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Classes
| Type | Name | Description | |
|---|---|---|---|
| FInternalTypeInfo | |||
| FIrisFastArraySerializer | Specialization of FFastArraySerializer in order to add state tracking support for Iris Current usage is to inherit from this struct instead of FFastArraySerializer, backwards compatible with existing system as it simply forwards calls to MarkDirty/MarkItemDirty This class could be named FFastArrayReplicationState, but kept the FIrisFastArraySerializer to match old naming for the time being | ||
| FLastResortPropertyNetSerializerInfo | |||
| FNamedStructLastResortPropertyNetSerializerInfo | |||
| FNamedStructPropertyNetSerializerInfo | Helper to implement simple default PropetyNetSerializerInfo for structs. | ||
| FNetReferenceInfo | |||
| FPropertyNetSerializerInfo | Currently we require each supported type to register FPropertyNetSerializerInfo It provides information on what NetSerializer to use for which property and how to build the required NetSerializer config which is used when we build the dynamic descriptor It is possible to register multiple FPropertyNetSerializerInfo for the same PropertyType-class as long as the IsSupportedFunction only matches a single Property, i.e. bool/nativebool enums of different sizes | ||
| FPropertyNetSerializerInfoRegistry | This is a simple static registry used by the ReplicationStateDescriptorBuiider when building descriptors using properties | ||
| FPropertyReplicationState | ReplicationState created at runtime using a descriptor built from existing reflection data StateBuffer contains storage for all properties described by the descriptor, When polling data from the source object properties we will compare the value with what we have stored in the statebuffer and mark the member as dirty.if the value differs | ||
| FReplicationStateDescriptor | A ReplicationState is our replication primitive, all members of a ReplicationState has the same high level conditional, i.e. connection level, IsInit, and has the same owner filtering on the block level might be Initial, Connection, Owner Within a ReplicationState we do we also support per member conditionals | ||
| FReplicationStateDescriptorBuilder | |||
| FReplicationStateHeader | A ReplicationState always contains a ReplicationStateHeader which we use to bind replication states for dirty tracking | ||
| FReplicationStateHeaderAccessor | Internal access, should only be used by internal code | ||
| FReplicationStateIdentifier | |||
| FReplicationStateMemberChangeMaskDescriptor | MemberChangeMaskDescriptor - Data needed for tracking of dirty members. | ||
| FReplicationStateMemberDebugDescriptor | Per member debug descriptor, not strictly needed as long as we have the property list. | ||
| FReplicationStateMemberDescriptor | MemberDescriptors - Offset to where to find member data in both external and internal representation. | ||
| FReplicationStateMemberFunctionDescriptor | |||
| FReplicationStateMemberLifetimeConditionDescriptor | |||
| FReplicationStateMemberPropertyDescriptor | Additional data required to call RepNotifies etc. | ||
| FReplicationStateMemberReferenceDescriptor | We store information about all members that store references to other objects in order to allow us to quickly iterate over all references. | ||
| FReplicationStateMemberRepIndexToMemberIndexDescriptor | To be able to enable/disable custom conditional properties we need a fast way to go from RepIndex to MemberIndex. | ||
| FReplicationStateMemberSerializerDescriptor | MemberSerializer - What serializer and config to use for the given member. | ||
| FReplicationStateMemberTagDescriptor | |||
| FReplicationStateMemberTraitsDescriptor | |||
| FSupportsStructNetSerializerConfig | |||
| TSimplePropertyNetSerializerInfo | Helper to implement simple default PropertyNetSerializerInfo for primitive types. | ||
| UReplicationStateDescriptorConfig |
Typedefs
| Name | Description |
|---|---|
| ConstructReplicationStateFunc | Required functions to construct and destruct external state in the provided buffer. |
| CreateAndRegisterReplicationFragmentFunc | |
| DestructReplicationStateFunc | |
| FRepTag | Types. |
Enums
| Type | Name | Description | |
|---|---|---|---|
| UE::Net::EReplicationStateMemberTraits | Copyright Epic Games, Inc. All Rights Reserved. | ||
| UE::Net::EReplicationStateTraits | Behavior / Feature Traits |
Functions
| Type | Name | Description | |
|---|---|---|---|
| uint32 | UE::Net::GetTypeHash
(
const FReplicationStateIdentifier& Identifier |
||
| decltype(sizeof(StructName)) | UE::Net::IsDeclaredType
(
StructName* |
This function should be called in the following way to take advantage of SFINAE and perform compile-time error checking for declared types: static_assert(IsDeclaredType((struct MyStruct*)Ptr), "Error message.."); | |
| auto | UE::Net::IsDeclaredType
(
void* |
||
| void | Mark the Replication State Header as dirty so it can be copied in the CopyDirtyState pass. | ||
| uint32 | UE::Net::Private::CalculateWordCountForChangeMask
(
const T& ChangeMaskDescriptors |
||
| uint32 | UE::Net::Private::GetInternalMemberOffset
(
const FReplicationStateMemberDescriptor* MemberDescriptors, |
||
| uint16 | UE::Net::Private::GetInternalStateAlignment
(
const T& MemberDescriptors, |
||
| uint32 | UE::Net::Private::GetInternalStateSize
(
const T& MemberDescriptors, |
||
| FNetBitArrayView | UE::Net::Private::GetMemberChangeMask
(
uint8* StateBuffer, |
Get MemberChangeMask | |
| uint32 | UE::Net::Private::GetMemberChangeMaskSize
(
const T& MemberChangeMaskDescriptors |
||
| FNetBitArrayView | UE::Net::Private::GetMemberConditionalChangeMask
(
uint8* StateBuffer, |
Get MemberConditionalChangeMask. Valid if state has lifetime conditionals. | |
| UE::Net::FReplicationStateHeader & | UE::Net::Private::GetReplicationStateHeader
(
void* StateBuffer, |
Get FReplicationStateHeader from a ReplicationState | |
| bool | UE::Net::Private::IsReplicationStateBound
(
void* StateBuffer, |
||
| void | UE::Net::Private::MarkDirty
(
UE::Net::FReplicationStateHeader& InternalState, |
Mark specific member dirty, if this is the first bit marked as dirty in the local MemberChangeMask and the state is bound, mark owning object as dirty as well. |