Rebel Fork Framework
NetworkObject.h File Reference
#include <Urho3D/Container/FlagSet.h>
#include <Urho3D/Core/Assert.h>
#include <Urho3D/Network/AbstractConnection.h>
#include <Urho3D/Replica/NetworkCallbacks.h>
#include <Urho3D/Replica/ReplicationManager.h>
#include <Urho3D/Scene/Component.h>
#include <EASTL/fixed_vector.h>
#include <EASTL/optional.h>

Classes

class  Urho3D::NetworkObject
 

Enumerations

enum class  Urho3D::NetworkObjectMode { Standalone , Server , ClientReplicated , ClientOwned }
 

Enumeration Type Documentation

◆ NetworkObjectMode

enum class Urho3D::NetworkObjectMode
strong
Enumerator
Standalone 

Default state of NetworkObject. If scene is not replicated from/to, NetworkObject in such scene stays Standalone. If scene is replicated, NetworkObject is Standalone until it's processed by Network subsystem.

Server 

Object is on server and is replicated to clients.

ClientReplicated 

Object is on client and is replicated from the server.

ClientOwned 

Object is on client and is owned by this client. Client may send feedback from owned objects.