pub struct DeterministicPredicted {
pub skip_despawn: bool,
pub enable_rollback_after: u8,
}prediction only.Expand description
Marker component used to indicate this entity is predicted (it has a PredictionHistory), but it won’t check for rollback from state updates.
This can be used to mark predicted non-networked entities in deterministic replication, or to stop a state-replicated entity from being able to trigger rollbacks from state mismatch.
This entity will still get rolled back to its predicted history when a rollback happens.
Fields§
§skip_despawn: boolAfter spawning a DeterministicPredicted entity, any rollback that happens shortly after might despawn the entity (since it didn’t exist at the start of rollback) or remove its components.
If the entity was spawned in a deterministic manner (for instance with a ‘Shoot’ input), then we want the entity to be despawned as it will get re-created during rollback. But if the entity was spawned as a one-off event (for example replicated by the server upon connection), we don’t want the entity to be affected by rollbacks for a short period after being spawned.
enable_rollback_after: u8For entities where skip_despawn is True, after how many ticks do we start enabling back rollbacks?
Trait Implementations§
Source§impl Clone for DeterministicPredicted
impl Clone for DeterministicPredicted
Source§fn clone(&self) -> DeterministicPredicted
fn clone(&self) -> DeterministicPredicted
1.0.0 (const: unstable) · Source§fn clone_from(&mut self, source: &Self)
fn clone_from(&mut self, source: &Self)
source. Read moreSource§impl Component for DeterministicPredicted
impl Component for DeterministicPredicted
Source§const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::Table
const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::Table
Source§type Mutability = Mutable
type Mutability = Mutable
Component<Mutability = Mutable>,
while immutable components will instead have Component<Mutability = Immutable>. Read moreSource§fn register_required_components(
_requiree: ComponentId,
required_components: &mut RequiredComponentsRegistrator<'_, '_>,
)
fn register_required_components( _requiree: ComponentId, required_components: &mut RequiredComponentsRegistrator<'_, '_>, )
Source§fn on_add() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>
fn on_add() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>
Source§fn clone_behavior() -> ComponentCloneBehavior
fn clone_behavior() -> ComponentCloneBehavior
Source§fn relationship_accessor() -> Option<ComponentRelationshipAccessor<DeterministicPredicted>>
fn relationship_accessor() -> Option<ComponentRelationshipAccessor<DeterministicPredicted>>
ComponentRelationshipAccessor required for working with relationships in dynamic contexts. Read moreSource§fn on_insert() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>
fn on_insert() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>
Source§fn on_replace() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>
fn on_replace() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>
Source§fn on_remove() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>
fn on_remove() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>
Source§fn on_despawn() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>
fn on_despawn() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>
Source§fn map_entities<E>(_this: &mut Self, _mapper: &mut E)where
E: EntityMapper,
fn map_entities<E>(_this: &mut Self, _mapper: &mut E)where
E: EntityMapper,
EntityMapper. This is used to remap entities in contexts like scenes and entity cloning.
When deriving Component, this is populated by annotating fields containing entities with #[entities] Read moreimpl Copy for DeterministicPredicted
Source§impl Debug for DeterministicPredicted
impl Debug for DeterministicPredicted
Source§impl Default for DeterministicPredicted
impl Default for DeterministicPredicted
Source§fn default() -> DeterministicPredicted
fn default() -> DeterministicPredicted
Source§impl<'de> Deserialize<'de> for DeterministicPredicted
impl<'de> Deserialize<'de> for DeterministicPredicted
Source§fn deserialize<__D>(
__deserializer: __D,
) -> Result<DeterministicPredicted, <__D as Deserializer<'de>>::Error>where
__D: Deserializer<'de>,
fn deserialize<__D>(
__deserializer: __D,
) -> Result<DeterministicPredicted, <__D as Deserializer<'de>>::Error>where
__D: Deserializer<'de>,
Source§impl PartialEq for DeterministicPredicted
impl PartialEq for DeterministicPredicted
Source§fn eq(&self, other: &DeterministicPredicted) -> bool
fn eq(&self, other: &DeterministicPredicted) -> bool
self and other values to be equal, and is used by ==.Source§impl Serialize for DeterministicPredicted
impl Serialize for DeterministicPredicted
Source§fn serialize<__S>(
&self,
__serializer: __S,
) -> Result<<__S as Serializer>::Ok, <__S as Serializer>::Error>where
__S: Serializer,
fn serialize<__S>(
&self,
__serializer: __S,
) -> Result<<__S as Serializer>::Ok, <__S as Serializer>::Error>where
__S: Serializer,
impl StructuralPartialEq for DeterministicPredicted
Auto Trait Implementations§
impl Freeze for DeterministicPredicted
impl RefUnwindSafe for DeterministicPredicted
impl Send for DeterministicPredicted
impl Sync for DeterministicPredicted
impl Unpin for DeterministicPredicted
impl UnsafeUnpin for DeterministicPredicted
impl UnwindSafe for DeterministicPredicted
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C: Component,
impl<C> Bundle for Cwhere
C: Component,
fn component_ids( components: &mut ComponentsRegistrator<'_>, ) -> impl Iterator<Item = ComponentId> + use<C>
Source§fn get_component_ids(
components: &Components,
) -> impl Iterator<Item = Option<ComponentId>>
fn get_component_ids( components: &Components, ) -> impl Iterator<Item = Option<ComponentId>>
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Source§unsafe fn apply_effect(
_ptr: MovingPtr<'_, MaybeUninit<C>>,
_entity: &mut EntityWorldMut<'_>,
)
unsafe fn apply_effect( _ptr: MovingPtr<'_, MaybeUninit<C>>, _entity: &mut EntityWorldMut<'_>, )
Source§impl<T> FromWorld for Twhere
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