NetworkPriority.h 3.1 KB

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  1. //
  2. // Copyright (c) 2008-2020 the Urho3D project.
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  14. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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  22. #pragma once
  23. #include "../Scene/Component.h"
  24. namespace Urho3D
  25. {
  26. /// %Network interest management settings component.
  27. class URHO3D_API NetworkPriority : public Component
  28. {
  29. URHO3D_OBJECT(NetworkPriority, Component);
  30. public:
  31. /// Construct.
  32. explicit NetworkPriority(Context* context);
  33. /// Destruct.
  34. ~NetworkPriority() override;
  35. /// Register object factory.
  36. static void RegisterObject(Context* context);
  37. /// Set base priority. Default 100 (send updates at full frequency).
  38. /// @property
  39. void SetBasePriority(float priority);
  40. /// Set priority reduction distance factor. Default 0 (no effect).
  41. /// @property
  42. void SetDistanceFactor(float factor);
  43. /// Set minimum priority. Default 0 (no updates when far away enough).
  44. /// @property
  45. void SetMinPriority(float priority);
  46. /// Set whether updates to owner should be sent always at full rate. Default true.
  47. /// @property
  48. void SetAlwaysUpdateOwner(bool enable);
  49. /// Return base priority.
  50. /// @property
  51. float GetBasePriority() const { return basePriority_; }
  52. /// Return priority reduction distance factor.
  53. /// @property
  54. float GetDistanceFactor() const { return distanceFactor_; }
  55. /// Return minimum priority.
  56. /// @property
  57. float GetMinPriority() const { return minPriority_; }
  58. /// Return whether updates to owner should be sent always at full rate.
  59. /// @property
  60. bool GetAlwaysUpdateOwner() const { return alwaysUpdateOwner_; }
  61. /// Increment and check priority accumulator. Return true if should update. Called by Connection.
  62. bool CheckUpdate(float distance, float& accumulator);
  63. private:
  64. /// Base priority.
  65. float basePriority_;
  66. /// Priority reduction distance factor.
  67. float distanceFactor_;
  68. /// Minimum priority.
  69. float minPriority_;
  70. /// Update owner at full rate flag.
  71. bool alwaysUpdateOwner_;
  72. };
  73. }