Class DriverMigrationSystem
A system that should be used to temporarly keep the internal transport connections alive while transferring then
to another world.
For example, you can rely on the DriverMigrationSystem to re-use the same connections in between a lobby world and the game world.
Inheritance
ComponentSystemBase
SystemBase
DriverMigrationSystem
Inherited Members
SystemBase.CompleteDependency()
SystemBase.Update()
SystemBase.GetComponent<T>(Entity)
SystemBase.SetComponent<T>(Entity, T)
SystemBase.HasComponent<T>(Entity)
SystemBase.HasBuffer<T>(Entity)
SystemBase.GetEntityStorageInfoLookup()
SystemBase.GetStorageInfoFromEntity()
SystemBase.Exists(Entity)
SystemBase.Dependency
SystemBase.CheckedStateRef
SystemBase.Entities
SystemBase.Job
ComponentSystemBase.ShouldRunSystem()
ComponentSystemBase.GetDynamicComponentTypeHandle(ComponentType)
ComponentSystemBase.GetSharedComponentTypeHandle<T>()
ComponentSystemBase.GetDynamicSharedComponentTypeHandle(ComponentType)
ComponentSystemBase.GetEntityTypeHandle()
ComponentSystemBase.RequireForUpdate(EntityQuery)
ComponentSystemBase.RequireAnyForUpdate(params EntityQuery[])
ComponentSystemBase.RequireAnyForUpdate(NativeArray<EntityQuery>)
ComponentSystemBase.RequireForUpdate<T>()
ComponentSystemBase.RequireSingletonForUpdate<T>()
ComponentSystemBase.HasSingleton<T>()
ComponentSystemBase.GetSingleton<T>()
ComponentSystemBase.GetSingletonRW<T>()
ComponentSystemBase.TryGetSingleton<T>(out T)
ComponentSystemBase.TryGetSingletonBuffer<T>(out DynamicBuffer<T>)
ComponentSystemBase.SetSingleton<T>(T)
ComponentSystemBase.GetSingletonEntity<T>()
ComponentSystemBase.TryGetSingletonEntity<T>(out Entity)
ComponentSystemBase.GetEntityQuery(params ComponentType[])
ComponentSystemBase.GetEntityQuery(NativeArray<ComponentType>)
ComponentSystemBase.GetEntityQuery(params EntityQueryDesc[])
ComponentSystemBase.GetEntityQuery(in EntityQueryBuilder)
ComponentSystemBase.Enabled
ComponentSystemBase.EntityQueries
ComponentSystemBase.GlobalSystemVersion
ComponentSystemBase.LastSystemVersion
ComponentSystemBase.EntityManager
ComponentSystemBase.World
ComponentSystemBase.SystemHandle
ComponentSystemBase.SystemHandleUntyped
ComponentSystemBase.Time
ComponentSystemBase.WorldUpdateAllocator
Assembly: Unity.NetCode.dll
Syntax
[DisableAutoCreation]
[WorldSystemFilter(WorldSystemFilterFlags.LocalSimulation, WorldSystemFilterFlags.Default)]
public class DriverMigrationSystem : SystemBase
Methods
LoadWorld(int, World)
Loads a stored NetworkDriver and Connection data into a new or existing World.
Declaration
public World LoadWorld(int ticket, World newWorld = null)
Parameters
| Type |
Name |
Description |
| int |
ticket |
A ticket to a stored World
|
| World |
newWorld |
An optional world we would want to Load into.
|
Returns
| Type |
Description |
| World |
A prepared world that is ready to have its systems added.
|
Exceptions
| Type |
Condition |
| ArgumentException |
Is thrown incase a invalid world is supplied. Only Netcode worlds work.
|
StoreWorld(World)
Stores NetworkDriver and Connection data for migration of a specific world.
Declaration
public int StoreWorld(World sourceWorld)
Parameters
| Type |
Name |
Description |
| World |
sourceWorld |
The world we want to store.
|
Returns
| Type |
Description |
| int |
A ticket that can be used to retrieve the stored NetworkDriver data.
|