Add support for sending replicated object data in parts
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@@ -12,7 +12,6 @@
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#include "NetworkRpc.h"
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#include "INetworkSerializable.h"
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#include "INetworkObject.h"
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#include "Engine/Core/Log.h"
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#include "Engine/Core/Collections/HashSet.h"
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#include "Engine/Core/Collections/Dictionary.h"
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#include "Engine/Core/Collections/ChunkedArray.h"
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@@ -34,6 +33,7 @@
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#define NETWORK_REPLICATOR_DEBUG_LOG 0
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#if NETWORK_REPLICATOR_DEBUG_LOG
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#include "Engine/Core/Log.h"
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#define NETWORK_REPLICATOR_LOG(messageType, format, ...) LOG(messageType, format, ##__VA_ARGS__)
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#else
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#define NETWORK_REPLICATOR_LOG(messageType, format, ...)
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@@ -47,6 +47,18 @@ PACK_STRUCT(struct NetworkMessageObjectReplicate
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Guid ParentId;
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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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uint16 DataSize;
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uint16 PartsCount;
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});
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PACK_STRUCT(struct NetworkMessageObjectReplicatePart
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{
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NetworkMessageIDs ID = NetworkMessageIDs::ObjectReplicatePart;
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uint32 OwnerFrame;
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uint16 DataSize;
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uint16 PartsCount;
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uint16 PartStart;
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uint16 PartSize;
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Guid ObjectId; // TODO: introduce networked-ids to synchronize unique ids as ushort (less data over network)
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});
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PACK_STRUCT(struct NetworkMessageObjectSpawn
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@@ -131,6 +143,15 @@ struct Serializer
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void* Tags[2];
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};
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struct ReplicateItem
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{
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ScriptingObjectReference<ScriptingObject> Object;
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Guid ObjectId;
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uint16 PartsLeft;
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uint32 OwnerFrame;
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Array<byte> Data;
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};
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struct SpawnItem
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{
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ScriptingObjectReference<ScriptingObject> Object;
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@@ -164,6 +185,7 @@ namespace
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{
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CriticalSection ObjectsLock;
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HashSet<NetworkReplicatedObject> Objects;
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Array<ReplicateItem> ReplicationParts;
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Array<SpawnItem> SpawnQueue;
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Array<DespawnItem> DespawnQueue;
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Array<RpcItem> RpcQueue;
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@@ -462,6 +484,81 @@ void SetupObjectSpawnGroupItem(ScriptingObject* obj, Array<SpawnGroup, InlinedAl
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group->Items.Add(&spawnItem);
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}
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void DirtyObjectImpl(NetworkReplicatedObject& item, ScriptingObject* obj)
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{
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// TODO: implement objects state replication frequency and dirtying
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}
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template<typename MessageType>
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ReplicateItem* AddObjectReplicateItem(NetworkEvent& event, const MessageType& msgData, uint16 partStart, uint16 partSize)
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{
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// Reuse or add part item
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ReplicateItem* replicateItem = nullptr;
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for (auto& e : ReplicationParts)
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{
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if (e.OwnerFrame == msgData.OwnerFrame && e.Data.Count() == msgData.DataSize && e.ObjectId == msgData.ObjectId)
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{
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// Reuse
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replicateItem = &e;
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break;
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}
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}
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if (!replicateItem)
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{
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// Add
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replicateItem = &ReplicationParts.AddOne();
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replicateItem->ObjectId = msgData.ObjectId;
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replicateItem->PartsLeft = msgData.PartsCount;
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replicateItem->OwnerFrame = msgData.OwnerFrame;
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replicateItem->Data.Resize(msgData.DataSize);
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}
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// Copy part data
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ASSERT(replicateItem->PartsLeft > 0);
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replicateItem->PartsLeft--;
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ASSERT(partStart + partSize <= replicateItem->Data.Count());
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const void* partData = event.Message.SkipBytes(partSize);
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Platform::MemoryCopy(replicateItem->Data.Get() + partStart, partData, partSize);
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return replicateItem;
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}
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void InvokeObjectReplication(NetworkReplicatedObject& item, uint32 ownerFrame, byte* data, uint32 dataSize)
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{
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ScriptingObject* obj = item.Object.Get();
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if (!obj)
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return;
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// Skip replication if we own the object (eg. late replication message after ownership change)
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if (item.Role == NetworkObjectRole::OwnedAuthoritative)
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return;
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// Drop object replication if it has old data (eg. newer message was already processed due to unordered channel usage)
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if (item.LastOwnerFrame >= ownerFrame)
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return;
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item.LastOwnerFrame = ownerFrame;
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// Setup message reading stream
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if (CachedReadStream == nullptr)
