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Rebel Fork Framework
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Replication-oriented interface attached to transport connection. More...
#include <Urho3D/Network/ReplicatedPeer.h>
Classes | |
| class | Listener |
Public Member Functions | |
| ReplicatedPeer (NetworkConnection *connection, const ReplicatedPeerSettings &settings={}) | |
| unsigned | GetObjectID () const |
| Return unique peer ID. | |
| NetworkConnection * | GetConnection () const |
| Return associated network connection. | |
| void | SetReplicationManager (ReplicationManager *replicationManager) |
| ReplicationManager * | GetReplicationManager () const |
| Return replication manager used for automatic message handling. | |
| virtual ea::string | ToString () const |
| Return debug connection string for logging. | |
| virtual bool | IsClockSynchronized () const |
| Return whether the clock is synchronized between client and server. | |
| virtual unsigned | RemoteToLocalTime (unsigned time) const |
| Convert remote timestamp to local timestamp. | |
| virtual unsigned | LocalToRemoteTime (unsigned time) const |
| Convert local timestamp to remote timestamp. | |
| virtual unsigned | GetLocalTime () const |
| Return current local time. | |
| virtual unsigned | GetLocalTimeOfLatestRoundtrip () const |
| Return local time of last successful ping-pong roundtrip. | |
| virtual unsigned | GetPing () const |
| Return ping of the connection. | |
| ClockSynchronizer & | GetClock () |
| const ClockSynchronizer & | GetClock () const |
Private Attributes | |
| NetworkConnection * | connection_ = nullptr |
| ClockSynchronizer | clock_ |
| Listener | listener_ |
| IDFamily< ReplicatedPeer > | idFamily_ {} |
| WeakPtr< ReplicationManager > | replicationManager_ |
Replication-oriented interface attached to transport connection.
| void Urho3D::ReplicatedPeer::SetReplicationManager | ( | ReplicationManager * | replicationManager | ) |
Set replication manager used for automatic message handling. This effectively enables replication-related message processing and sending. You may unset replication manager to suspend connection from participating in scene replication.