Property replication packet.
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#include <NetworkEntityUpdateMessage.h>
Property replication packet.
◆ NetworkEntityUpdateMessage()
Multiplayer::NetworkEntityUpdateMessage::NetworkEntityUpdateMessage |
( |
NetEntityRole |
entityRole, |
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NetEntityId |
entityId, |
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bool |
isDeleted, |
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bool |
isMigrated |
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) |
| |
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explicit |
Constructor for add/update/delete message. The prefab id isn't required by the constructor because it doesn't change for an entity, so resending it after the remote replicator is established would be redundant and wasted bandwidth. It should only get set on messages until the remote replicator is established.
- Parameters
-
entityRole | the role of the entity being replicated |
entityId | the networkId of the entity being replicated |
isDeleted | true if deleted as a part of the update |
isMigrated | true if migrated, false if not. |
◆ GetData()
const AzNetworking::PacketEncodingBuffer * Multiplayer::NetworkEntityUpdateMessage::GetData |
( |
| ) |
const |
Gets the current value of Data.
- Returns
- the current value of Data
◆ GetEntityId()
NetEntityId Multiplayer::NetworkEntityUpdateMessage::GetEntityId |
( |
| ) |
const |
Gets the entity's networkId.
- Returns
- the entity's networkId
◆ GetEstimatedSerializeSize()
uint32_t Multiplayer::NetworkEntityUpdateMessage::GetEstimatedSerializeSize |
( |
| ) |
const |
◆ GetHasValidPrefabId()
bool Multiplayer::NetworkEntityUpdateMessage::GetHasValidPrefabId |
( |
| ) |
const |
Gets the current value of HasValidPrefabId.
- Returns
- the current value of HasValidPrefabId
◆ GetIsDelete()
bool Multiplayer::NetworkEntityUpdateMessage::GetIsDelete |
( |
| ) |
const |
Gets the current value of IsDelete (true if this represents a DeleteProxy message).
- Returns
- the current value of IsDelete
◆ GetNetworkRole()
NetEntityRole Multiplayer::NetworkEntityUpdateMessage::GetNetworkRole |
( |
| ) |
const |
Gets the current value of NetworkRole.
- Returns
- the current value of NetworkRole
◆ GetPrefabEntityId()
const PrefabEntityId & Multiplayer::NetworkEntityUpdateMessage::GetPrefabEntityId |
( |
| ) |
const |
◆ GetWasMigrated()
bool Multiplayer::NetworkEntityUpdateMessage::GetWasMigrated |
( |
| ) |
const |
Returns whether or not the entity was migrated.
- Returns
- whether or not the entity was migrated
◆ ModifyData()
AzNetworking::PacketEncodingBuffer & Multiplayer::NetworkEntityUpdateMessage::ModifyData |
( |
| ) |
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Retrieves a non-const reference to the value of Data.
- Returns
- a non-const reference to the value of Data
◆ Serialize()
bool Multiplayer::NetworkEntityUpdateMessage::Serialize |
( |
AzNetworking::ISerializer & |
serializer | ) |
|
Base serialize method for all serializable structures or classes to implement.
- Parameters
-
serializer | ISerializer instance to use for serialization |
- Returns
- boolean true for success, false for serialization failure
◆ SetData()
void Multiplayer::NetworkEntityUpdateMessage::SetData |
( |
const AzNetworking::PacketEncodingBuffer & |
value | ) |
|
Sets the current value for Data
- Parameters
-
value | the value to set Data to |
◆ SetPrefabEntityId()
void Multiplayer::NetworkEntityUpdateMessage::SetPrefabEntityId |
( |
const PrefabEntityId & |
value | ) |
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The documentation for this class was generated from the following file:
- Gems/Multiplayer/Code/Include/Multiplayer/NetworkEntity/NetworkEntityUpdateMessage.h