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CachedReadStream = New<NetworkStream>();
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NetworkStream* stream = CachedReadStream;
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stream->Initialize(data, dataSize);
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// Deserialize object
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const bool failed = NetworkReplicator::InvokeSerializer(obj->GetTypeHandle(), obj, stream, false);
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if (failed)
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{
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//NETWORK_REPLICATOR_LOG(Error, "[NetworkReplicator] Cannot serialize object {} of type {} (missing serialization logic)", item.ToString(), obj->GetType().ToString());
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}
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if (item.AsNetworkObject)
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item.AsNetworkObject->OnNetworkDeserialize();
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// Speed up replication of client-owned objects to other clients from server to reduce lag (data has to go from client to server and then to other clients)
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if (NetworkManager::IsServer())
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DirtyObjectImpl(item, obj);
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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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@@ -757,11 +854,6 @@ void NetworkReplicator::SetObjectOwnership(ScriptingObject* obj, uint32 ownerCli
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}
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}
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void DirtyObjectImpl(NetworkReplicatedObject& item, ScriptingObject* obj)
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{
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// TODO: implement objects state replication frequency and dirtying
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}
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void NetworkReplicator::DirtyObject(ScriptingObject* obj)
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{
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ScopeLock lock(ObjectsLock);
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@@ -853,6 +945,7 @@ void NetworkInternal::NetworkReplicatorClear()
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Objects.Remove(it);
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}
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}
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RpcQueue.Clear();
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SpawnQueue.Clear();
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DespawnQueue.Clear();
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IdsRemappingTable.Clear();
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@@ -1021,6 +1114,31 @@ void NetworkInternal::NetworkReplicatorUpdate()
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SpawnQueue.Clear();
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}
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// Apply parts replication
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for (int32 i = ReplicationParts.Count() - 1; i >= 0; i--)
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{
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auto& e = ReplicationParts[i];
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if (e.PartsLeft > 0)
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{
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// TODO: remove replication items after some TTL to prevent memory leaks
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continue;
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}
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ScriptingObject* obj = e.Object.Get();
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if (obj)
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{
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auto it = Objects.Find(obj->GetID());
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if (it != Objects.End())
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{
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auto& item = it->Item;
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// Replicate from all collected parts data
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InvokeObjectReplication(item, e.OwnerFrame, e.Data.Get(), e.Data.Count());
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}
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}
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ReplicationParts.RemoveAt(i);
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}
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// Brute force synchronize all networked objects with clients
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// TODO: introduce NetworkReplicationHierarchy to optimize objects replication in large worlds (eg. batched culling networked scene objects that are too far from certain client to be relevant)
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// TODO: per-object sync interval (in frames) - could be scaled by hierarchy (eg. game could slow down sync rate for objects far from player)
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@@ -1066,10 +1184,27 @@ void NetworkInternal::NetworkReplicatorUpdate()
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}
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GetNetworkName(msgData.ObjectTypeName, obj->GetType().Fullname);
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msgData.DataSize = size;
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// TODO: split object data (eg. more messages) if needed
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const uint32 msgMaxData = peer->Config.MessageSize - sizeof(NetworkMessageObjectReplicate);
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const uint32 partMaxData = peer->Config.MessageSize - sizeof(NetworkMessageObjectReplicatePart);
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uint32 partsCount = 1;
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uint32 dataStart = 0;
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uint32 msgDataSize = size;
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if (size > msgMaxData)
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{
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// Send msgMaxData within first message
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msgDataSize = msgMaxData;
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dataStart += msgMaxData;
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// Send rest of the data in separate parts
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partsCount += Math::DivideAndRoundUp(size - dataStart, partMaxData);
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}
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else
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dataStart += size;
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ASSERT(partsCount <= MAX_uint8)
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msgData.PartsCount = partsCount;
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NetworkMessage msg = peer->BeginSendMessage();
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msg.WriteStructure(msgData);
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msg.WriteBytes(stream->GetBuffer(), size);
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msg.WriteBytes(stream->GetBuffer(), msgDataSize);
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if (isClient)
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peer->EndSendMessage(NetworkChannelType::Unreliable, msg);
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else
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@@ -1079,6 +1214,27 @@ void NetworkInternal::NetworkReplicatorUpdate()
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peer->EndSendMessage(NetworkChannelType::Unreliable, msg, CachedTargets);
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}
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// Send all other parts
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for (uint32 partIndex = 1; partIndex < partsCount; partIndex++)
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{
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NetworkMessageObjectReplicatePart msgDataPart;
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msgDataPart.OwnerFrame = msgData.OwnerFrame;
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msgDataPart.ObjectId = msgData.ObjectId;
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msgDataPart.DataSize = msgData.DataSize;
