This is an AZ::Interface<> for managing multiplayer specific time related operations.
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#include <INetworkTime.h>
This is an AZ::Interface<> for managing multiplayer specific time related operations.
◆ AlterTime()
virtual void Multiplayer::INetworkTime::AlterTime |
( |
HostFrameId |
frameId, |
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|
AZ::TimeMs |
timeMs, |
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|
float |
blendFactor, |
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|
AzNetworking::ConnectionId |
rewindConnectionId |
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) |
| |
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pure virtual |
Alters the current HostFrameId and binds that alteration to the provided ConnectionId.
- Parameters
-
frameId | the new HostFrameId to use |
timeMs | the new HostTimeMs to use |
blendFactor | the factor used to blend between values at the current and previous HostFrameId |
rewindConnectionId | the rewinding ConnectionId
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◆ ForceSetTime()
virtual void Multiplayer::INetworkTime::ForceSetTime |
( |
HostFrameId |
frameId, |
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AZ::TimeMs |
timeMs |
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) |
| |
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pure virtual |
Forcibly sets the current network time to the provided frameId and game time in milliseconds.
- Parameters
-
frameId | the new HostFrameId to use |
timeMs | the new HostTimeMs to use |
◆ GetHostBlendFactor()
virtual float Multiplayer::INetworkTime::GetHostBlendFactor |
( |
| ) |
const |
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pure virtual |
Retrieves the hosts current blend factor (may be rewound on the server during backward reconciliation).
- Returns
- the hosts current blend factor
◆ GetHostFrameId()
virtual HostFrameId Multiplayer::INetworkTime::GetHostFrameId |
( |
| ) |
const |
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pure virtual |
Retrieves the hosts current frameId (may be rewound on the server during backward reconciliation).
- Returns
- the hosts current frameId
◆ GetHostTimeMs()
virtual AZ::TimeMs Multiplayer::INetworkTime::GetHostTimeMs |
( |
| ) |
const |
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pure virtual |
Retrieves the hosts current timeMs (may be rewound on the server during backward reconciliation).
- Returns
- the hosts current timeMs
◆ GetRewindingConnectionId()
virtual AzNetworking::ConnectionId Multiplayer::INetworkTime::GetRewindingConnectionId |
( |
| ) |
const |
|
pure virtual |
Get the controlling connection that may be currently altering global game time. Note this abstraction is required at a relatively high level to allow for 'don't rewind the shooter' semantics
- Returns
- the ConnectionId of the connection requesting the rewind operation
◆ GetUnalteredHostFrameId()
virtual HostFrameId Multiplayer::INetworkTime::GetUnalteredHostFrameId |
( |
| ) |
const |
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pure virtual |
Retrieves the unaltered hosts current frameId.
- Returns
- the hosts current frameId, unaltered by any scoped time instance
◆ IsTimeRewound()
virtual bool Multiplayer::INetworkTime::IsTimeRewound |
( |
| ) |
const |
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pure virtual |
Returns true if the host timeMs and frameId has been temporarily altered.
- Returns
- true if the host timeMs and frameId has been altered, false otherwise
◆ SyncEntitiesToRewindState()
virtual void Multiplayer::INetworkTime::SyncEntitiesToRewindState |
( |
const AZ::Aabb & |
rewindVolume | ) |
|
|
pure virtual |
Syncs all entities contained within a volume to the current rewind state.
- Parameters
-
rewindVolume | the volume to rewind entities within (needed for physics entities) |
The documentation for this class was generated from the following file:
- Gems/Multiplayer/Code/Include/Multiplayer/NetworkTime/INetworkTime.h