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Unreal Engine C++ API Reference > Runtime > Engine > PacketHandlers
Inheritance Hierarchy
- HandlerComponent
- StatelessConnectHandlerComponent
References
Module | Engine |
Header | /Engine/Source/Runtime/Engine/Public/PacketHandlers/StatelessConnectHandlerComponent.h |
Include | #include "PacketHandlers/StatelessConnectHandlerComponent.h" |
Syntax
class StatelessConnectHandlerComponent : public HandlerComponent
Remarks
PacketHandler component for implementing a stateless (non-memory-consuming) connection handshake
Partially based on the Datagram Transport Layer Security protocol.
Constructors
Type | Name | Description | |
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Base constructor |
Functions
Type | Name | Description | |
---|---|---|---|
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bool | DoesRestartedHandshakeMatch
(
StatelessConnectHandlerComponent& NetConnComponent |
When a restarted handshake is completed, this is used to match it up with the existing NetConnection |
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void | GetChallengeSequence
(
int32& OutServerSequence, |
Used for retrieving the initial packet sequence values from the handshake data, after a successful challenge |
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bool | HasPassedChallenge
(
const TSharedPtr< const FInternetAddr >& Address, |
Whether or not the specified connection address, has just passed the connection handshake challenge. |
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void | InitFromConnectionless
(
StatelessConnectHandlerComponent* InConnectionlessHandler |
Initializes a serverside UNetConnection-associated StatelessConnect, from the connectionless StatelessConnect that negotiated the handshake. |
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void | Used to reset cached handshake success/fail state, when done processing it | |
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void | SetDriver
(
UNetDriver* InDriver |
Sets the net driver this handler is associated with |
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void | SetHandshakeFailureCallback
(
FHandshakeFailureFunc&& InHandshakeFailureFunc |
Set a callback for notifying of handshake failure (clientside only). |
Overridden from HandlerComponent
Type | Name | Description | |
---|---|---|---|
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bool | Whether or not the Incoming/IncomingConnectionless implementations, support reading Packets that aren't aligned at bit position 0 (i.e. whether or not this handler supports bit-level, rather than byte-level, reads) | |
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void | CountBytes
(
FArchive& Ar |
|
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int32 | Returns the amount of reserved packet/protocol bits expected from this component. | |
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void | IncomingConnectionless
(
FIncomingPacketRef PacketRef |
Handles incoming packets not associated with a UNetConnection |
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void | Initialize () |
Initialization functionality should be placed here |
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bool | IsValid () |
Return whether this handler is valid |
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void | Notification to this component that it is ready to begin handshaking | |
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void | Outgoing
(
FBitWriter& Packet, |
Handles any outgoing packets |
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void | Tick
(
float DeltaTime |
Tick functionality should be placed here |
Typedefs
Name | Description |
---|---|
EHandshakePacketModifier | |
EHandshakePacketType | |
EHandshakeVersion | |
FHandshakeFailureFunc |
Constants
Name | Description |
---|---|
ClientIDSizeBits | The size of the connection id in packets (WARNING: Adjusting this is a net compatibility break) |
SessionIDSizeBits | The size of the session id in packets (WARNING: Adjusting this is a net compatibility break) |
Deprecated Functions
Type | Name | Description | |
---|---|---|---|
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void | Incoming
(
FBitReader& Packet |
Use the version of 'HandlerComponent::Incoming' which takes 'FIncomingPacketRef' instead |