Scene replication state specific to individual client connection.
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#include <Urho3D/Replica/ServerReplicator.h>
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| ClientReplicationState (NetworkObjectRegistry *objectRegistry, AbstractConnection *connection, const VariantMap &settings) |
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void | UpdateNetworkObjects (SharedReplicationState &sharedState) |
| Perform network update from the perspective of this client connection.
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bool | ProcessMessage (NetworkMessageId messageId, MemoryBuffer &messageData) |
| Process messages for this client.
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void | SendMessages (NetworkFrame currentFrame, const SharedReplicationState &sharedState) |
| Send messages to connection for current frame.
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void | SetReportedInputLoss (float loss) |
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float | GetReportedInputLoss () const |
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| ClientSynchronizationState (NetworkObjectRegistry *objectRegistry, AbstractConnection *connection, const VariantMap &settings) |
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void | BeginNetworkFrame (NetworkFrame currentFrame, float overtime) |
| Begin network frame. Overtime indicates how much time has passed since actual frame start time.
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const Variant & | GetSetting (const NetworkSetting &setting) const |
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bool | IsSynchronized () const |
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NetworkFrame | GetCurrentFrame () const |
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unsigned | GetInputDelay () const |
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unsigned | GetInputBufferSize () const |
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| RefCounted () |
| Construct. Allocate the reference count structure and set an initial self weak reference.
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virtual | ~RefCounted () |
| Destruct. Mark as expired and also delete the reference count structure if no outside weak references exist.
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| RefCounted (const RefCounted &rhs)=delete |
| Prevent copy construction.
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RefCounted & | operator= (const RefCounted &rhs)=delete |
| Prevent assignment.
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int | AddRef () |
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int | ReleaseRef () |
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int | Refs () const |
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int | WeakRefs () const |
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RefCount * | RefCountPtr () const |
| Return pointer to the reference count structure.
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bool | HasScriptObject () const |
| Return true if script runtime object wrapping this native object exists.
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bool | IsScriptStrongRef () const |
| Return true if script reference is strong.
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void | SendMessages () |
| Send messages to connection for current frame.
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bool | ProcessMessage (NetworkMessageId messageId, MemoryBuffer &messageData) |
| Process messages for this client.
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void | OnInputReceived (NetworkFrame inputFrame) |
| Notify statistics aggregator that user input has received for specified frame.
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const WeakPtr< NetworkObjectRegistry > | objectRegistry_ |
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const WeakPtr< AbstractConnection > | connection_ |
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VariantMap | settings_ |
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const unsigned | updateFrequency_ {} |
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Scene replication state specific to individual client connection.
◆ SetReportedInputLoss()
void Urho3D::ClientReplicationState::SetReportedInputLoss |
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float |
loss | ) |
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Manage reported input loss.
The documentation for this struct was generated from the following files: