Open 3D Engine Multiplayer Gem API Reference
24.09
O3DE is an open-source, fully-featured, high-fidelity, modular 3D engine for building games and simulations, available to every industry.
|
Private helper class for the EntityReplicator to serialize and track entity adds/updates/deletes. The EntityReplicator owns the actual sending of the records. This class tracks the acknowledgement state of all the published records so that it can aggregate and reserialize changes for any updates or deletes that occur before previous records have been acknowledged. This also tracks whether or not it has ever received an acknowledgement and stores it in IsRemoteReplicatorEstablished as a way to know if the receiver has created the replicated entity. More...
#include <PropertyPublisher.h>
Public Types | |
enum class | OwnsLifetime { True , False } |
Public Member Functions | |
PropertyPublisher (NetEntityRole remoteNetworkRole, OwnsLifetime ownsLifetime, AzNetworking::IConnection &connection) | |
void | SetRebasing () |
void | SetDeleting () |
bool | IsDeleting () const |
Returns true if the entity should be deleted, false if not. It will return true whether or not the delete has been acknowledged. | |
bool | IsDeleted () const |
Returns true only if the entity delete has been acknlowledged. | |
bool | IsRemoteReplicatorEstablished () const |
bool | CacheDeletePacket (NetBindComponent *netBindComponent, bool wasMigrated) |
EntityMigrationMessage | GenerateMigrationPacket (NetBindComponent *netBindComponent) |
void | UpdatePendingRecord (NetBindComponent *netBindComponent) |
bool | RequiresSerialization () |
Returns true if there are any changes pending to send, false if not. | |
bool | PrepareSerialization (NetBindComponent *netBindComponent) |
NetworkEntityUpdateMessage | GenerateUpdatePacket (NetBindComponent *netBindComponent, bool wasMigrated) |
void | FinalizeSerialization (AzNetworking::PacketId sentId) |
Private helper class for the EntityReplicator to serialize and track entity adds/updates/deletes. The EntityReplicator owns the actual sending of the records. This class tracks the acknowledgement state of all the published records so that it can aggregate and reserialize changes for any updates or deletes that occur before previous records have been acknowledged. This also tracks whether or not it has ever received an acknowledgement and stores it in IsRemoteReplicatorEstablished as a way to know if the receiver has created the replicated entity.
bool Multiplayer::PropertyPublisher::CacheDeletePacket | ( | NetBindComponent * | netBindComponent, |
bool | wasMigrated | ||
) |
Generate and cache a "delete" update packet for this entity. For deletes, the entity data will no longer be available by the time GenerateUpdatePacket() is called, so the update packet needs to get generated before the local entity delete is completed.
void Multiplayer::PropertyPublisher::FinalizeSerialization | ( | AzNetworking::PacketId | sentId | ) |
Track the given packet id so that we can continue to send any fields currently changed until this packet (or later) has been acknowledged.
EntityMigrationMessage Multiplayer::PropertyPublisher::GenerateMigrationPacket | ( | NetBindComponent * | netBindComponent | ) |
Generate a migration packet for this entity. Unlike GenerateUpdatePacket, this method expects that you have not called PrepareSerialization first.
NetworkEntityUpdateMessage Multiplayer::PropertyPublisher::GenerateUpdatePacket | ( | NetBindComponent * | netBindComponent, |
bool | wasMigrated | ||
) |
Generate an add/update/delete packet for this entity. This method expects that UpdatePendingRecord and PrepareSerialization have been called prior to this.
bool Multiplayer::PropertyPublisher::IsRemoteReplicatorEstablished | ( | ) | const |
Returns true if the receiver has acknowledged at least one serialized record, which means that it exists and has created the entity and an entity replicator.
bool Multiplayer::PropertyPublisher::PrepareSerialization | ( | NetBindComponent * | netBindComponent | ) |
Based on the current publishing state, append an updated list of changed fields to the pending record and add it to the sentRecords list.
void Multiplayer::PropertyPublisher::SetDeleting | ( | ) |
Set the publishing state to "deleting". The next record sent will be a delete record. Delete records will also send the final changed property states at the point of deletion.
void Multiplayer::PropertyPublisher::SetRebasing | ( | ) |
Set the publishing state to "rebasing". The next record sent will be a rebase record. Rebase records send the full replication state for Autonomous entities minus the predictable properties. These can be useful for client migrations.
void Multiplayer::PropertyPublisher::UpdatePendingRecord | ( | NetBindComponent * | netBindComponent | ) |
Append an updated list of changed fields to the pending record. This can get called multiple times in a frame without harm, the changes will just keep accumulating.