Inherits Multiplayer::IReplicationWindow.
◆ AddEntity()
bool Multiplayer::ServerToClientReplicationWindow::AddEntity |
( |
AZ::Entity * |
entity | ) |
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|
overridevirtual |
Adds an entity to the replication window's set
- Parameters
-
entity | The entity to try adding |
- Returns
- Whether the entity was able to be added
Implements Multiplayer::IReplicationWindow.
◆ GetMaxProxyEntityReplicatorSendCount()
uint32_t Multiplayer::ServerToClientReplicationWindow::GetMaxProxyEntityReplicatorSendCount |
( |
| ) |
const |
|
overridevirtual |
Max number of entities we can send updates for in one frame.
- Returns
- the max number of entities we can send updates for in one frame
Implements Multiplayer::IReplicationWindow.
◆ GetReplicationSet()
const ReplicationSet& Multiplayer::ServerToClientReplicationWindow::GetReplicationSet |
( |
| ) |
const |
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overridevirtual |
Returns the set of entities, roles, and priorities marked for replication by this replication window.
- Returns
- const reference to the replication windows replication set
Implements Multiplayer::IReplicationWindow.
◆ IsInWindow()
bool Multiplayer::ServerToClientReplicationWindow::IsInWindow |
( |
const ConstNetworkEntityHandle & |
entityPtr, |
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|
NetEntityRole & |
outNetworkRole |
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) |
| const |
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overridevirtual |
Returns true if the provided network entity is within this replication window.
- Parameters
-
entityPtr | the handle of the entity to test for inclusion |
outNetworkRole | output containing the network role of the requested entity if found |
Implements Multiplayer::IReplicationWindow.
◆ RemoveEntity()
void Multiplayer::ServerToClientReplicationWindow::RemoveEntity |
( |
AZ::Entity * |
entity | ) |
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overridevirtual |
◆ ReplicationSetUpdateReady()
bool Multiplayer::ServerToClientReplicationWindow::ReplicationSetUpdateReady |
( |
| ) |
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overridevirtual |
◆ SendEntityResets()
void Multiplayer::ServerToClientReplicationWindow::SendEntityResets |
( |
const NetEntityIdSet & |
resetIds | ) |
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overridevirtual |
This sends an EntityReset message on the associated network interface and connection. This will reset the replicators on the remote endpoint and cause a full refresh of the specified entities
- Parameters
-
resetIds | the set of netEntityIds to refresh |
Implements Multiplayer::IReplicationWindow.
◆ SendEntityRpcs()
void Multiplayer::ServerToClientReplicationWindow::SendEntityRpcs |
( |
NetworkEntityRpcVector & |
entityRpcVector, |
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|
bool |
reliable |
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) |
| |
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overridevirtual |
This sends an EntityRpcs message on the associated network interface and connection.
- Parameters
-
entityRpcVector | the rpc data set to transmit |
reliable | if a value of true is passed, the rpc message will be sent reliably, unreliably if false |
Implements Multiplayer::IReplicationWindow.
◆ SendEntityUpdateMessages()
AzNetworking::PacketId Multiplayer::ServerToClientReplicationWindow::SendEntityUpdateMessages |
( |
NetworkEntityUpdateVector & |
entityUpdateVector | ) |
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|
overridevirtual |
This sends an EntityUpdate message on the associated network interface and connection.
- Parameters
-
entityUpdateVector | set of entity updates |
- Returns
- the packetId of the sent update message, or InvalidPacketId in the case of failure
Implements Multiplayer::IReplicationWindow.
The documentation for this class was generated from the following file:
- Gems/Multiplayer/Code/Source/ReplicationWindows/ServerToClientReplicationWindow.h