| UObjectBase
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Module |
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Header |
/Engine/Source/Runtime/Engine/Classes/Engine/PendingNetGame.h |
Include |
#include "Engine/PendingNetGame.h" |
class UPendingNetGame :
public UObject,
public FNetworkNotify
Name | Description | ||
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bSentJoinRequest |
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bSuccessfullyConnected |
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ConnectionError |
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UDemoNetDriver ... |
DemoNetDriver |
Demo Net driver created for loading demos, but we need to go through pending net game Transferred to world on successful connection |
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UNetDriver *... |
NetDriver |
Net driver created for contacting the new server Transferred to world on successful connection |
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URL |
URL associated with this level. |
Name | Description | |
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UPendingNetGame ( |
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UPendingNetGame ( |
Constructor. |
Name | Description | ||
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AddReferencedObjects ( |
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FinalizeEncryptedConnection ( |
Setup the connection for encryption with a given key All future packets are expected to be encrypted |
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UNetDriver &... |
GetNetDriver() |
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Initialize ( |
Constructor. |
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InitNetDriver() |
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InitPeerListen() |
Create the peer net driver and a socket to listen for new client peer connections. |
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LoadMapCompleted ( |
Called by the engine after it calls LoadMap for this PendingNetGame. |
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SendInitialJoin() |
Send the packet for triggering the initial join |
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SendJoin() |
Send JOIN to other end |
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SetEncryptionKey ( |
Set the encryption key for the connection. |
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Tick ( |
Update the pending level's status. |
Name | Description | ||
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NotifyAcceptedConnection ( |
Notification that a new connection has been created/established as a result of a remote request, previously approved by NotifyAcceptingConnection |
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NotifyAcceptingChannel ( |
Notification that a new channel is being created/opened as a result of a remote request (Actor creation, etc) |
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EAcceptConne... |
NotifyAcceptingConnection() |
Notification that an incoming connection is pending, giving the interface a chance to reject the request |
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NotifyControlMessage ( |
Handler for messages sent through a remote connection's control channel not required to handle the message, but if it reads any data from Bunch, it MUST read the ENTIRE data stream for that message (i.e. use FNetControlMessage |