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Base class of communication channels.
| Name | UChannel |
| Type | class |
| Header File | /Engine/Source/Runtime/Engine/Classes/Engine/Channel.h |
| Include Path | #include "Engine/Channel.h" |
Syntax
UCLASS (Abstract, Transient, MinimalAPI)
class UChannel : public UObject
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UChannel
Derived Classes
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bIsInDormancyHysteresis | uint32 | Engine/Channel.h | ||
| bIsReplicationPaused | uint32 | Engine/Channel.h | ||
| bOpenedForCheckpoint | uint32 | Engine/Channel.h | ||
| bPausedUntilReliableACK | uint32 | Engine/Channel.h | ||
| bPendingDormancy | uint32 | Engine/Channel.h | ||
| bPooled | uint32 | Engine/Channel.h | ||
| Broken | uint32 | Engine/Channel.h | ||
| bTornOff | uint32 | Engine/Channel.h | ||
| ChIndex | int32 | Engine/Channel.h | ||
| ChName | FName | Engine/Channel.h | ||
| Closing | uint32 | Engine/Channel.h | ||
| Connection | TObjectPtr< class UNetConnection > | Engine/Channel.h | ||
| Dormant | uint32 | Engine/Channel.h | ||
| InPartialBunch | FInBunch * | Engine/Channel.h | ||
| InRec | FInBunch * | Engine/Channel.h | ||
| NumInRec | int32 | Engine/Channel.h | ||
| NumOutRec | int32 | Engine/Channel.h | ||
| OpenAcked | uint32 | Variables. | Engine/Channel.h | |
| OpenedLocally | uint32 | Engine/Channel.h | ||
| OpenPacketId | FPacketIdRange | Engine/Channel.h | ||
| OpenTemporary | uint32 | Engine/Channel.h | ||
| OutRec | FOutBunch * | Engine/Channel.h | ||
| SentClosingBunch | uint32 | Engine/Channel.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void AddedToChannelPool() |
Notification that this channel has been placed in a channel pool and needs to reset to its original state so it can be used again like a new channel | Engine/Channel.h | |
| Append any export bunches | Engine/Channel.h | ||
virtual void AppendMustBeMappedGuids
(
FOutBunch* Bunch |
Append any "must be mapped" guids to front of bunch. | Engine/Channel.h | |
void AssertInSequenced() |
Make sure the incoming buffer is in sequence and there are no duplicates. | Engine/Channel.h | |
virtual bool CanStopTicking() |
Return true to indicate that this channel no longer needs to Tick() every frame. | Engine/Channel.h | |
virtual int64 Close
(
EChannelCloseReason Reason |
Close the base channel. Returns how many bits were written to the send buffer | Engine/Channel.h | |
void ConditionalCleanUp
(
const bool bForDestroy, |
Cleans up channel if it hasn't already been | Engine/Channel.h | |
virtual FString Describe() |
Describe the channel. | Engine/Channel.h | |
virtual TArray< FOutBunch * > GetAdditionalRequiredBunches
(
const FOutBunch& OutgoingBunch, |
Returns any additional bunches (such as exports) needed by the passed-in OutgoingBunch | Engine/Channel.h | |
virtual bool HasAcknowledgedAllReliableData() |
Returns true if this channel has flushed and acknowledged pending reliable data during a graceful close (when net.EnableGracefulClose is true) | Engine/Channel.h | |
virtual void Init
(
UNetConnection* InConnection, |
UChannel interface. | Engine/Channel.h | |
int32 IsNetReady
(
bool Saturate |
Return whether this channel is ready for sending. | Engine/Channel.h | |
bool IsNetReady () |
Returns true if this channel is ready to send and has not exceeded the bandwidth limit yet. | Engine/Channel.h | |
void PrintReliableBunchBuffer() |
Engine/Channel.h | ||
virtual bool ReadyForDormancy
(
bool suppressLogs |
Returns true if channel is ready to go dormant (e.g., all outstanding property updates have been ACK'd) | Engine/Channel.h | |
virtual void ReceivedAck
(
int32 AckPacketId |
Positive acknowledgment processing. | Engine/Channel.h | |
void ReceivedAcks () |
Handle an acknowledgment on this channel. Note: Channel might be closed/cleaned-up by this call. | Engine/Channel.h | |
bool ReceivedAcks
(
EChannelCloseReason& OutCloseReason |
General channel functions. | Engine/Channel.h | |
virtual void ReceivedBunch
(
FInBunch& Bunch |
Handle an incoming bunch. | Engine/Channel.h | |
virtual void ReceivedNak
(
int32 NakPacketId |
Negative acknowledgment processing. | Engine/Channel.h | |
void ReceivedRawBunch
(
FInBunch& Bunch, |
Process a raw, possibly out-of-sequence bunch: either queue it or dispatch it. | Engine/Channel.h | |
bool ReceivedSequencedBunch
(
FInBunch& Bunch |
Process a properly-sequenced bunch. | Engine/Channel.h | |
virtual void ReInit() |
Reinitialize the channel with the existing NetConnection | Engine/Channel.h | |
virtual FPacketIdRange SendBunch
(
FOutBunch* Bunch, |
Send a bunch if it's not overflowed, and queue it if it's reliable. | Engine/Channel.h | |
virtual void SetClosingFlag() |
Set the closing flag. | Engine/Channel.h | |
virtual void StartBecomingDormant () |
Puts the channel in a state to start becoming dormant. | Engine/Channel.h | |
virtual void Tick() |
Handle time passing on this channel. | Engine/Channel.h |
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void BeginDestroy() |
Engine/Channel.h | ||
virtual void Serialize
(
FArchive& Ar |
Engine/Channel.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void BecomeDormant() |
Closes the actor channel but with a 'dormant' flag set so it can be reopened | Engine/Channel.h | |
virtual bool CleanUp
(
const bool bForDestroy, |
Cleans up channel structures and nulls references to the channel | Engine/Channel.h | |
virtual bool IsReplicationPaused() |
Returns whether replication is currently paused on this channel | Engine/Channel.h | |
virtual void SetReplicationPaused
(
bool InbIsReplicationPaused |
Sets whether replication is currently paused on this channel or not | Engine/Channel.h |