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msgDataPart.PartsCount = msgData.PartsCount;
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msgDataPart.PartStart = dataStart;
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msgDataPart.PartSize = Math::Min(size - dataStart, partMaxData);
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msg = peer->BeginSendMessage();
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msg.WriteStructure(msgDataPart);
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msg.WriteBytes(stream->GetBuffer() + msgDataPart.PartStart, msgDataPart.PartSize);
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dataStart += msgDataPart.PartSize;
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if (isClient)
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peer->EndSendMessage(NetworkChannelType::Unreliable, msg);
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else
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peer->EndSendMessage(NetworkChannelType::Unreliable, msg, CachedTargets);
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}
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ASSERT_LOW_LAYER(dataStart == size);
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// TODO: stats for bytes send per object type
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}
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}
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@@ -1136,52 +1292,39 @@ void NetworkInternal::OnNetworkMessageObjectReplicate(NetworkEvent& event, Netwo
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if (DespawnedObjects.Contains(msgData.ObjectId))
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return; // Skip replicating not-existing objects
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NetworkReplicatedObject* e = ResolveObject(msgData.ObjectId, msgData.ParentId, msgData.ObjectTypeName);
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if (e)
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if (!e)
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return;
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auto& item = *e;
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// Reject event from someone who is not an object owner
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if (client && item.OwnerClientId != client->ClientId)
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return;
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if (msgData.PartsCount == 1)
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{
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auto& item = *e;
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ScriptingObject* obj = item.Object.Get();
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if (!obj)
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return;
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// Reject event from someone who is not an object owner
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if (client && item.OwnerClientId != client->ClientId)
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return;
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// Skip replication if we own the object (eg. late replication message after ownership change)
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if (item.Role == NetworkObjectRole::OwnedAuthoritative)
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return;
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// Drop object replication if it has old data (eg. newer message was already processed due to unordered channel usage)
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if (item.LastOwnerFrame >= msgData.OwnerFrame)
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return;
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item.LastOwnerFrame = msgData.OwnerFrame;
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// Setup message reading stream
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if (CachedReadStream == nullptr)
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CachedReadStream = New<NetworkStream>();
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NetworkStream* stream = CachedReadStream;
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stream->Initialize(event.Message.Buffer + event.Message.Position, msgData.DataSize);
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// Deserialize object
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const bool failed = NetworkReplicator::InvokeSerializer(obj->GetTypeHandle(), obj, stream, false);
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if (failed)
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{
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//NETWORK_REPLICATOR_LOG(Error, "[NetworkReplicator] Cannot serialize object {} of type {} (missing serialization logic)", item.ToString(), obj->GetType().ToString());
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}
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if (item.AsNetworkObject)
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item.AsNetworkObject->OnNetworkDeserialize();
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// Speed up replication of client-owned objects to other clients from server to reduce lag (data has to go from client to server and then to other clients)
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if (NetworkManager::IsServer())
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DirtyObjectImpl(item, obj);
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// Replicate
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InvokeObjectReplication(item, msgData.OwnerFrame, event.Message.Buffer + event.Message.Position, msgData.DataSize);
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}
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else
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{
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// TODO: put message to the queue to be resolved later (eg. object replication came before spawn packet) - use TTL to prevent memory overgrowing
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// Add to replication from multiple parts
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const uint16 msgMaxData = peer->Config.MessageSize - sizeof(NetworkMessageObjectReplicate);
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ReplicateItem* replicateItem = AddObjectReplicateItem(event, msgData, 0, msgMaxData);
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replicateItem->Object = e->Object;
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}
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}
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void NetworkInternal::OnNetworkMessageObjectReplicatePart(NetworkEvent& event, NetworkClient* client, NetworkPeer* peer)
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{
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NetworkMessageObjectReplicatePart msgData;
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event.Message.ReadStructure(msgData);
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ScopeLock lock(ObjectsLock);
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if (DespawnedObjects.Contains(msgData.ObjectId))
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return; // Skip replicating not-existing objects
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AddObjectReplicateItem(event, msgData, msgData.PartStart, msgData.PartSize);
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}
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void NetworkInternal::OnNetworkMessageObjectSpawn(NetworkEvent& event, NetworkClient* client, NetworkPeer* peer)
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{
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NetworkMessageObjectSpawn msgData;
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@@ -1341,10 +1484,7 @@ void NetworkInternal::OnNetworkMessageObjectSpawn(NetworkEvent& event, NetworkCl
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auto sceneObject = ScriptingObject::Cast<SceneObject>(obj);
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if (sceneObject)
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{
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if (parent && parent
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->
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Object.Get() && parent->Object->Is<Actor>()
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)
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if (parent && parent->Object.Get() && parent->Object->Is<Actor>())
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sceneObject->SetParent(parent->Object.As<Actor>());
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else if (auto* parentActor = Scripting::TryFindObject<Actor>(msgDataItem.ParentId))
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sceneObject->SetParent(parentActor);
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