Open 3D Engine Multiplayer Gem API Reference  24.09
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Multiplayer::IConnectionData Class Referenceabstract

Inherited by Multiplayer::ClientToServerConnectionData, and Multiplayer::ServerToClientConnectionData.

Public Member Functions

virtual ConnectionDataType GetConnectionDataType () const =0
 
virtual AzNetworking::IConnection * GetConnection () const =0
 
virtual EntityReplicationManagerGetReplicationManager ()=0
 
virtual void Update ()=0
 Creates and manages sending updates to the remote endpoint.
 
virtual bool CanSendUpdates () const =0
 
virtual void SetCanSendUpdates (bool canSendUpdates)=0
 
virtual bool DidHandshake () const =0
 
virtual void SetDidHandshake (bool didHandshake)=0
 

Member Function Documentation

◆ CanSendUpdates()

virtual bool Multiplayer::IConnectionData::CanSendUpdates ( ) const
pure virtual

Returns whether update messages can be sent to the connection.

Returns
true if update messages can be sent

Implemented in Multiplayer::ServerToClientConnectionData, and Multiplayer::ClientToServerConnectionData.

◆ DidHandshake()

virtual bool Multiplayer::IConnectionData::DidHandshake ( ) const
pure virtual

Fetches the state of connection whether handshake logic has completed

Returns
true if handshake has completed

Implemented in Multiplayer::ServerToClientConnectionData, and Multiplayer::ClientToServerConnectionData.

◆ GetConnection()

virtual AzNetworking::IConnection* Multiplayer::IConnectionData::GetConnection ( ) const
pure virtual

Returns the connection bound to this connection data instance.

Returns
pointer to the connection bound to this connection data instance

Implemented in Multiplayer::ServerToClientConnectionData, and Multiplayer::ClientToServerConnectionData.

◆ GetConnectionDataType()

virtual ConnectionDataType Multiplayer::IConnectionData::GetConnectionDataType ( ) const
pure virtual

Returns whether or not this is a ServerToClient or ServerToServer connection data instance.

Returns
ConnectionDataType::ServerToClient or ConnectionDataType::ServerToServer

Implemented in Multiplayer::ServerToClientConnectionData, and Multiplayer::ClientToServerConnectionData.

◆ GetReplicationManager()

virtual EntityReplicationManager& Multiplayer::IConnectionData::GetReplicationManager ( )
pure virtual

Returns the EntityReplicationManager for this connection data instance.

Returns
reference to the EntityReplicationManager for this connection data instance

Implemented in Multiplayer::ServerToClientConnectionData, and Multiplayer::ClientToServerConnectionData.

◆ SetCanSendUpdates()

virtual void Multiplayer::IConnectionData::SetCanSendUpdates ( bool  canSendUpdates)
pure virtual

Sets the state of connection whether update messages can be sent or not.

Parameters
canSendUpdatesthe state value

Implemented in Multiplayer::ServerToClientConnectionData, and Multiplayer::ClientToServerConnectionData.

◆ SetDidHandshake()

virtual void Multiplayer::IConnectionData::SetDidHandshake ( bool  didHandshake)
pure virtual

Sets the state of connection whether handshake logic has completed

Parameters
didHandshakeif handshake logic has completed

Implemented in Multiplayer::ServerToClientConnectionData, and Multiplayer::ClientToServerConnectionData.


The documentation for this class was generated from the following file: