Skip to content
Snippets Groups Projects
Commit cd8080ae authored by David Gilbert's avatar David Gilbert :bug:
Browse files

refactor(replication): Rename ServerRpc to Server...Rpc

parent 44b98ede
Branches
Tags
1 merge request!40refactor(replication): Rename ServerRpc to Server...Rpc
......@@ -38,7 +38,7 @@ void UClientTransformReplication::UpdateState(float DeltaTime)
ReplicatedTransform.Rotation = Rot;
if (GetNetMode() == NM_Client) // why do we differentiate here between netmode and authority?
{
SendControllerTransform_ServerRpc(ReplicatedTransform);
ServerSendControllerTransformRpc(ReplicatedTransform);
}
}
}
......@@ -62,7 +62,7 @@ void UClientTransformReplication::GetLifetimeReplicatedProps(TArray< class FLife
DOREPLIFETIME(UClientTransformReplication, ControllerNetUpdateRate);
}
void UClientTransformReplication::SendControllerTransform_ServerRpc_Implementation(FVRTransformRep NewTransform)
void UClientTransformReplication::ServerSendControllerTransformRpc_Implementation(FVRTransformRep NewTransform)
{
// Store new transform and trigger OnRep_Function
ReplicatedTransform = NewTransform;
......@@ -71,7 +71,7 @@ void UClientTransformReplication::SendControllerTransform_ServerRpc_Implementati
OnRep_ReplicatedTransform();
}
bool UClientTransformReplication::SendControllerTransform_ServerRpc_Validate(FVRTransformRep NewTransform)
bool UClientTransformReplication::ServerSendControllerTransformRpc_Validate(FVRTransformRep NewTransform)
{
return true;
// Optionally check to make sure that player is inside of their bounds and deny it if they aren't?
......
......@@ -47,7 +47,7 @@ void ARWTHVRPlayerState::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& O
DOREPLIFETIME_WITH_PARAMS_FAST(ARWTHVRPlayerState, PlayerType, SharedParams);
}
void ARWTHVRPlayerState::SetPlayerTypeServerRpc_Implementation(const EPlayerType NewPlayerType)
void ARWTHVRPlayerState::ServerSetPlayerTypeRpc_Implementation(const EPlayerType NewPlayerType)
{
SetPlayerType(NewPlayerType);
}
......@@ -66,6 +66,6 @@ void ARWTHVRPlayerState::RequestSetPlayerType(const EPlayerType NewPlayerType)
}
else
{
SetPlayerTypeServerRpc(NewPlayerType);
ServerSetPlayerTypeRpc(NewPlayerType);
}
}
......@@ -38,7 +38,7 @@ void UReplicatedMotionControllerComponent::UpdateState(float DeltaTime)
ReplicatedTransform.Rotation = Rot;
if (GetNetMode() == NM_Client) // why do we differentiate here between netmode and authority?
{
SendControllerTransform_ServerRpc(ReplicatedTransform);
ServerSendControllerTransformRpc(ReplicatedTransform);
}
}
}
......@@ -67,7 +67,7 @@ void UReplicatedMotionControllerComponent::GetLifetimeReplicatedProps(
DOREPLIFETIME(UReplicatedMotionControllerComponent, ControllerNetUpdateRate);
}
void UReplicatedMotionControllerComponent::SendControllerTransform_ServerRpc_Implementation(
void UReplicatedMotionControllerComponent::ServerSendControllerTransformRpc_Implementation(
FVRTransformRep NewTransform)
{
// Store new transform and trigger OnRep_Function
......@@ -77,7 +77,7 @@ void UReplicatedMotionControllerComponent::SendControllerTransform_ServerRpc_Imp
OnRep_ReplicatedTransform();
}
bool UReplicatedMotionControllerComponent::SendControllerTransform_ServerRpc_Validate(FVRTransformRep NewTransform)
bool UReplicatedMotionControllerComponent::ServerSendControllerTransformRpc_Validate(FVRTransformRep NewTransform)
{
return true;
// Optionally check to make sure that player is inside of their bounds and deny it if they aren't?
......
......@@ -59,7 +59,7 @@ protected:
// Unreliable Server RPC that sends the transform from owning client to the server
UFUNCTION(Unreliable, Server, WithValidation)
void SendControllerTransform_ServerRpc(FVRTransformRep NewTransform);
void ServerSendControllerTransformRpc(FVRTransformRep NewTransform);
void UpdateState(float DeltaTime);
......
......@@ -23,7 +23,7 @@ private:
EPlayerType PlayerType = EPlayerType::Desktop;
UFUNCTION(Reliable, Server)
void SetPlayerTypeServerRpc(EPlayerType NewPlayerType);
void ServerSetPlayerTypeRpc(EPlayerType NewPlayerType);
void SetPlayerType(EPlayerType NewPlayerType);
......
......@@ -45,7 +45,7 @@ protected:
}
UFUNCTION(Unreliable, Server, WithValidation)
void SendControllerTransform_ServerRpc(FVRTransformRep NewTransform);
void ServerSendControllerTransformRpc(FVRTransformRep NewTransform);
public:
// Called every frame
......
0% Loading or .
You are about to add 0 people to the discussion. Proceed with caution.
Please register or to comment