Orrery Terrain · OrreryTerrain module · class
AOrreryTerrainNetLink
ExperimentalOne client's terrain link: its own actor channel, so terrain traffic never fills the PlayerController's reliable window.
Declaration
UCLASS(NotBlueprintable, Transient)
class AOrreryTerrainNetLink : public AInfo- Header
#include "Net/OrreryTerrainNetLink.h"- Module
PublicDependencyModuleNames.Add("OrreryTerrain");in your module’s Build.cs.- Stability
- Experimental: supported, may change in a minor version, with a changelog line.
- Thread
- The RPCs forward to the net subsystem on the game thread; the link holds no terrain state.
- Derives from
AInfo
Description
The server spawns one per remote PlayerController at login (UOrreryTerrainNetSubsystem) and destroys it at logout; the buyer's GameMode needs no edit. Owner = the PlayerController, relevant to it only, no replicated property: every byte goes through the RPCs below, each at most kTerrainNetMaxPartBytes.
A game with a Replication Graph routes this class to its per-connection always-relevant node.
Tier 3. The RPCs forward to the net subsystem on the game thread; the link holds no terrain state.
Functions
- AOrreryTerrainNetLink
- BeginPlay
- EndPlay
- ClientWelcome
Reliable: the Hello was accepted; the join's chunks follow.
- ClientRefuseJoin
Reliable: the Hello was refused.
- ClientJoinChunk
Reliable: one part of the join snapshot.
- ClientRecords
Reliable: one part of a record batch.
- ClientRequestResults
Reliable: request outcomes for this client.
- ClientRepairLeaves
Reliable: one part of the server's hash leaves at the checkpoint this client disagreed on.
- ClientRepair
Reliable: one part of the Repair record that answers this client's repair request.
- ServerRepairRequest
Reliable: one part of a repair request (the chunks that differ, with the client's tile hashes).
- ServerJoinHeld
Reliable: one part of the client's answer to a join that asks which sculpt codes it holds.
- ServerHello
Reliable: the handshake, or a resync request on a live link.
- ServerRequests
Reliable: one part of a request batch.
- ServerAck
Unreliable, 4 Hz: progress and the checkpoint verdict.
- ServerInterest
Unreliable, 2 Hz: the player's view location and residency radius, cm.
Properties
| Name | Type | Default | Meaning |
|---|---|---|---|
Link | int32 | 0 | The server's id of this link (FTerrainNetServer); 0 on a client. |