
Kiln.WorldSavedEvent.Success.get -> bool
Kiln.WorldSavedEvent.TimedOut.get -> bool
Kiln.WorldSavedEvent.WorldFile.get -> string?
Kiln.WorldSavedEvent.WorldId.get -> string?
Kiln.WorldSavingEvent
Kiln.WorldSavingEvent.BeforeSnapshot.get -> bool
Kiln.WorldSavingEvent.Reason.get -> Kiln.SaveReason
Kiln.WorldSavingEvent.Revision.get -> uint
Kiln.WorldSavingEvent.Step.get -> ulong
Kiln.WorldSavingEvent.WorldFile.get -> string?
Kiln.WorldSavingEvent.WorldId.get -> string?
override Kiln.BackupInfo.Equals(object? obj) -> bool
override Kiln.BackupInfo.GetHashCode() -> int
override Kiln.BackupInfo.ToString() -> string!
override Kiln.CharAck.Equals(object? obj) -> bool
override Kiln.CharAck.GetHashCode() -> int
override Kiln.CharAck.ToString() -> string!
override Kiln.CharHello.Equals(object? obj) -> bool
override Kiln.CharHello.GetHashCode() -> int
override Kiln.CharHello.ToString() -> string!
override Kiln.CharLabJoin.Equals(object? obj) -> bool
override Kiln.CharLabJoin.GetHashCode() -> int
override Kiln.CharLabJoin.ToString() -> string!
override Kiln.CharLabLeave.Equals(object? obj) -> bool
override Kiln.CharLabLeave.GetHashCode() -> int
override Kiln.CharLabLeave.ToString() -> string!
override Kiln.CharOffer.Equals(object? obj) -> bool
override Kiln.CharOffer.GetHashCode() -> int
override Kiln.CharOffer.ToString() -> string!
override Kiln.CharResult.Equals(object? obj) -> bool
override Kiln.CharResult.GetHashCode() -> int
override Kiln.CharResult.ToString() -> string!
override Kiln.CharUpdate.Equals(object? obj) -> bool
override Kiln.CharUpdate.GetHashCode() -> int
override Kiln.CharUpdate.ToString() -> string!
override Kiln.CharacterKey.GetHashCode() -> int
override Kiln.CharacterKey.ToString() -> string!
override Kiln.CharacterSettings.Equals(object? obj) -> bool
override Kiln.CharacterSettings.GetHashCode() -> int
override Kiln.CharacterSettings.ToString() -> string!
override Kiln.CharacterSyncStatus.Equals(object? obj) -> bool
override Kiln.CharacterSyncStatus.GetHashCode() -> int
override Kiln.CharacterSyncStatus.ToString() -> string!
override Kiln.SaveResult.Equals(object? obj) -> bool
override Kiln.SaveResult.GetHashCode() -> int
override Kiln.SaveResult.ToString() -> string!
override Kiln.SaveStatus.Equals(object? obj) -> bool
override Kiln.SaveStatus.GetHashCode() -> int
override Kiln.SaveStatus.ToString() -> string!
override Kiln.WorldLoadedEvent.ToString() -> string!
override Kiln.WorldSavedEvent.ToString() -> string!
override Kiln.WorldSavingEvent.ToString() -> string!
static Kiln.BackupInfo.operator !=(Kiln.BackupInfo? left, Kiln.BackupInfo? right) -> bool
static Kiln.BackupInfo.operator ==(Kiln.BackupInfo? left, Kiln.BackupInfo? right) -> bool
static Kiln.CharAck.operator !=(Kiln.CharAck? left, Kiln.CharAck? right) -> bool
static Kiln.CharAck.operator ==(Kiln.CharAck? left, Kiln.CharAck? right) -> bool
static Kiln.CharHello.operator !=(Kiln.CharHello? left, Kiln.CharHello? right) -> bool
static Kiln.CharHello.operator ==(Kiln.CharHello? left, Kiln.CharHello? right) -> bool
static Kiln.CharLabJoin.operator !=(Kiln.CharLabJoin? left, Kiln.CharLabJoin? right) -> bool
static Kiln.CharLabJoin.operator ==(Kiln.CharLabJoin? left, Kiln.CharLabJoin? right) -> bool
static Kiln.CharLabLeave.operator !=(Kiln.CharLabLeave? left, Kiln.CharLabLeave? right) -> bool
static Kiln.CharLabLeave.operator ==(Kiln.CharLabLeave? left, Kiln.CharLabLeave? right) -> bool
static Kiln.CharOffer.operator !=(Kiln.CharOffer? left, Kiln.CharOffer? right) -> bool
static Kiln.CharOffer.operator ==(Kiln.CharOffer? left, Kiln.CharOffer? right) -> bool
static Kiln.CharResult.operator !=(Kiln.CharResult? left, Kiln.CharResult? right) -> bool
static Kiln.CharResult.operator ==(Kiln.CharResult? left, Kiln.CharResult? right) -> bool
static Kiln.CharUpdate.operator !=(Kiln.CharUpdate? left, Kiln.CharUpdate? right) -> bool
static Kiln.CharUpdate.operator ==(Kiln.CharUpdate? left, Kiln.CharUpdate? right) -> bool
static Kiln.CharacterData.Carried.Characters.get -> System.Collections.Generic.IReadOnlyList<Kiln.CharacterKey>!
static Kiln.CharacterData.Carried.Contains(Kiln.CharacterKey character, string! key) -> bool
static Kiln.CharacterData.Carried.Get<T>(Kiln.CharacterKey character, string! key) -> T!
static Kiln.CharacterData.Carried.Get<T>(Kiln.EntityId player, string! key) -> T!
static Kiln.CharacterData.Carried.Keys(Kiln.CharacterKey character) -> System.Collections.Generic.IReadOnlyList<string!>!
static Kiln.CharacterData.Carried.MigrateFromPlayerData(Kiln.CharacterKey character, string! key, params ulong[]! playerIds) -> bool
static Kiln.CharacterData.Carried.Remove(Kiln.CharacterKey character, string! key) -> bool
static Kiln.CharacterData.Carried.Revision(Kiln.CharacterKey character) -> long
static Kiln.CharacterData.Carried.Set<T>(Kiln.CharacterKey character, string! key, T! value) -> void
static Kiln.CharacterData.Carried.TryGet<T>(Kiln.CharacterKey character, string! key, out T? value) -> bool
static Kiln.CharacterData.Characters.get -> System.Collections.Generic.IReadOnlyList<Kiln.CharacterKey>!
static Kiln.CharacterData.Contains(Kiln.CharacterKey character, string! key) -> bool
static Kiln.CharacterData.EnsureStarted() -> void
static Kiln.CharacterData.Get<T>(Kiln.CharacterKey character, string! key) -> T!
static Kiln.CharacterData.Get<T>(Kiln.EntityId player, string! key) -> T!
static Kiln.CharacterData.KeyOf(Kiln.EntityId player) -> Kiln.CharacterKey
static Kiln.CharacterData.Keys(Kiln.CharacterKey character) -> System.Collections.Generic.IReadOnlyList<string!>!
static Kiln.CharacterData.LastOf(ulong playerId) -> Kiln.CharacterKey
static Kiln.CharacterData.MigrateFromPlayerData(Kiln.CharacterKey character, string! key, params ulong[]! playerIds) -> bool
static Kiln.CharacterData.Remove(Kiln.CharacterKey character, string! key) -> bool
static Kiln.CharacterData.Set<T>(Kiln.CharacterKey character, string! key, T! value) -> void
static Kiln.CharacterData.Status.get -> Kiln.CharacterSyncStatus!
static Kiln.CharacterData.TryGet<T>(Kiln.CharacterKey character, string! key, out T? value) -> bool
static Kiln.CharacterKey.None.get -> Kiln.CharacterKey
static Kiln.CharacterKey.TryParse(string? text, out Kiln.CharacterKey key) -> bool
static Kiln.CharacterKey.operator !=(Kiln.CharacterKey left, Kiln.CharacterKey right) -> bool
static Kiln.CharacterKey.operator ==(Kiln.CharacterKey left, Kiln.CharacterKey right) -> bool
static Kiln.CharacterSettings.operator !=(Kiln.CharacterSettings? left, Kiln.CharacterSettings? right) -> bool
static Kiln.CharacterSettings.operator ==(Kiln.CharacterSettings? left, Kiln.CharacterSettings? right) -> bool
static Kiln.CharacterSyncStatus.operator !=(Kiln.CharacterSyncStatus? left, Kiln.CharacterSyncStatus? right) -> bool
static Kiln.CharacterSyncStatus.operator ==(Kiln.CharacterSyncStatus? left, Kiln.CharacterSyncStatus? right) -> bool
static Kiln.EntityData.Available.get -> bool
static Kiln.EntityData.Clear(Kiln.EntityId entity) -> bool
static Kiln.EntityData.Entities.get -> System.Collections.Generic.IReadOnlyList<Kiln.EntityId>!
