Inherited by Multiplayer::NullReplicationWindow, and Multiplayer::ServerToClientReplicationWindow.
Public Member Functions | |
virtual bool | ReplicationSetUpdateReady ()=0 |
virtual const ReplicationSet & | GetReplicationSet () const =0 |
virtual uint32_t | GetMaxProxyEntityReplicatorSendCount () const =0 |
virtual bool | IsInWindow (const ConstNetworkEntityHandle &entityPtr, NetEntityRole &outNetworkRole) const =0 |
virtual bool | AddEntity (AZ::Entity *entity)=0 |
virtual void | RemoveEntity (AZ::Entity *entity)=0 |
virtual void | UpdateWindow ()=0 |
This updates the replication set, ensuring all relevant entities are included. | |
virtual AzNetworking::PacketId | SendEntityUpdateMessages (NetworkEntityUpdateVector &entityUpdateVector)=0 |
virtual void | SendEntityRpcs (NetworkEntityRpcVector &entityRpcVector, bool reliable)=0 |
virtual void | SendEntityResets (const NetEntityIdSet &resetIds)=0 |
virtual void | DebugDraw () const =0 |
This causes the replication window to perform debug-draw overlays. | |
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pure virtual |
Adds an entity to the replication window's set
entity | The entity to try adding |
Implemented in Multiplayer::NullReplicationWindow, and Multiplayer::ServerToClientReplicationWindow.
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pure virtual |
This causes the replication window to perform debug-draw overlays.
Implemented in Multiplayer::NullReplicationWindow, and Multiplayer::ServerToClientReplicationWindow.
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pure virtual |
Max number of entities we can send updates for in one frame.
Implemented in Multiplayer::NullReplicationWindow, and Multiplayer::ServerToClientReplicationWindow.
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pure virtual |
Returns the set of entities, roles, and priorities marked for replication by this replication window.
Implemented in Multiplayer::NullReplicationWindow, and Multiplayer::ServerToClientReplicationWindow.
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pure virtual |
Returns true if the provided network entity is within this replication window.
entityPtr | the handle of the entity to test for inclusion |
outNetworkRole | output containing the network role of the requested entity if found |
Implemented in Multiplayer::NullReplicationWindow, and Multiplayer::ServerToClientReplicationWindow.
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pure virtual |
Removes an entity from the replication window's set, if present
entity | The entity to remove |
Implemented in Multiplayer::NullReplicationWindow, and Multiplayer::ServerToClientReplicationWindow.
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pure virtual |
Queries whether or not the replication window is in a state capable of sending entity update messages.
Implemented in Multiplayer::NullReplicationWindow, and Multiplayer::ServerToClientReplicationWindow.
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pure virtual |
This sends an EntityReset message on the associated network interface and connection. This will reset the replicators on the remote endpoint and cause a full refresh of the specified entities
resetIds | the set of netEntityIds to refresh |
Implemented in Multiplayer::NullReplicationWindow, and Multiplayer::ServerToClientReplicationWindow.
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pure virtual |
This sends an EntityRpcs message on the associated network interface and connection.
entityRpcVector | the rpc data set to transmit |
reliable | if a value of true is passed, the rpc message will be sent reliably, unreliably if false |
Implemented in Multiplayer::NullReplicationWindow, and Multiplayer::ServerToClientReplicationWindow.
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pure virtual |
This sends an EntityUpdate message on the associated network interface and connection.
entityUpdateVector | set of entity updates |
Implemented in Multiplayer::NullReplicationWindow, and Multiplayer::ServerToClientReplicationWindow.
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pure virtual |
This updates the replication set, ensuring all relevant entities are included.
Implemented in Multiplayer::NullReplicationWindow, and Multiplayer::ServerToClientReplicationWindow.