5#include "CoreMinimal.h"
6#include "Components/ActorComponent.h"
7#include "MapRotationReceiverComponent.generated.h"
12 GENERATED_UCLASS_BODY()
15 UFUNCTION(BlueprintPure, Category = MapReceiver)
16 bool IsReady()
const {
return bCompletedReceiving; }
17 UFUNCTION(BlueprintCallable, Category = MapReceiver)
18 void GetMapList(TArray<FString>& OutMapList)
const { OutMapList.Empty();
if (IsReady()) { OutMapList = MapList; } }
21 virtual void BeginPlay()
override;
24 virtual
void StartMapRotationSend();
29 UFUNCTION(Client, Reliable)
30 void Client_Reliable_SendInitialData(int32 Size);
31 UFUNCTION(Client, Reliable)
32 void Client_Reliable_SendChunk(int32 ChunkID, const TArray<FString>& ChunkInfo);
33 UFUNCTION(Server, Reliable, WithValidation)
34 void Server_Reliable_AcknowledgeChunk(int32 ChunkID);
40 int32 CurrentChunk = 0;
42 bool bCompletedReceiving = false;
44 TArray<FString> MapList;
Definition: MapRotationReceiverComponent.h:11