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UE3:PlayerReplicationInfo (UDK)
Object >> Actor >> Info >> ReplicationInfo >> PlayerReplicationInfo |
Contents
- 1 Properties
- 1.1 AutomatedTestingData
- 1.2 bAdmin
- 1.3 bBot
- 1.4 bFromPreviousLevel
- 1.5 bHasBeenWelcomed
- 1.6 bHasFlag
- 1.7 bIsFemale
- 1.8 bIsInactive
- 1.9 bIsSpectator
- 1.10 bOnlySpectator
- 1.11 bOutOfLives
- 1.12 bReadyToPlay
- 1.13 bWaitingPlayer
- 1.14 Deaths
- 1.15 ExactPing
- 1.16 GameMessageClass
- 1.17 Kills
- 1.18 NumLives
- 1.19 OldName
- 1.20 Ping
- 1.21 PlayerID
- 1.22 PlayerLocationHint
- 1.23 PlayerName
- 1.24 SavedNetworkAddress
- 1.25 Score
- 1.26 SessionName
- 1.27 SplitscreenIndex
- 1.28 StartTime
- 1.29 StatAvgInBPS
- 1.30 StatAvgOutBPS
- 1.31 StatConnectionCounts
- 1.32 StatMaxInBPS
- 1.33 StatMaxOutBPS
- 1.34 StatPingMax
- 1.35 StatPingMin
- 1.36 StatPingTotals
- 1.37 StatPKLMax
- 1.38 StatPKLMin
- 1.39 StatPKLTotal
- 1.40 StringSpectating
- 1.41 StringUnknown
- 1.42 Team
- 1.43 TTSSpeaker
- 1.44 UniqueId
- 1.45 Default values
- 2 Structs
- 3 Functions
- 3.1 Native functions
- 3.2 Events
- 3.3 Other instance functions
- 3.3.1 BindPlayerOwnerDataProvider
- 3.3.2 ClientInitialize
- 3.3.3 CopyProperties
- 3.3.4 DisplayDebug
- 3.3.5 Duplicate
- 3.3.6 GetCurrentGameDS
- 3.3.7 GetHumanReadableName
- 3.3.8 GetLocationName
- 3.3.9 IncrementDeaths
- 3.3.10 IsInvalidName
- 3.3.11 IsLocalPlayerPRI
- 3.3.12 NotifyLocalPlayerTeamReceived
- 3.3.13 OverrideWith
- 3.3.14 RegisterPlayerWithSession
- 3.3.15 SeamlessTravelTo
- 3.3.16 ServerSetSplitscreenIndex
- 3.3.17 SetPlayerTeam
- 3.3.18 SetSplitscreenIndex
- 3.3.19 SetUniqueId
- 3.3.20 SetWaitingPlayer
- 3.3.21 ShouldBroadCastWelcomeMessage
- 3.3.22 UnregisterPlayerFromSession
- 3.3.23 UpdatePlayerDataProvider
- 3.3.24 UpdatePlayerLocation
- 3.3.25 UpdateTeamDataProvider
- Package:
- Engine
- Direct subclass:
- UTPlayerReplicationInfo
- This class in other games:
- RTNP, U1, UT, U2XMP, UT2003, UE2Runtime, U2, UT2004, UT3
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PlayerReplicationInfo.
A PlayerReplicationInfo is created for every player on a server (or in a standalone game). Players are PlayerControllers, or other Controllers with bIsPlayer=true PlayerReplicationInfos are replicated to all clients, and contain network game relevant information about the player, such as playername, score, etc.
Properties[edit]
AutomatedTestingData[edit]
Type: AutomatedTestingDatum
bAdmin[edit]
Type: bool
Player logged in as Administrator
bBot[edit]
Type: bool
True if this PRI is associated with an AIController
bFromPreviousLevel[edit]
Type: bool
indicates this is a PRI from the previous level of a seamless travel, waiting for the player to finish the transition before creating a new one this is used to avoid preserving the PRI in the InactivePRIArray if the player leaves
bHasBeenWelcomed[edit]
Type: bool
client side flag - whether this player has been welcomed or not (player entered message)
bHasFlag[edit]
Type: bool
Whether this PRI is holding special game object.
bIsFemale[edit]
Type: bool
True if player is female
bIsInactive[edit]
Type: bool
Modifiers: repnotify
Means this PRI came from the GameInfo's InactivePRIArray
bIsSpectator[edit]
Type: bool
Whether this player is currently a spectator
bOnlySpectator[edit]
Type: bool
Whether this player can only ever be a spectator
bOutOfLives[edit]
Type: bool
Can't respawn once out of lives
bReadyToPlay[edit]
Type: bool
Whether this player has confirmed ready to play
bWaitingPlayer[edit]
Type: bool
Whether this player is waiting to enter match
Deaths[edit]
Type: int
Modifiers: databinding
Number of player's deaths.
ExactPing[edit]
Type: float
Exact ping as float (rounded and compressed in Ping)
GameMessageClass[edit]
Type: class<GameMessage>
Message class to use for PRI originated localized messages
Default value: Class'Engine.GameMessage'
Kills[edit]
Type: int
Modifiers: databinding
Kills by this player. Not replicated.
NumLives[edit]
Type: int
Number of lives used by this player
OldName[edit]
Type: string
Previous playername. Saved on client-side to detect playername changes.
Ping[edit]
Type: byte
Replicated compressed ping for this player (holds ping in msec divided by 4)
PlayerID[edit]
Type: int
Unique id number.
PlayerLocationHint[edit]
Type: Actor
Actor providing hint as to associated player's current location
PlayerName[edit]
Type: string
Modifiers: databinding, repnotify
Player name, or blank if none.
SavedNetworkAddress[edit]
Type: string
Used to match up InactivePRI with rejoining playercontroller.
Score[edit]
Type: float
Modifiers: repnotify, databinding
Player's current score.
SessionName[edit]
Type: name
Modifiers: const
The session that the player needs to join/remove from as it is created/leaves
Default value: 'Game'
SplitscreenIndex[edit]
Type: int
-1 if not a splitscreen player, index into that player's local GamePlayers array otherwise.
Default value: -1
StartTime[edit]
Type: int
Elapsed time on server when this PRI was first created.
StatAvgInBPS[edit]
Type: int
StatAvgOutBPS[edit]
Type: int
StatConnectionCounts[edit]
Type: int
Used for Averages;
StatMaxInBPS[edit]
Type: int
StatMaxOutBPS[edit]
Type: int
StatPingMax[edit]
Type: int
StatPingMin[edit]
Type: int
StatPingTotals[edit]
Type: int
StatPKLMax[edit]
Type: int
StatPKLMin[edit]
Type: int
StatPKLTotal[edit]
Type: int
StringSpectating[edit]
Type: string
Modifiers: localized
Used for reporting player location
Default value: "Spectating"
StringUnknown[edit]
Type: string
Modifiers: localized
Default value: "Unknown"
Team[edit]
Type: TeamInfo
Modifiers: repnotify
Player team
TTSSpeaker[edit]
Type: AudioDevice.ETTSSpeaker
Modifiers: transient
Voice to use for TTS
UniqueId[edit]
Type: OnlineSubsystem.UniqueNetId
Modifiers: databinding, repnotify
The id used by the network to uniquely identify a player. NOTE: this property should *never* be exposed to the player as it's transient and opaque in meaning (ie it might mean date/time followed by something else)
Default values[edit]
Property | Value |
---|---|
NetUpdateFrequency | 1.0 |
TickGroup | TG_DuringAsyncWork |
Structs[edit]
AutomatedTestingDatum[edit]
Modifiers: native
- int NumberOfMatchesPlayed
- Number of matches played (maybe remove this before shipping) This is really useful for doing soak testing and such to see how long you lasted! NOTE: This is not replicated out to clients atm. *
- int NumMapListCyclesDone
- Keeps track of the current run so when we have repeats and such we know how far along we are *
Functions[edit]
Native functions[edit]
AreUniqueNetIdsEqual[edit]
GetPlayerAlias[edit]
Returns PlayerName. deprecated.
GetTeamNum[edit]
Overrides: Actor.GetTeamNum
UpdatePing[edit]
Events[edit]
Destroyed[edit]
Overrides: Actor.Destroyed
PostBeginPlay[edit]
Overrides: Actor.PostBeginPlay
ReplicatedDataBinding[edit]
Overrides: Actor.ReplicatedDataBinding
Called when a variable is replicated that has the 'databinding' keyword.
Parameters:
- VarName - the name of the variable that was replicated.
ReplicatedEvent[edit]
Overrides: Actor.ReplicatedEvent
Reset[edit]
Overrides: Actor.Reset
SetPlayerName[edit]
Timer[edit]
Overrides: Actor.Timer
Other instance functions[edit]
BindPlayerOwnerDataProvider[edit]
Finds the PlayerDataProvider that was registered with the CurrentGame data store for this PRI and links it to the owning player's PlayerOwner data store.
ClientInitialize[edit]
CopyProperties[edit]
DisplayDebug[edit]
Overrides: Actor.DisplayDebug
(Description copied from Actor.DisplayDebug)
list important Actor variables on canvas. HUD will call DisplayDebug() on the current ViewTarget when the ShowDebug exec is used
Parameters:
- HUD - HUD with canvas to draw on
- out_YL - Height of the current font
- out_YPos - Y position on Canvas. out_YPos += out_YL, gives position to draw text for next debug line.
Duplicate[edit]
GetCurrentGameDS[edit]
Returns:
- a reference to the CurrentGame data store
GetHumanReadableName[edit]
Overrides: Actor.GetHumanReadableName
GetLocationName[edit]
IncrementDeaths[edit]
IsInvalidName[edit]
Validates that the new name matches the profile if the player is logged in
Returns:
- TRUE if the name doesn't match, FALSE otherwise
IsLocalPlayerPRI[edit]
Utility for seeing if this PRI is for a locally controller player.
NotifyLocalPlayerTeamReceived[edit]
Overrides: Actor.NotifyLocalPlayerTeamReceived
Routes the team change notification to the CurrentGame data store.
OverrideWith[edit]
RegisterPlayerWithSession[edit]
The base implementation registers the player with the online session so that recent players list and session counts are updated.
SeamlessTravelTo[edit]
called by seamless travel when initializing a player on the other side - copy properties to the new PRI that should persist
ServerSetSplitscreenIndex[edit]
Set the value of SplitscreenIndex for this PRI on the server so it can be received by all clients.
Parameters:
- PlayerIndex - the index [into the GamePlayers array] for the player that owns this PRI.
SetPlayerTeam[edit]
SetSplitscreenIndex[edit]
Set the value of SplitscreenIndex for this PRI, then send that value to the server. Only called if the player is a splitscreen player.
Parameters:
- PlayerIndex - the index [into the GamePlayers array] for the player that owns this PRI.
SetUniqueId[edit]
Sets the player's unique net id on the server.
SetWaitingPlayer[edit]
ShouldBroadCastWelcomeMessage[edit]
Returns true if should broadcast player welcome/left messages. Current conditions: must be a human player a network game
UnregisterPlayerFromSession[edit]
The base implementation unregisters the player with the online session so that session counts are updated.
UpdatePlayerDataProvider[edit]
Notifies the PlayerDataProvider associated with this PlayerReplicationInfo that a property's value has changed.
Parameters:
- PropertyName - the name of the property that was changed.
UpdatePlayerLocation[edit]
UpdateTeamDataProvider[edit]
Notifies the CurrentGame data store that this player's Team has changed.