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Urho3D::ClientReplicationState Struct Reference

Scene replication state specific to individual client connection. More...

#include <Urho3D/Replica/ServerReplicator.h>

Inheritance diagram for Urho3D::ClientReplicationState:
Urho3D::ClientSynchronizationState Urho3D::RefCounted

Public Member Functions

 ClientReplicationState (NetworkObjectRegistry *objectRegistry, ReplicatedPeerPtr connection, const VariantMap &settings)
void UpdateNetworkObjects (SharedReplicationState &sharedState)
 Perform network update from the perspective of this client connection.
bool ProcessMessage (NetworkMessageId messageId, MemoryBuffer &messageData)
 Process messages for this client.
void SendMessages (NetworkFrame currentFrame, const SharedReplicationState &sharedState)
 Send messages to connection for current frame.
void SetReportedInputLoss (float loss)
float GetReportedInputLoss () const
Public Member Functions inherited from Urho3D::ClientSynchronizationState
 ClientSynchronizationState (NetworkObjectRegistry *objectRegistry, ReplicatedPeerPtr connection, const VariantMap &settings)
void BeginNetworkFrame (NetworkFrame currentFrame, float overtime)
 Begin network frame. Overtime indicates how much time has passed since actual frame start time.
const Variant & GetSetting (const NetworkSetting &setting) const
bool IsSynchronized () const
NetworkFrame GetCurrentFrame () const
unsigned GetInputDelay () const
unsigned GetInputBufferSize () const
Public Member Functions inherited from Urho3D::RefCounted
 RefCounted ()
 Construct. Allocate the reference count structure and set an initial self weak reference.
virtual ~RefCounted ()
 Destruct. Mark as expired and also delete the reference count structure if no outside weak references exist.
 RefCounted (const RefCounted &rhs)=delete
 Prevent copy construction.
RefCounted & operator= (const RefCounted &rhs)=delete
 Prevent assignment.
int AddRef () const
int ReleaseRef () const
int Refs () const
int WeakRefs () const
RefCount * RefCountPtr () const
 Return pointer to the reference count structure.
bool HasScriptObject () const
 Return true if script runtime object wrapping this native object exists.
bool IsScriptStrongRef () const
 Return true if script reference is strong.

Private Member Functions

void ProcessObjectsFeedbackUnreliable (MemoryBuffer &messageData)
void SendRemoveObjects ()
void SendAddObjects ()
void SendUpdateObjectsReliable (const SharedReplicationState &sharedState)
void SendUpdateObjectsUnreliable (NetworkFrame currentFrame, const SharedReplicationState &sharedState)

Private Attributes

ea::vector< NetworkObjectRelevance > objectsRelevance_
ea::vector< float > objectsRelevanceTimeouts_
ea::vector< NetworkId > pendingRemovedObjects_
ea::vector< ea::pair< NetworkObject *, bool > > pendingUpdatedObjects_
VectorBuffer componentBuffer_
VectorBuffer buffer_
ea::string debugInfoBuffer_
float reportedLoss_ {}

Additional Inherited Members

Protected Member Functions inherited from Urho3D::ClientSynchronizationState
void SendMessages ()
 Send messages to connection for current frame.
bool ProcessMessage (NetworkMessageId messageId, MemoryBuffer &messageData)
 Process messages for this client.
void OnInputReceived (NetworkFrame inputFrame)
 Notify statistics aggregator that user input has received for specified frame.
Protected Attributes inherited from Urho3D::ClientSynchronizationState
const WeakPtr< NetworkObjectRegistry > objectRegistry_
const ReplicatedPeerWeakPtr peer_
VariantMap settings_
const unsigned updateFrequency_ {}

Detailed Description

Scene replication state specific to individual client connection.

Member Function Documentation

◆ SetReportedInputLoss()

void Urho3D::ClientReplicationState::SetReportedInputLoss ( float loss)
inline

Manage reported input loss.


The documentation for this struct was generated from the following files:
  • Urho3D/Replica/ServerReplicator.h
  • Urho3D/Replica/ServerReplicator.cpp