#include <MassCommandBuffer.h>
◆ FMassCommandBuffer()
| FMassCommandBuffer::FMassCommandBuffer |
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◆ ~FMassCommandBuffer()
| FMassCommandBuffer::~FMassCommandBuffer |
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◆ AddFragment()
◆ AddFragment_RuntimeCheck()
◆ AddTag() [1/2]
the convenience function equivalent to calling PushCommand<FMassCommandAddTag<T>>(Entity)
◆ AddTag() [2/2]
◆ AddTag_RuntimeCheck()
◆ CancelCommands()
| void FMassCommandBuffer::CancelCommands |
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inline |
Removes any pending command instances This could be required for CommandBuffers that are queued to flush their commands on the game thread but the EntityManager is no longer available. In such scenario we need to cancel commands to avoid an ensure for unprocessed commands when the buffer gets destroyed.
◆ DestroyEntities() [1/2]
◆ DestroyEntities() [2/2]
◆ DestroyEntity()
◆ ForceUpdateCurrentThreadID()
| void FMassCommandBuffer::ForceUpdateCurrentThreadID |
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Updates the OwnerThreadId which indicates that the given command buffer instance is being used in a different thread now. Use this with extreme caution, it's not a tool to be used every time we get "Commands can be pushed only in the same thread where the command buffer was created." error. It's meant to be used when there's a possibility the code owning the buffer has been moved to another thread (like in ParallelFor).
◆ GetAllocatedSize()
| SIZE_T FMassCommandBuffer::GetAllocatedSize |
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const |
◆ HasPendingCommands()
| bool FMassCommandBuffer::HasPendingCommands |
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const |
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inline |
◆ IsFlushing()
| bool FMassCommandBuffer::IsFlushing |
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const |
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inline |
◆ IsInOwnerThread()
| bool FMassCommandBuffer::IsInOwnerThread |
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const |
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inline |
◆ MoveAppend()
Appends the commands from the passed buffer into this one
- Parameters
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| InOutOther | the source buffer to copy the commands from. Note that after the call the InOutOther will be emptied due to the function using Move semantics |
◆ PushCommand() [1/4]
Adds a new entry to a given TCommand batch command instance
◆ PushCommand() [2/4]
Adds a new entry to a given TCommand batch command instance
◆ PushCommand() [3/4]
template<
typename TCommand , typename... TArgs>
| void FMassCommandBuffer::PushCommand |
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TArgs &&... |
InArgs | ) |
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inline |
◆ PushCommand() [4/4]
◆ PushUniqueCommand()
Ordinary PushCommand calls try to reuse existing command instances (as stored in CommandInstances) based on their type. This command lets callers add a manually configured command instance, that might not be distinguishable from other commands based solely on its type. For example, when you implement a command type that has member properties that control how the given command works or what exactly it does.
◆ RemoveFragment()
◆ RemoveFragment_RuntimeCheck()
◆ RemoveTag() [1/2]
the convenience function equivalent to calling PushCommand<FMassCommandRemoveTag<T>>(Entity)
◆ RemoveTag() [2/2]
◆ RemoveTag_RuntimeCheck()
◆ SwapTags()
the convenience function equivalent to calling PushCommand<FMassCommandSwapTags<TOld, TNew>>(Entity)
◆ SwapTags_RuntimeCheck()
The documentation for this struct was generated from the following files: