UDemoNetConnection

Simulated network connection for recording and playing back game sessions.

Inheritance Hierarchy

References

Module

Engine

Header

/Engine/Source/Runtime/Engine/Classes/Engine/DemoNetConnection.h

Include

#include "Engine/DemoNetConnection.h"

Syntax

class UDemoNetConnection : public UNetConnection

Remarks

Simulated network connection for recording and playing back game sessions.

Constructors

Name Description

Public function

UDemoNetConnection

(
    const FObjectInitializer& ObjectIn...
)

Functions

Name Description

Public function

UDemoNetDriv...

 

GetDriver()

Public function Const

const UDemoN...

 

GetDriver()

Public function

TMap< FNetwo...

 

GetOpenChannelMap()

Protected function

void

 

QueueNetStartupActorForRewind

(
    AActor* Actor
)

Overridden from UNetConnection

Name Description

Public function Virtual Const

bool

 

ClientHasInitializedLevelFor

(
    const AActor* TestActor
)

Returns whether the client has initialized the level required for the given object

Public function Virtual

TSharedPtr< ...

 

CreateReplicatorForNewActorChannel

(
    UObject* Object
)

Called by UActorChannel.

Protected function Virtual

void

 

DestroyIgnoredActor

(
    AActor* Actor
)

Called internally to destroy an actor during replay fast-forward when the actor channel index will be recycled

Public function Virtual

void

 

FlushNet

(
    bool bIgnoreSimulation
)

Flushes any pending data, bundling it into a packet and sending it via LowLevelSend() also handles network simulation settings (simulated lag, packet loss, etc) unless bIgnoreSimulation is true

Public function Virtual

TSharedPtr< ...

 

GetRemoteAddr()

Return the platform specific FInternetAddr type, containing this connections address.

Public function Virtual

void

 

HandleClientPlayer

(
    APlayerController* PC,
    UNetConnection* NetConnection
)

Handle the player controller client

Public function Virtual

void

 

InitConnection

(
    UNetDriver* InDriver,
    EConnectionState InState,
    const FURL& InURL,
    int32 InConnectionSpeed,
    int32 InMaxPacket
)

Initializes an "addressless" connection with the passed in settings

Public function Virtual

void

 

InitLocalConnection

(
    UNetDriver* InDriver,
    FSocket* InSocket,
    const FURL& InURL,
    EConnectionState InState,
    int32 InMaxPacket,
    int32 InPacketOverhead
)

Initialize this connection instance to a remote source

Public function Virtual

void

 

InitRemoteConnection

(
    UNetDriver* InDriver,
    FSocket* InSocket,
    const FURL& InURL,
    const FInternetAddr& InRemoteAddr,
    EConnectionState InState,
    int32 InMaxPacket,
    int32 InPacketOverhead
)

Initialize this connection instance from a remote source

Public function Virtual

int32

 

IsNetReady

(
    bool Saturate
)

Return whether this channel is ready for sending.

Public function Virtual

FString

 

LowLevelDescribe()

Public function Virtual

FString

 

LowLevelGetRemoteAddress

(
    bool bAppendPort
)

Public function Virtual

void

 

LowLevelSend

(
    void* Data,
    int32 CountBits,
    FOutPacketTraits& Traits
)

Sends a byte stream to the remote endpoint using the underlying socket

Public function Virtual

void

 

NotifyActorChannelCleanedUp

(
    UActorChannel* Channel,
    EChannelCloseReason CloseReason
)

Public function Virtual

void

 

NotifyActorNetGUID

(
    UActorChannel* Channel
)

Called when an actor channel is open and knows its NetGUID.

Public function Virtual

FString

 

RemoteAddressToString()

Gets a unique ID for the connection, this ID depends on the underlying connection For IP connections this is an IP Address and port, for steam this is a SteamID

Overridden from UObject

Name Description

Public function Virtual

void

 

Serialize

(
    FArchive& Ar
)

Handles reading, writing, and reference collecting using FArchive.

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