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Open 3D Engine Multiplayer Gem API Reference
22.10.0
O3DE is an open-source, fully-featured, high-fidelity, modular 3D engine for building games and simulations, available to every industry.
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Component that provides net-binding to a networked entity. More...
#include <NetBindComponent.h>
Inherits Component.
Public Member Functions | |
| AZ_COMPONENT (NetBindComponent, "{DAA076B3-1A1C-4FEF-8583-1DF696971604}") | |
| NetEntityRole | GetNetEntityRole () const |
| bool | IsNetEntityRoleAuthority () const |
| bool | IsNetEntityRoleAutonomous () const |
| bool | IsNetEntityRoleServer () const |
| bool | IsNetEntityRoleClient () const |
| void | SetAllowEntityMigration (EntityMigration value) |
| EntityMigration | GetAllowEntityMigration () const |
| bool | HasController () const |
| NetEntityId | GetNetEntityId () const |
| const PrefabEntityId & | GetPrefabEntityId () const |
| void | SetPrefabEntityId (const PrefabEntityId &prefabEntityId) |
| const AZ::Data::AssetId & | GetPrefabAssetId () const |
| void | SetPrefabAssetId (const AZ::Data::AssetId &val) |
| ConstNetworkEntityHandle | GetEntityHandle () const |
| NetworkEntityHandle | GetEntityHandle () |
| void | SetOwningConnectionId (AzNetworking::ConnectionId connectionId) |
| AzNetworking::ConnectionId | GetOwningConnectionId () const |
| void | EnablePlayerHostAutonomy (bool enabled) |
| MultiplayerComponentInputVector | AllocateComponentInputs () |
| bool | IsProcessingInput () const |
| bool | IsReprocessingInput () const |
| void | CreateInput (NetworkInput &networkInput, float deltaTime) |
| void | ProcessInput (NetworkInput &networkInput, float deltaTime) |
| void | ReprocessInput (NetworkInput &networkInput, float deltaTime) |
| bool | HandleRpcMessage (AzNetworking::IConnection *invokingConnection, NetEntityRole remoteRole, NetworkEntityRpcMessage &message) |
| bool | HandlePropertyChangeMessage (AzNetworking::ISerializer &serializer, bool notifyChanges=true) |
| RpcSendEvent & | GetSendAuthorityToClientRpcEvent () |
| RpcSendEvent & | GetSendAuthorityToAutonomousRpcEvent () |
| RpcSendEvent & | GetSendServerToAuthorityRpcEvent () |
| RpcSendEvent & | GetSendAutonomousToAuthorityRpcEvent () |
| const ReplicationRecord & | GetPredictableRecord () const |
| void | MarkDirty () |
| void | NotifyLocalChanges () |
| void | NotifySyncRewindState () |
| void | NotifyServerMigration (const HostId &remoteHostId) |
| void | NotifyPreRender (float deltaTime) |
| void | NotifyCorrection () |
| void | AddEntityStopEventHandler (EntityStopEvent::Handler &eventHandler) |
| void | AddEntityDirtiedEventHandler (EntityDirtiedEvent::Handler &eventHandler) |
| void | AddEntitySyncRewindEventHandler (EntitySyncRewindEvent::Handler &eventHandler) |
| void | AddEntityServerMigrationEventHandler (EntityServerMigrationEvent::Handler &eventHandler) |
| void | AddEntityPreRenderEventHandler (EntityPreRenderEvent::Handler &eventHandler) |
| void | AddEntityCorrectionEventHandler (EntityCorrectionEvent::Handler &handler) |
| bool | SerializeEntityCorrection (AzNetworking::ISerializer &serializer) |
| bool | SerializeStateDeltaMessage (ReplicationRecord &replicationRecord, AzNetworking::ISerializer &serializer) |
| void | NotifyStateDeltaChanges (ReplicationRecord &replicationRecord) |
| void | FillReplicationRecord (ReplicationRecord &replicationRecord) const |
| void | FillTotalReplicationRecord (ReplicationRecord &replicationRecord) const |
| void | Init () override |
| void | Activate () override |
| void | Deactivate () override |
Component that provides net-binding to a networked entity.
| void Multiplayer::NetBindComponent::EnablePlayerHostAutonomy | ( | bool | enabled | ) |
Allows a player host to autonomously control their player entity, even though the entity is in an authority role. Note: If this entity is already activated this will reactivate all of the multiplayer component controllers in order for them to reactivate under autonomous control.
| EntityMigration Multiplayer::NetBindComponent::GetAllowEntityMigration | ( | ) | const |
Retrieves whether or not the netbound entity is allowed to migrate between hosts.
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override |
AZ::Component overrides.
| bool Multiplayer::NetBindComponent::IsNetEntityRoleAuthority | ( | ) | const |
IsNetEntityRoleAuthority
| bool Multiplayer::NetBindComponent::IsNetEntityRoleAutonomous | ( | ) | const |
IsNetEntityRoleAutonomous
| bool Multiplayer::NetBindComponent::IsNetEntityRoleClient | ( | ) | const |
IsNetEntityRoleClient
| bool Multiplayer::NetBindComponent::IsNetEntityRoleServer | ( | ) | const |
IsNetEntityRoleServer
| bool Multiplayer::NetBindComponent::IsProcessingInput | ( | ) | const |
Return true if we're currently processing inputs.
| bool Multiplayer::NetBindComponent::IsReprocessingInput | ( | ) | const |
Return true if we're currently replaying inputs after a correction. If this value returns true, effects, audio, and other cosmetic triggers should be suppressed
| void Multiplayer::NetBindComponent::SetAllowEntityMigration | ( | EntityMigration | value | ) |
Sets whether or not a netbound entity is allowed to migrate between hosts. Use this feature carefully, as replication is spatially based. If migration is disabled chances are you want to mark the entity as always persistent as well. See INetworkEntityManager::MarkAlwaysRelevantToClients and INetworkEntityManager::MarkAlwaysRelevantToServers
| value | whether to enable or disable host migrations for this entity |
1.8.17