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SCR_ReconnectComponent Class Reference
Inheritance diagram for SCR_ReconnectComponent:

Protected Member Functions

void OnPostInit (IEntity owner)
void EOnInit (IEntity owner)
int GetReconnectTimeout ()
 For how many seconds a player can reconnect before the controlled character is removed.
void UpdateExpieryCheck ()
void CheckExpiery ()
 Remove any data that has exceeded the max reconnect time window.
bool HandlePlayerDisconnect (int playerId, KickCauseCode cause)
 Returns true if the players entity has been taken over for reconnection.
bool HandlePlayerReconnect (int playerId)
notnull SCR_ReconnectData StoreData (int playerId)
 Collect information relevant to reapply after reconnection to player controller / character.
bool IsDataRelevant (notnull SCR_ReconnectData data)
 Returns true if the data is relevant for reconnect and we should store it in the system.
bool IsDataExpired (notnull SCR_ReconnectData data, WorldTimestamp timestamp)
 Check if the reconnect time window has been exceeded.
void HandleDataExpiery (notnull SCR_ReconnectData data)
 Data has expired, handle graceful removal of presence in the world.
void ApplyData (int playerId, notnull SCR_ReconnectData data)
 Apply still relevant data back on successful reconnect.

Static Protected Member Functions

static SCR_ReconnectComponent GetInstance ()

Protected Attributes

int m_iReconnectTime = 120
ref map< UUID, ref SCR_ReconnectDatam_mReconnectData = new map<UUID, ref SCR_ReconnectData>()

Static Protected Attributes

static SCR_ReconnectComponent s_Instance

Detailed Description

Takes care of managing player reconnects in case of involuntary disconnect Authority-only component attached to gamemode prefab

Definition at line 20 of file SCR_ReconnectComponent.c.

Member Function Documentation

◆ ApplyData()

void SCR_ReconnectComponent::ApplyData ( int playerId,
notnull SCR_ReconnectData data )
inlineprotected

Apply still relevant data back on successful reconnect.

Definition at line 190 of file SCR_ReconnectComponent.c.

◆ CheckExpiery()

void SCR_ReconnectComponent::CheckExpiery ( )
inlineprotected

Remove any data that has exceeded the max reconnect time window.

Definition at line 79 of file SCR_ReconnectComponent.c.

◆ EOnInit()

void SCR_ReconnectComponent::EOnInit ( IEntity owner)
inlineprotected

Definition at line 42 of file SCR_ReconnectComponent.c.

◆ GetInstance()

SCR_ReconnectComponent SCR_ReconnectComponent::GetInstance ( )
inlinestaticprotected

Definition at line 30 of file SCR_ReconnectComponent.c.

◆ GetReconnectTimeout()

int SCR_ReconnectComponent::GetReconnectTimeout ( )
inlineprotected

For how many seconds a player can reconnect before the controlled character is removed.

Definition at line 57 of file SCR_ReconnectComponent.c.

◆ HandleDataExpiery()

void SCR_ReconnectComponent::HandleDataExpiery ( notnull SCR_ReconnectData data)
inlineprotected

Data has expired, handle graceful removal of presence in the world.

Definition at line 176 of file SCR_ReconnectComponent.c.

◆ HandlePlayerDisconnect()

bool SCR_ReconnectComponent::HandlePlayerDisconnect ( int playerId,
KickCauseCode cause )
inlineprotected

Returns true if the players entity has been taken over for reconnection.

Definition at line 109 of file SCR_ReconnectComponent.c.

◆ HandlePlayerReconnect()

bool SCR_ReconnectComponent::HandlePlayerReconnect ( int playerId)
inlineprotected

Return the character back to the player controller and assign any other data.

Returns
True if reconnection was possible, false if respawn from scratch is needed.

Definition at line 133 of file SCR_ReconnectComponent.c.

◆ IsDataExpired()

bool SCR_ReconnectComponent::IsDataExpired ( notnull SCR_ReconnectData data,
WorldTimestamp timestamp )
inlineprotected

Check if the reconnect time window has been exceeded.

Definition at line 169 of file SCR_ReconnectComponent.c.

◆ IsDataRelevant()

bool SCR_ReconnectComponent::IsDataRelevant ( notnull SCR_ReconnectData data)
inlineprotected

Returns true if the data is relevant for reconnect and we should store it in the system.

Definition at line 161 of file SCR_ReconnectComponent.c.

◆ OnPostInit()

void SCR_ReconnectComponent::OnPostInit ( IEntity owner)
inlineprotected

Definition at line 36 of file SCR_ReconnectComponent.c.

◆ StoreData()

notnull SCR_ReconnectData SCR_ReconnectComponent::StoreData ( int playerId)
inlineprotected

Collect information relevant to reapply after reconnection to player controller / character.

Definition at line 149 of file SCR_ReconnectComponent.c.

◆ UpdateExpieryCheck()

void SCR_ReconnectComponent::UpdateExpieryCheck ( )
inlineprotected

Definition at line 63 of file SCR_ReconnectComponent.c.

Member Data Documentation

◆ m_iReconnectTime

int SCR_ReconnectComponent::m_iReconnectTime = 120
protected

Definition at line 23 of file SCR_ReconnectComponent.c.

◆ m_mReconnectData

ref map<UUID, ref SCR_ReconnectData> SCR_ReconnectComponent::m_mReconnectData = new map<UUID, ref SCR_ReconnectData>()
protected

Definition at line 27 of file SCR_ReconnectComponent.c.

◆ s_Instance

SCR_ReconnectComponent SCR_ReconnectComponent::s_Instance
staticprotected

Definition at line 25 of file SCR_ReconnectComponent.c.


The documentation for this class was generated from the following file: