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| IClientBubbleHandlerInterface
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Module |
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Header |
/Engine/Plugins/Runtime/MassGameplay/Source/MassReplication/Public/MassClientBubbleHandler.h |
Include |
#include "MassClientBubbleHandler.h" |
template<typename AgentArrayItem>
class TClientBubbleHandlerBase : public IClientBubbleHandlerInterface
Template client bubble functionality. Replication logic for specific agent types is provided by deriving from this class. Interaction with the FMassClientBubbleSerializerBase and derived classes should be done from this class
Name | Description | ||
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TArray< AgentAr... |
Agents |
Pointer to the Agents array in the associated Serializer class |
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AgentsRemoveDataMap |
Data that is stored when an agent is removed from the bubble, when it times out its safe enough to remove entries in EntityInfoMap The idea is that any out of order adds and subsequent removes for this NetID will normally happen before FAgentRemoveData::TimeLastRemoved, Those that happen after will be on such a bad connection that it doest matter. |
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ClientHandle |
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Serializer |
Base class pointer to the associated Serializer class |
Name | Description | ||
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Initialize ( |
This must be called from outside before InitializeForWorld() is called. |
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PostReplicatedAddEntitiesHelper ( |
Used by PostReplicatedAddHelper |
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PostReplicatedAddHelper ( |
Called from TClientBubbleHandlerBase derived classes in PostReplicatedAd() |
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PostReplicatedChangeHelper ( |
Called from TClientBubbleHandlerBase derived classes in PostReplicatedChange() |
Name | Description | ||
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DebugValidateBubbleOnClient() |
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DebugValidateBubbleOnServer() |
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InitializeForWorld ( |
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PreReplicatedRemove ( |
These functions are processed internally by TClientBubbleHandlerBase |
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Reset() |
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SetClientHandle ( |
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Tick ( |
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UpdateAgentsToRemove() |