#include <CharacterMovementComponent.h>
◆ FNetworkPredictionData_Server_Character()
◆ ~FNetworkPredictionData_Server_Character()
◆ GetBaseServerMoveDeltaTime()
| float FNetworkPredictionData_Server_Character::GetBaseServerMoveDeltaTime |
( |
float |
ClientTimeStamp, |
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float |
ActorTimeDilation |
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) |
| const |
Returns base time delta to use for a ServerMove, default calculation (no time discrepancy resolution)
◆ GetServerMoveDeltaTime()
| float FNetworkPredictionData_Server_Character::GetServerMoveDeltaTime |
( |
float |
ClientTimeStamp, |
|
|
float |
ActorTimeDilation |
|
) |
| const |
Returns time delta to use for the current ServerMove(). Takes into account time discrepancy resolution if active.
◆ Serialize()
| void FNetworkPredictionData_Server_Character::Serialize |
( |
FArchive & |
Archive | ) |
|
|
virtual |
◆ bForceClientUpdate
| uint32 FNetworkPredictionData_Server_Character::bForceClientUpdate |
Force client update on the next ServerMoveHandleClientError() call.
◆ bResolvingTimeDiscrepancy
| bool FNetworkPredictionData_Server_Character::bResolvingTimeDiscrepancy |
True if currently in the process of resolving time discrepancy
◆ CurrentClientTimeStamp
| float FNetworkPredictionData_Server_Character::CurrentClientTimeStamp |
Timestamp from the client of most recent ServerMove() processed for this player. Reset occasionally for timestamp resets (to maintain accuracy).
◆ LastReceivedClientTimeStamp
| float FNetworkPredictionData_Server_Character::LastReceivedClientTimeStamp |
Timestamp from the client of most recent ServerMove() received for this player, including rejected requests.
◆ LastUpdateTime
| float FNetworkPredictionData_Server_Character::LastUpdateTime |
Last time server updated client with a move correction
◆ LifetimeRawTimeDiscrepancy
| float FNetworkPredictionData_Server_Character::LifetimeRawTimeDiscrepancy |
Accumulated timestamp difference between autonomous client and server for tracking long-term trends
◆ MaxMoveDeltaTime
| float FNetworkPredictionData_Server_Character::MaxMoveDeltaTime |
Max delta time for a given move, in real seconds Based off of AGameNetworkManager::MaxMoveDeltaTime config setting, but can be modified per actor if needed. Note: This was previously named MaxResponseTime, but has been renamed to reflect what it does more accurately
◆ PendingAdjustment
◆ ServerAccumulatedClientTimeStamp
| double FNetworkPredictionData_Server_Character::ServerAccumulatedClientTimeStamp |
Timestamp of total elapsed client time. Similar to CurrentClientTimestamp but this is accumulated with the calculated DeltaTime for each move on the server.
◆ ServerTimeStampLastServerMove
| float FNetworkPredictionData_Server_Character::ServerTimeStampLastServerMove |
Server clock time when last server move was received from client (does NOT include forced moves on server)
◆ TimeDiscrepancy
| float FNetworkPredictionData_Server_Character::TimeDiscrepancy |
Current time discrepancy between client-reported moves and time passed on the server. Time discrepancy resolution's goal is to keep this near zero.
◆ TimeDiscrepancyAccumulatedClientDeltasSinceLastServerTick
| float FNetworkPredictionData_Server_Character::TimeDiscrepancyAccumulatedClientDeltasSinceLastServerTick |
When bResolvingTimeDiscrepancy is true, we are in time discrepancy resolution mode where we bound move deltas by Server Deltas. In cases where there are multiple ServerMove RPCs handled within one server frame tick, we need to accumulate the client deltas of the "no tick" Moves so that the next Move processed that the server server has ticked for takes into account those previous deltas. If we did not use this, the higher the framerate of a client vs the server results in more punishment/payback time.
◆ TimeDiscrepancyResolutionMoveDeltaOverride
| float FNetworkPredictionData_Server_Character::TimeDiscrepancyResolutionMoveDeltaOverride |
When bResolvingTimeDiscrepancy is true, we are in time discrepancy resolution mode whose output is this value (to be used as the DeltaTime for current ServerMove)
◆ WorldCreationTime
| float FNetworkPredictionData_Server_Character::WorldCreationTime |
Creation time of this prediction data, used to contextualize LifetimeRawTimeDiscrepancy
The documentation for this class was generated from the following files: