Open 3D Engine Multiplayer Gem API Reference 23.10.0
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Multiplayer::ServerToClientConnectionData Class Referencefinal

Inherits Multiplayer::IConnectionData.

Public Member Functions

 ServerToClientConnectionData (AzNetworking::IConnection *connection, AzNetworking::IConnectionListener &connectionListener)
 
void SetControlledEntity (NetworkEntityHandle primaryPlayerEntity)
 
NetworkEntityHandle GetPrimaryPlayerEntity ()
 
const NetworkEntityHandleGetPrimaryPlayerEntity () const
 
const AZStd::string & GetProviderTicket () const
 
void SetProviderTicket (const AZStd::string &)
 
ConnectionDataType GetConnectionDataType () const override
 
AzNetworking::IConnection * GetConnection () const override
 
EntityReplicationManagerGetReplicationManager () override
 
void Update () override
 Creates and manages sending updates to the remote endpoint.
 
bool CanSendUpdates () const override
 
void SetCanSendUpdates (bool canSendUpdates) override
 
bool DidHandshake () const override
 
void SetDidHandshake (bool didHandshake) override
 
virtual ConnectionDataType GetConnectionDataType () const =0
 
virtual AzNetworking::IConnection * GetConnection () const =0
 
virtual EntityReplicationManagerGetReplicationManager ()=0
 
virtual void Update ()=0
 Creates and manages sending updates to the remote endpoint.
 
virtual bool CanSendUpdates () const =0
 
virtual void SetCanSendUpdates (bool canSendUpdates)=0
 
virtual bool DidHandshake () const =0
 
virtual void SetDidHandshake (bool didHandshake)=0
 

Member Function Documentation

◆ CanSendUpdates()

bool Multiplayer::ServerToClientConnectionData::CanSendUpdates ( ) const
inlineoverridevirtual

Returns whether update messages can be sent to the connection.

Returns
true if update messages can be sent

Implements Multiplayer::IConnectionData.

◆ DidHandshake()

bool Multiplayer::ServerToClientConnectionData::DidHandshake ( ) const
inlineoverridevirtual

Fetches the state of connection whether handshake logic has completed

Returns
true if handshake has completed

Implements Multiplayer::IConnectionData.

◆ GetConnection()

AzNetworking::IConnection * Multiplayer::ServerToClientConnectionData::GetConnection ( ) const
overridevirtual

Returns the connection bound to this connection data instance.

Returns
pointer to the connection bound to this connection data instance

Implements Multiplayer::IConnectionData.

◆ GetConnectionDataType()

ConnectionDataType Multiplayer::ServerToClientConnectionData::GetConnectionDataType ( ) const
overridevirtual

◆ GetReplicationManager()

EntityReplicationManager & Multiplayer::ServerToClientConnectionData::GetReplicationManager ( )
overridevirtual

Returns the EntityReplicationManager for this connection data instance.

Returns
reference to the EntityReplicationManager for this connection data instance

Implements Multiplayer::IConnectionData.

◆ SetCanSendUpdates()

void Multiplayer::ServerToClientConnectionData::SetCanSendUpdates ( bool  canSendUpdates)
inlineoverridevirtual

Sets the state of connection whether update messages can be sent or not.

Parameters
canSendUpdatesthe state value

Implements Multiplayer::IConnectionData.

◆ SetDidHandshake()

void Multiplayer::ServerToClientConnectionData::SetDidHandshake ( bool  didHandshake)
inlineoverridevirtual

Sets the state of connection whether handshake logic has completed

Parameters
didHandshakeif handshake logic has completed

Implements Multiplayer::IConnectionData.

◆ Update()

void Multiplayer::ServerToClientConnectionData::Update ( )
overridevirtual

Creates and manages sending updates to the remote endpoint.

Implements Multiplayer::IConnectionData.


The documentation for this class was generated from the following files: