Add prefabs spawning over network
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@@ -17,6 +17,8 @@
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#include "Engine/Engine/EngineService.h"
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#include "Engine/Level/Actor.h"
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#include "Engine/Level/SceneObject.h"
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#include "Engine/Level/Prefabs/Prefab.h"
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#include "Engine/Level/Prefabs/PrefabManager.h"
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#include "Engine/Profiler/ProfilerCPU.h"
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#include "Engine/Scripting/Script.h"
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#include "Engine/Scripting/Scripting.h"
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@@ -48,6 +50,8 @@ PACK_STRUCT(struct NetworkMessageObjectSpawn
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NetworkMessageIDs ID = NetworkMessageIDs::ObjectSpawn;
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Guid ObjectId;
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Guid ParentId;
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Guid PrefabId;
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Guid PrefabObjectID;
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uint32 OwnerClientId;
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char ObjectTypeName[128]; // TODO: introduce networked-name to synchronize unique names as ushort (less data over network)
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});
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@@ -194,12 +198,45 @@ NetworkReplicatedObject* ResolveObject(Guid objectId, Guid parentId, char object
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return nullptr;
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}
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void SendObjectSpawnMessage(const NetworkReplicatedObject& item, ScriptingObject* obj)
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{
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NetworkMessageObjectSpawn msgData;
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msgData.ObjectId = item.ObjectId;
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msgData.ParentId = item.ParentId;
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const bool isClient = NetworkManager::IsClient();
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if (isClient)
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{
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// Remap local client object ids into server ids
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IdsRemappingTable.KeyOf(msgData.ObjectId, &msgData.ObjectId);
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IdsRemappingTable.KeyOf(msgData.ParentId, &msgData.ParentId);
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}
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msgData.PrefabId = Guid::Empty;
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msgData.PrefabObjectID = Guid::Empty;
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auto* objScene = ScriptingObject::Cast<SceneObject>(obj);
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if (objScene && objScene->HasPrefabLink())
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{
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msgData.PrefabId = objScene->GetPrefabID();
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msgData.PrefabObjectID = objScene->GetPrefabObjectID();
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}
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msgData.OwnerClientId = item.OwnerClientId;
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const StringAnsiView& objectTypeName = obj->GetType().Fullname;
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Platform::MemoryCopy(msgData.ObjectTypeName, objectTypeName.Get(), objectTypeName.Length());
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msgData.ObjectTypeName[objectTypeName.Length()] = 0;
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auto* peer = NetworkManager::Peer;
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NetworkMessage msg = peer->BeginSendMessage();
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msg.WriteStructure(msgData);
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if (isClient)
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peer->EndSendMessage(NetworkChannelType::ReliableOrdered, msg);
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else
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peer->EndSendMessage(NetworkChannelType::ReliableOrdered, msg, CachedTargets);
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}
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void SendObjectRoleMessage(const NetworkReplicatedObject& item, const NetworkClient* excludedClient = nullptr)
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{
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auto peer = NetworkManager::Peer;
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NetworkMessageObjectRole msgData;
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msgData.ObjectId = item.ObjectId;
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msgData.OwnerClientId = item.OwnerClientId;
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auto peer = NetworkManager::Peer;
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NetworkMessage msg = peer->BeginSendMessage();
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msg.WriteStructure(msgData);
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if (NetworkManager::IsClient())
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@@ -226,6 +263,21 @@ FORCE_INLINE void DeleteNetworkObject(ScriptingObject* obj)
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obj->DeleteObject();
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}
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SceneObject* FindPrefabObject(Actor* a, const Guid& prefabObjectId)
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{
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if (a->GetPrefabObjectID() == prefabObjectId)
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return a;
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for (auto* script : a->Scripts)
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{
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if (script->GetPrefabObjectID() == prefabObjectId)
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return script;
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}
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SceneObject* result = nullptr;
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for (int32 i = 0; i < a->Children.Count() && !result; i++)
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result = FindPrefabObject(a->Children[i], prefabObjectId);
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return result;
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}
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#if !COMPILE_WITHOUT_CSHARP
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#include "Engine/Scripting/ManagedCLR/MUtils.h"
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@@ -439,8 +491,9 @@ void NetworkInternal::NetworkReplicatorClear()
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}
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Objects.Clear();
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Objects.SetCapacity(0);
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SpawnQueue.Clear();
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DespawnQueue.Clear();
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IdsRemappingTable.Clear();
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IdsRemappingTable.SetCapacity(0);
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SAFE_DELETE(CachedWriteStream);
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SAFE_DELETE(CachedReadStream);
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NewClients.Clear();
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@@ -481,19 +534,7 @@ void NetworkInternal::NetworkReplicatorUpdate()
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ScriptingObject* obj = item.Object.Get();
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if (!obj || !item.Spawned)
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continue;
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// Send spawn message
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NetworkMessageObjectSpawn msgData;
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msgData.ObjectId = item.ObjectId;
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msgData.ParentId = item.ParentId;
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msgData.OwnerClientId = item.OwnerClientId;
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// TODO: support spawning whole prefabs
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const StringAnsiView& objectTypeName = obj->GetType().Fullname;
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Platform::MemoryCopy(msgData.ObjectTypeName, objectTypeName.Get(), objectTypeName.Length());
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msgData.ObjectTypeName[objectTypeName.Length()] = 0;
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NetworkMessage msg = peer->BeginSendMessage();
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msg.WriteStructure(msgData);
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peer->EndSendMessage(NetworkChannelType::ReliableOrdered, msg, CachedTargets);
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SendObjectSpawnMessage(item, obj);
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}
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NewClients.Clear();
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}
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@@ -519,6 +560,7 @@ void NetworkInternal::NetworkReplicatorUpdate()
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for (const Guid& e : DespawnQueue)
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{
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// Send despawn message
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NETWORK_REPLICATOR_LOG(Info, "[NetworkReplicator] Despawn object ID={}", e.ToString());
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NetworkMessageObjectDespawn msgData;
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msgData.ObjectId = e;
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if (isClient)
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@@ -556,28 +598,8 @@ void NetworkInternal::NetworkReplicatorUpdate()
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if (item.OwnerClientId != NetworkManager::LocalClientId || item.Role != NetworkObjectRole::OwnedAuthoritative)
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continue; // Skip spawning objects that we don't own
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// Send spawn message
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NetworkMessageObjectSpawn msgData;
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msgData.ObjectId = item.ObjectId;
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msgData.ParentId = item.ParentId;
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msgData.OwnerClientId = item.OwnerClientId;
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if (isClient)
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{
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// Remap local client object ids into server ids
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IdsRemappingTable.KeyOf(msgData.ObjectId, &msgData.ObjectId);
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IdsRemappingTable.KeyOf(msgData.ParentId, &msgData.ParentId);
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}
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// TODO: support spawning whole prefabs
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const StringAnsiView& objectTypeName = obj->GetType().Fullname;
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Platform::MemoryCopy(msgData.ObjectTypeName, objectTypeName.Get(), objectTypeName.Length());
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msgData.ObjectTypeName[objectTypeName.Length()] = 0;
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NetworkMessage msg = peer->BeginSendMessage();
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msg.WriteStructure(msgData);
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if (isClient)
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peer->EndSendMessage(NetworkChannelType::ReliableOrdered, msg);
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else
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peer->EndSendMessage(NetworkChannelType::ReliableOrdered, msg, CachedTargets);
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NETWORK_REPLICATOR_LOG(Info, "[NetworkReplicator] Spawn object ID={}", item.ToString());
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SendObjectSpawnMessage(item, obj);
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item.Spawned = true;
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}
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SpawnQueue.Clear();
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@@ -724,18 +746,80 @@ void NetworkInternal::OnNetworkMessageObjectSpawn(NetworkEvent& event, NetworkCl
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else
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{
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// Recreate object locally
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// TODO: support spawning whole prefabs
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const ScriptingTypeHandle objectType = Scripting::FindScriptingType(StringAnsiView(msgData.ObjectTypeName));
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ScriptingObject* obj = ScriptingObject::NewObject(objectType);
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if (!obj)
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{
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#if NETWORK_REPLICATOR_DEBUG_LOG
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LOG(Error, "[NetworkReplicator] Failed to spawn object type {}", String(msgData.ObjectTypeName));
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#endif
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return;
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}
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obj->RegisterObject();
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ScriptingObject* obj = nullptr;
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const NetworkReplicatedObject* parent = ResolveObject(msgData.ParentId);
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if (msgData.PrefabId.IsValid())
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{
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Actor* prefabInstance = nullptr;
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Actor* parentActor = parent && parent->Object && parent->Object->Is<Actor>() ? parent->Object.As<Actor>() : nullptr;
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if (parentActor && parentActor->GetPrefabID() == msgData.PrefabId)
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{
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// Reuse parent object as prefab instance
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prefabInstance = parentActor;
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}
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else if (parentActor = Scripting::TryFindObject<Actor>(msgData.ParentId))
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{
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// Try to find that spawned prefab (eg. prefab with networked script was spawned before so now we need to link it)
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for (Actor* child : parentActor->Children)
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{
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if (child->GetPrefabID() == msgData.PrefabId)
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{
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if (Objects.Contains(child->GetID()))
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{
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obj = FindPrefabObject(child, msgData.PrefabObjectID);
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if (Objects.Contains(obj->GetID()))
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{
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// Other instance with already spawned network object
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obj = nullptr;
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}
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else
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{
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// Reuse already spawned object within a parent
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prefabInstance = child;
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break;
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}
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}
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}
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}
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}
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if (!prefabInstance)
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{
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// Spawn prefab
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auto prefab = (Prefab*)LoadAsset(msgData.PrefabId, Prefab::TypeInitializer);
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if (!prefab)
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{
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NETWORK_REPLICATOR_LOG(Error, "[NetworkReplicator] Failed to find prefab {}", msgData.PrefabId.ToString());
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return;
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}
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prefabInstance = PrefabManager::SpawnPrefab(prefab, nullptr, nullptr);
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if (!prefabInstance)
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{
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NETWORK_REPLICATOR_LOG(Error, "[NetworkReplicator] Failed to spawn object type {}", msgData.PrefabId.ToString());
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return;
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}
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}
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if (!obj)
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obj = FindPrefabObject(prefabInstance, msgData.PrefabObjectID);
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if (!obj)
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{
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NETWORK_REPLICATOR_LOG(Error, "[NetworkReplicator] Failed to find object {} in prefab {}", msgData.PrefabObjectID.ToString(), msgData.PrefabId.ToString());
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Delete(prefabInstance);
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return;
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}
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}
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else
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{
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// Spawn object
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const ScriptingTypeHandle objectType = Scripting::FindScriptingType(StringAnsiView(msgData.ObjectTypeName));
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obj = ScriptingObject::NewObject(objectType);
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if (!obj)
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{
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NETWORK_REPLICATOR_LOG(Error, "[NetworkReplicator] Failed to spawn object type {}", String(msgData.ObjectTypeName));
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return;
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}
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}
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if (!obj->IsRegistered())
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obj->RegisterObject();
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// Add object to the list
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NetworkReplicatedObject item;
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