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Open 3D Engine Multiplayer Gem API Reference
23.05.0
O3DE is an open-source, fully-featured, high-fidelity, modular 3D engine for building games and simulations, available to every industry.
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| AZStd::hash support | |
| The SimplePlayerSpawnerRequest event-bus exposes helper methods regarding network player spawners. Although the Multiplayer System automatically spawns in players, it's common for game specific server logic to retrieve valid spawn locations when respawning a player | |
| A base class for all multiplayer component controllers responsible for running local prediction logic | |
| Component that provides net-binding to a networked entity | |
| A component for network players to render their player id in world-space. Both autonomous players and client proxies will have their player ids rendered on screen | |
| Component that declares network dependency on the parent of this entity | |
| Component that declares the top level entity of a network hierarchy | |
| Bus for requests to the network rigid body component | |
| A network player spawner. Attach this component to any level's root entity which needs to spawn a network player. If no spawn points are provided the network players will be spawned at the world-space origin | |
| A class that determines if an entity should belong to a particular INetworkEntityManager | |
| Payload detailing aspects of a Connection other services may be interested in | |
| IMultiplayer provides insight into the Multiplayer session and its Agents | |
| This is a wrapper that temporarily adjusts global program time for backward reconciliation purposes | |
| IMultiplayerAuditingDatum provides an interface for datums of a given auditing event | |
| MultiplayerAuditingElement contains a list of datums for a given auditing event | |
| IMultiplayerDebug provides access to multiplayer debug overlays | |
| IMultiplayerSpawner routes spawning requests for connecting players from the Muliplayer Gem to game logic utilizing it | |
| IMultiplayerTools provides interfacing between the Editor and Multiplayer Gem | |
| The interface for managing network spawnables | |
| Structure for identifying a specific entity within a spawnable | |
| Structure for edit context to select network spawnables and cull out spawnables aren't networked | |
| Handles replication of relevant entities for one connection | |
| IFilterEntityManager provides an interface for filtering entities out from replication down to clients | |
| The interface for managing all networked entities | |
| This class provides a wrapping around handle ids. It is optimized to avoid using the hashmap lookup unless the hashmap has had an item removed | |
| Remote procedure call data | |
| Property replication packet | |
| A single networked client input command | |
| An array of network inputs. Used to mitigate loss of input packets on the server. Compresses subsequent elements | |
| A list of input commands, used for bookkeeping on the client | |
| A variable sized array of input commands, used specifically when migrate a clients inputs | |
| This is an AZ::Interface<> for managing multiplayer specific time related operations | |
| Data structure that has a compile-time upper bound, provides array semantics and supports network serialization | |
| Data structure that has a compile-time upper bound, provides vector semantics and supports network serialization | |
| A simple serializable data container that keeps a history of previous values, and can fetch those old values on request | |
| System component that draws viewport messaging as the editor attempts connection to the editor-server while starting up game-mode | |
| Multiplayer traffic live analysis tool via ImGui | |
| MultiplayerEditorConnection is a connection listener to synchronize the Editor and a local server it launches | |
| A component to reflect scriptable commands for the Editor | |
| Multiplayer system component wraps the bridging logic between the game and transport layer | |
| Multiplayer system component wraps the bridging logic between the game and transport layer | |
| This class allows entity netEntityIds to be looked up | |
| Implementation of the network prefab library interface | |
| Implementation of the INetworkTime interface | |