static Kiln.EntityData.Get<T>(Kiln.EntityId entity, string! key) -> T!
static Kiln.EntityData.Has(Kiln.EntityId entity, string! key) -> bool
static Kiln.EntityData.IsPersistent(Kiln.EntityId entity) -> bool
static Kiln.EntityData.Remove(Kiln.EntityId entity, string! key) -> bool
static Kiln.EntityData.Set<T>(Kiln.EntityId entity, string! key, T! value) -> void
static Kiln.EntityData.TryGet<T>(Kiln.EntityId entity, string! key, out T? value) -> bool
static Kiln.EntityData.Waiting.get -> int
static Kiln.PlayerData.Contains(ulong steamId, string! key) -> bool
static Kiln.PlayerData.Get<T>(ulong steamId, string! key) -> T!
static Kiln.PlayerData.Keys(ulong steamId) -> System.Collections.Generic.IReadOnlyList<string!>!
static Kiln.PlayerData.Players.get -> System.Collections.Generic.IReadOnlyList<ulong>!
static Kiln.PlayerData.Remove(ulong steamId, string! key) -> bool
static Kiln.PlayerData.Set<T>(ulong steamId, string! key, T! value) -> void
static Kiln.PlayerData.TryGet<T>(ulong steamId, string! key, out T? value) -> bool
static Kiln.SaveResult.operator !=(Kiln.SaveResult? left, Kiln.SaveResult? right) -> bool
static Kiln.SaveResult.operator ==(Kiln.SaveResult? left, Kiln.SaveResult? right) -> bool
static Kiln.SaveStatus.operator !=(Kiln.SaveStatus? left, Kiln.SaveStatus? right) -> bool
static Kiln.SaveStatus.operator ==(Kiln.SaveStatus? left, Kiln.SaveStatus? right) -> bool
static Kiln.Saves.Available.get -> bool
static Kiln.Saves.Backup(string! name) -> System.Threading.Tasks.Task<Kiln.BackupInfo!>!
static Kiln.Saves.BackupDirectory.get -> string?
static Kiln.Saves.Backups.get -> System.Collections.Generic.IReadOnlyList<Kiln.BackupInfo!>!
static Kiln.Saves.CancelRestore() -> bool
static Kiln.Saves.DataDirectory.get -> string?
static Kiln.Saves.LabCloseWorld() -> void
static Kiln.Saves.LabWorldLoaded(string? worldId, uint revision, uint worldUnix = 0, bool newWorld = false) -> void
static Kiln.Saves.PendingRestore.get -> string?
static Kiln.Saves.Request() -> System.Threading.Tasks.Task<Kiln.SaveResult!>!
static Kiln.Saves.RestoreOnNextStart(string! name) -> Kiln.BackupInfo!
static Kiln.Saves.SaveDirectory.get -> string?
static Kiln.Saves.SnapshotStagingAvailable.get -> bool
static Kiln.Saves.Status.get -> Kiln.SaveStatus?
static Kiln.Saves.WorldDataReady.get -> bool
static Kiln.Saves.WorldFile.get -> string?
static Kiln.Saves.WorldId.get -> string?
static Kiln.WorldData.Contains(string! key) -> bool
static Kiln.WorldData.Get<T>(string! key) -> T!
static Kiln.WorldData.Keys.get -> System.Collections.Generic.IReadOnlyList<string!>!
static Kiln.WorldData.Loaded.get -> Kiln.DataMatch
static Kiln.WorldData.Remove(string! key) -> bool
static Kiln.WorldData.Set<T>(string! key, T! value) -> void
static Kiln.WorldData.TryGet<T>(string! key, out T? value) -> bool
static Kiln.WorldData.WorldId.get -> string?
~override Kiln.CharacterKey.Equals(object obj) -> bool
