Module |
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Header |
/Engine/Plugins/Online/OnlineSubsystemUtils/Source/OnlineSubsystemUtils/Public/OnlineBeaconClient.h |
Include |
#include "OnlineBeaconClient.h" |
UCLASS(Transient, NotPlaceable, Config=Engine)
class AOnlineBeaconClient : public AOnlineBeacon
Base class for any unique beacon connectivity, paired with an AOnlineBeaconHostObject implementation
This is the actual actor that replicates across client/server and where all RPCs occur On the host, the life cycle is managed by an AOnlineBeaconHostObject On the client, the life cycle is managed by the game
Name | Description | ||
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TObjectPtr< UNe... |
BeaconConnection |
Network connection associated with this beacon client instance |
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TObjectPtr< AOn... |
BeaconOwner |
Owning beacon host of this beacon actor (server only) |
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ConnectionState |
State of the connection |
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HostConnectionFailure |
Delegate for host beacon connection failures |
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TimerHandle_OnFailure |
Handle for efficient management of OnFailure timer |
Name | Description | |
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AOnlineBeaconClient ( |
For backwards compatibility with newer engine encryption API |
Name | Description | ||
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GetAuthTicket ( |
Get the authentication ticket to send when the server requires auth. |
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AOnlineBeaco... |
GetBeaconOwner() |
Get the owner of this beacon actor, some host that is listening for connections (server side only, clients have no access) |
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GetBeaconType() |
Each beacon must have a unique type identifier |
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EBeaconConne... |
GetConnectionState() |
Get the connection state Higher level than the net connection because of the handshaking of the actors |
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const FUniqu... |
GetUniqueId() |
Get the unique id of the user on this connection (server side only) |
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bool |
InitClient ( |
Initialize the client beacon with connection endpoint Creates the net driver and attempts to connect with the destination |
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void |
OnConnected() |
A connection has been made and RPC/replication can begin |
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FOnHostConne... |
OnHostConnectionFailure() |
Delegate triggered on failures to connect to a host beacon |
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void |
SendInitialJoin() |
Send the packet for triggering the initial join |
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void |
SetBeaconOwner ( |
Set the owner of this beacon actor, some host that is listening for connections (server side only, clients have no access) |
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void |
SetConnectionState ( |
Set the connection state Higher level than the net connection because of the handshaking of the actors |
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void |
SetEncryptionData ( |
Sets the encryption data that will be used for server connections. |
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void |
SetNetConnection ( |
Associate this beacon with a network connection |
Name | Description | ||
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void |
DestroyBeacon() |
Beacon cleanup and net driver destruction |
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void |
OnFailure() |
Notification that failure needs to be handled |
Name | Description | ||
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bool |
DestroyNetworkActorHandled() |
Called by DestroyActor(), gives actors a chance to op out of actor destruction Used by network code to have the net connection timeout/cleanup first |
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UNetConnecti... |
GetNetConnection() |
Get the owning connection used for communicating between client/server |
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const AActor... |
GetNetOwner() |
Return the actor responsible for replication, if any. Typically the player controller |
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void |
OnNetCleanup ( |
Handles cleaning up the associated Actor when killing the connection |
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void |
Tick ( |
Function called every frame on this Actor. |
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bool |
UseShortConnectTimeout() |
Used by the net connection to determine if a net owning actor should switch to using the shortened timeout value |
Name | Description | ||
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void |
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 |
Name | Description | ||
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void |
SetEncryptionKey ( |
Use SetEncryptionData instead |
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void |
SetEncryptionToken ( |
Use SetEncryptionData instead |