DIFF

class PawnFEATURE_NETWORK_RECONCILIATIONSource

Pawn EntityAI Entity ObjectTyped Object IEntity Managed

All members, including inherited

Pawn An entity that can be possessed. Only one entity can be possesed by one PlayerIdentity at a single time. Meaning when something other than a Player is possessed, the Player can no longer be reconciled and desync can occur.

Methods 22

proto native bool IsAuthorityOwner()FEATURE_NETWORK_RECONCILIATION

Returns true if the Pawn is being simulated on an authority and has no owner

proto native bool IsProxy()FEATURE_NETWORK_RECONCILIATION

Returns true if the Pawn is being processed on a proxy

proto native void ForceCorrection()FEATURE_NETWORK_RECONCILIATION

Force a correction to the owner as a server only event was called (called on authority only)

proto native PlayerIdentity GetOwnerIdentity()FEATURE_NETWORK_RECONCILIATION

Returns the identity that is in possession of the Pawn

Get the last recorded state

proto native PawnMove GetNextMove()FEATURE_NETWORK_RECONCILIATION

Get the next move that is yet to be enqueued

proto native NetworkMoveStrategy GetNetworkMoveStrategy()FEATURE_NETWORK_RECONCILIATION

Returns the strategy with which the pawn is reconciled on the Owner

protected event void OnPossess()FEATURE_NETWORK_RECONCILIATION

Event that fires when the Pawn is possessed

protected event void OnUnPossess()FEATURE_NETWORK_RECONCILIATION

Event that fires when the Pawn is no longer possessed

protected event typename GetOwnerStateType()FEATURE_NETWORK_RECONCILIATION

Initializes the NetworkMovement with the type of PawnOwnerState at construction

Returns: The typename of the PawnOwnerState

protected event typename GetMoveType()FEATURE_NETWORK_RECONCILIATION

Initializes the NetworkMovement with the type of PawnMove at construction and for storing

Returns: The typename of the PawnMove

protected event void ObtainMove(PawnMove pMove)FEATURE_NETWORK_RECONCILIATION

Fill the move of the pawn with the inputs for the pawn to be replayed

move
, Move which the variables are being written to

Compares the incoming move from the owner on the authority

move
The incoming move

Returns: result, also performed natively, both results are compared and higher one is used

protected event void ConsumeMove(PawnMove pMove)FEATURE_NETWORK_RECONCILIATION

Apply the moves inputs on the server

move
The next move to be consumed and applied on the authority
protected event bool ReplayMove(PawnMove pMove)FEATURE_NETWORK_RECONCILIATION

Replay the move on the owner client

move
The incoming move

Returns: false if further moves should not be replayed

protected event void SimulateMove(PawnMove pMove)FEATURE_NETWORK_RECONCILIATION

Simulate the replayed move on the owner client

move
The incoming move
protected event void ObtainState(PawnOwnerState pState)FEATURE_NETWORK_RECONCILIATION

Fill the state of the pawn with it to be approriately rewound

state
The state which the variables are being written to
protected event void RewindState(PawnOwnerState pState, PawnMove pMove, inout NetworkRewindType pRewindType)FEATURE_NETWORK_RECONCILIATION

Replays the state, setting the internal variables of the entity back to the state. Decides the method for rewinding

state
The state recieved from the server to which the client is rewinding back to
move
The move generated at this state, which is modified if NetworkRewindType.ADDITIVE is used and then becomes the delta move, (see ReplayAdditiveMove)
rewindType
The method which replay will execute in
protected event void ReplayAdditiveMove(PawnMove pMove, PawnMove pDeltaMove)FEATURE_NETWORK_RECONCILIATION

Iterator function over moves ahead of the authority. Intended for the incoming move to be combined with the delta move.

pMove
The incoming move which is being updated
pDeltaMove
The delta of the move between the server and client state at the time of RewindState
protected event void ApplyAdditiveMove(PawnMove pDeltaMove)FEATURE_NETWORK_RECONCILIATION

Applying the delta move to the pawns internal state. Instead of Rewind, this is effectively (T1 = T + D)

pDeltaMove
The delta of the move between the server and client state at the time of RewindState