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UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
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#include <StatelessConnectHandlerComponent.h>
Inheritance diagram for StatelessConnectHandlerComponent:Protected Member Functions | |
| virtual ENGINE_API void | Initialize () override |
| virtual ENGINE_API void | Incoming (FBitReader &Packet) override |
| virtual ENGINE_API void | Outgoing (FBitWriter &Packet, FOutPacketTraits &Traits) override |
| virtual ENGINE_API void | IncomingConnectionless (FIncomingPacketRef PacketRef) override |
| virtual bool | CanReadUnaligned () const override |
| virtual ENGINE_API int32 | GetReservedPacketBits () const override |
| virtual ENGINE_API void | Tick (float DeltaTime) override |
Protected Member Functions inherited from HandlerComponent | |
| PACKETHANDLER_API void | SetState (UE::Handler::Component::State State) |
| PACKETHANDLER_API void | Initialized () |
Additional Inherited Members | |
Public Attributes inherited from HandlerComponent | |
| PacketHandler * | Handler |
Protected Attributes inherited from HandlerComponent | |
| UE::Handler::Component::State | State |
| uint32 | MaxOutgoingBits |
| bool | bRequiresHandshake |
| bool | bRequiresReliability |
PacketHandler component for implementing a stateless (non-memory-consuming) connection handshake
Partially based on the Datagram Transport Layer Security protocol.
| StatelessConnectHandlerComponent::StatelessConnectHandlerComponent | ( | ) |
Base constructor
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inlineoverrideprotectedvirtual |
Whether or not the Incoming/IncomingConnectionless implementations, support reading Packets that aren't aligned at bit position 0 (i.e. whether or not this handler supports bit-level, rather than byte-level, reads)
Reimplemented from HandlerComponent.
Reimplemented from HandlerComponent.
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inline |
When a restarted handshake is completed, this is used to match it up with the existing NetConnection
| NetConnComponent | The NetConnection StatelessConnectHandlerComponent, which is being checked for a match |
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inline |
Used for retrieving the initial packet sequence values from the handshake data, after a successful challenge
| OutServerSequence | Outputs the initial sequence for the server |
| OutClientSequence | Outputs the initial sequence for the client |
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overrideprotectedvirtual |
Returns the amount of reserved packet/protocol bits expected from this component.
IMPORTANT: This MUST be accurate, and should represent the worst-case number of reserved bits expected from the component. If this is inaccurate, packets will randomly fail to send, in rare cases which are extremely hard to trace.
Implements HandlerComponent.
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inline |
Whether or not the specified connection address, has just passed the connection handshake challenge.
| Address | The address (including port, for UIpNetDriver) being checked |
| bOutRestartedHandshake | Whether or not the passed challenge, was a restarted handshake for an existing NetConnection |
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overrideprotectedvirtual |
Reimplemented from HandlerComponent.
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overrideprotectedvirtual |
Handles incoming packets not associated with a UNetConnection
| PacketRef | Reference of the packet being processed |
Reimplemented from HandlerComponent.
| void StatelessConnectHandlerComponent::InitFromConnectionless | ( | StatelessConnectHandlerComponent * | InConnectionlessHandler | ) |
Initializes a serverside UNetConnection-associated StatelessConnect, from the connectionless StatelessConnect that negotiated the handshake.
| InConnectionlessHandler | The connectionless StatelessConnect we're initializing from |
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overrideprotectedvirtual |
Initialization functionality should be placed here
Implements HandlerComponent.
Return whether this handler is valid
Implements HandlerComponent.
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overridevirtual |
Notification to this component that it is ready to begin handshaking
Reimplemented from HandlerComponent.
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overrideprotectedvirtual |
Handles any outgoing packets
| Packet | The packet to be handled |
| Traits | Traits for the packet, passed down through the packet pipeline (likely from the NetConnection) |
Reimplemented from HandlerComponent.
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inline |
Used to reset cached handshake success/fail state, when done processing it
| void StatelessConnectHandlerComponent::SetDriver | ( | UNetDriver * | InDriver | ) |
Sets the net driver this handler is associated with
| InDriver | The net driver to set |
| void StatelessConnectHandlerComponent::SetHandshakeFailureCallback | ( | FHandshakeFailureFunc && | InHandshakeFailureFunc | ) |
Set a callback for notifying of handshake failure (clientside only).
| InHandshakeFailureFunc | The callback to use for notification. |
Tick functionality should be placed here
Reimplemented from HandlerComponent.