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Commit 851e2150 authored by David Gilbert's avatar David Gilbert :bug:
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refactor(replication): Renames FTransformRep to FReplicatedTransform

parent d89312a0
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1 merge request!54refactor(all): Rename main classes to RWTHVR...
......@@ -3,3 +3,4 @@
+PackageRedirects=(OldName="/DisplayClusterExtensions",NewName="/RWTHVRToolkit",MatchSubstring=true)
+ClassRedirects=(OldName="/Script/RWTHVRToolkit.VirtualRealityPawn",NewName="/Script/RWTHVRToolkit.RWTHVRPawn")
+ClassRedirects=(OldName="/Script/RWTHVRToolkit.VRPawnMovement",NewName="/Script/RWTHVRToolkit.CollisionHandlingMovement")
+StructRedirects=(OldName="/Script/RWTHVRToolkit.VRTransformRep",NewName="/Script/RWTHVRToolkit.ReplicatedTransform")
\ No newline at end of file
......@@ -77,7 +77,7 @@ void UClientTransformReplication::GetLifetimeReplicatedProps(TArray<class FLifet
}
// Apply the state update on the server
void UClientTransformReplication::ServerSendControllerTransformRpc_Implementation(FVRTransformRep NewTransform)
void UClientTransformReplication::ServerSendControllerTransformRpc_Implementation(FReplicatedTransform NewTransform)
{
// Store new transform and trigger OnRep_Function
ReplicatedTransform = NewTransform;
......@@ -90,7 +90,7 @@ void UClientTransformReplication::ServerSendControllerTransformRpc_Implementatio
OnRep_ReplicatedTransform();
}
bool UClientTransformReplication::ServerSendControllerTransformRpc_Validate(FVRTransformRep NewTransform)
bool UClientTransformReplication::ServerSendControllerTransformRpc_Validate(FReplicatedTransform NewTransform)
{
return true;
// Optionally check to make sure that player is inside of their bounds and deny it if they aren't?
......
#pragma once
#include "CoreMinimal.h"
#include "VRTransformRep.generated.h"
#include "ReplicatedTransform.generated.h"
// Simple custom transform struct for more efficient repliation, from VRE Plugin
USTRUCT()
struct RWTHVRTOOLKIT_API FVRTransformRep
struct RWTHVRTOOLKIT_API FReplicatedTransform
{
GENERATED_USTRUCT_BODY()
......@@ -16,7 +16,7 @@ public:
UPROPERTY(Transient)
FRotator Rotation;
FVRTransformRep()
FReplicatedTransform()
{
Position = FVector::ZeroVector;
Rotation = FRotator::ZeroRotator;
......
......@@ -66,7 +66,7 @@ void UReplicatedCameraComponent::GetLifetimeReplicatedProps(TArray<class FLifeti
DOREPLIFETIME(UReplicatedCameraComponent, ControllerNetUpdateRate);
}
void UReplicatedCameraComponent::ServerSendControllerTransformRpc_Implementation(FVRTransformRep NewTransform)
void UReplicatedCameraComponent::ServerSendControllerTransformRpc_Implementation(FReplicatedTransform NewTransform)
{
// Store new transform and trigger OnRep_Function
ReplicatedTransform = NewTransform;
......@@ -75,7 +75,7 @@ void UReplicatedCameraComponent::ServerSendControllerTransformRpc_Implementation
OnRep_ReplicatedTransform();
}
bool UReplicatedCameraComponent::ServerSendControllerTransformRpc_Validate(FVRTransformRep NewTransform)
bool UReplicatedCameraComponent::ServerSendControllerTransformRpc_Validate(FReplicatedTransform NewTransform)
{
return true;
// Optionally check to make sure that player is inside of their bounds and deny it if they aren't?
......
......@@ -69,7 +69,7 @@ void UReplicatedMotionControllerComponent::GetLifetimeReplicatedProps(
// See UClientTransformReplication::ServerSendControllerTransformRpc_Implementation
void UReplicatedMotionControllerComponent::ServerSendControllerTransformRpc_Implementation(
FVRTransformRep NewTransform)
FReplicatedTransform NewTransform)
{
// Store new transform and trigger OnRep_Function
ReplicatedTransform = NewTransform;
......@@ -78,7 +78,7 @@ void UReplicatedMotionControllerComponent::ServerSendControllerTransformRpc_Impl
OnRep_ReplicatedTransform();
}
bool UReplicatedMotionControllerComponent::ServerSendControllerTransformRpc_Validate(FVRTransformRep NewTransform)
bool UReplicatedMotionControllerComponent::ServerSendControllerTransformRpc_Validate(FReplicatedTransform NewTransform)
{
return true;
// Optionally check to make sure that player is inside of their bounds and deny it if they aren't?
......
......@@ -4,7 +4,7 @@
#include "CoreMinimal.h"
#include "Components/ActorComponent.h"
#include "Core/VRTransformRep.h"
#include "Core/ReplicatedTransform.h"
#include "ClientTransformReplication.generated.h"
......@@ -44,7 +44,7 @@ protected:
// Replicated transform property - used to replicate from server to all non-owning clients
UPROPERTY(EditDefaultsOnly, ReplicatedUsing = OnRep_ReplicatedTransform, Category = "Networking")
FVRTransformRep ReplicatedTransform;
FReplicatedTransform ReplicatedTransform;
// Called whenever ReplicatedTransform is replicated to clients. Not called on Owning client, manually called on server
UFUNCTION()
......@@ -59,7 +59,7 @@ protected:
// Unreliable Server RPC that sends the transform from owning client to the server
UFUNCTION(Unreliable, Server, WithValidation)
void ServerSendControllerTransformRpc(FVRTransformRep NewTransform);
void ServerSendControllerTransformRpc(FReplicatedTransform NewTransform);
// Function called each tick that checks if we need to send a new state from our local net owner to the server.
void UpdateState(float DeltaTime);
......
......@@ -4,7 +4,7 @@
#include "CoreMinimal.h"
#include "Camera/CameraComponent.h"
#include "Core/VRTransformRep.h"
#include "Core/ReplicatedTransform.h"
#include "ReplicatedCameraComponent.generated.h"
/**
......@@ -37,7 +37,7 @@ protected:
float ControllerNetUpdateCount;
UPROPERTY(EditDefaultsOnly, ReplicatedUsing = OnRep_ReplicatedTransform, Category = "Networking")
FVRTransformRep ReplicatedTransform;
FReplicatedTransform ReplicatedTransform;
void UpdateState(float DeltaTime);
......@@ -50,7 +50,7 @@ protected:
}
UFUNCTION(Unreliable, Server, WithValidation)
void ServerSendControllerTransformRpc(FVRTransformRep NewTransform);
void ServerSendControllerTransformRpc(FReplicatedTransform NewTransform);
public:
// Called every frame
......
......@@ -4,7 +4,7 @@
#include "CoreMinimal.h"
#include "MotionControllerComponent.h"
#include "Core/VRTransformRep.h"
#include "Core/ReplicatedTransform.h"
#include "ReplicatedMotionControllerComponent.generated.h"
/**
......@@ -33,7 +33,7 @@ protected:
float ControllerNetUpdateCount;
UPROPERTY(EditDefaultsOnly, ReplicatedUsing = OnRep_ReplicatedTransform, Category = "Networking")
FVRTransformRep ReplicatedTransform;
FReplicatedTransform ReplicatedTransform;
/*
* See UClientTransformReplication for a description of the replication functions, they work exactly the same way.
......@@ -48,7 +48,7 @@ protected:
}
UFUNCTION(Unreliable, Server, WithValidation)
void ServerSendControllerTransformRpc(FVRTransformRep NewTransform);
void ServerSendControllerTransformRpc(FReplicatedTransform NewTransform);
public:
// Called every frame
......
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