Merge branch 'late_join_fix' of https://github.com/VitaminCpp/FlaxEngine into VitaminCpp-late_join_fix

This commit is contained in:
Wojtek Figat
2025-12-14 22:49:49 +01:00

View File

@@ -703,14 +703,11 @@ void SendReplication(ScriptingObject* obj, NetworkClientsMask targetClients)
return;
auto& item = it->Item;
const bool isClient = NetworkManager::IsClient();
const NetworkClientsMask fullTargetClients = targetClients;
// Skip serialization of objects that none will receive
if (!isClient)
{
BuildCachedTargets(item, targetClients);
if (CachedTargets.Count() == 0)
return;
}
// If server has no recipients, skip early.
if (!isClient && !targetClients)
return;
if (item.AsNetworkObject)
item.AsNetworkObject->OnNetworkSerialize();
@@ -732,19 +729,33 @@ void SendReplication(ScriptingObject* obj, NetworkClientsMask targetClients)
}
#if USE_NETWORK_REPLICATOR_CACHE
// Check if only newly joined clients are missing this data to avoid resending it to everyone
NetworkClientsMask missingClients;
missingClients.Word0 = targetClients.Word0 & ~item.RepCache.Mask.Word0;
missingClients.Word1 = targetClients.Word1 & ~item.RepCache.Mask.Word1;
// Process replication cache to skip sending object data if it didn't change
if (item.RepCache.Data.Length() == size &&
item.RepCache.Mask == targetClients &&
Platform::MemoryCompare(item.RepCache.Data.Get(), stream->GetBuffer(), size) == 0)
if (item.RepCache.Data.Length() == size && Platform::MemoryCompare(item.RepCache.Data.Get(), stream->GetBuffer(), size) == 0)
{
return;
// If data is the same and only the client set changed, replicate to missing clients only
if (!missingClients)
return;
targetClients = missingClients;
}
item.RepCache.Mask = targetClients;
item.RepCache.Mask = fullTargetClients;
item.RepCache.Data.Copy(stream->GetBuffer(), size);
#endif
// TODO: use Unreliable for dynamic objects that are replicated every frame? (eg. player state)
constexpr NetworkChannelType repChannel = NetworkChannelType::Reliable;
// Skip serialization of objects that none will receive
if (!isClient)
{
BuildCachedTargets(item, targetClients);
if (CachedTargets.Count() == 0)
return;
}
// Send object to clients
NetworkMessageObjectReplicate msgData;
msgData.OwnerFrame = NetworkManager::Frame;
@@ -1535,7 +1546,21 @@ void NetworkReplicator::DespawnObject(ScriptingObject* obj)
// Register for despawning (batched during update)
auto& despawn = DespawnQueue.AddOne();
despawn.Id = obj->GetID();
despawn.Targets = item.TargetClientIds;
if (item.TargetClientIds.IsValid())
{
despawn.Targets = item.TargetClientIds;
}
else
{
// Snapshot current recipients to avoid sending despawn to clients that connect later (and never got the spawn)
Array<uint32, InlinedAllocation<8>> clientIds;
for (const NetworkClient* client : NetworkManager::Clients)
{
if (client->State == NetworkConnectionState::Connected && client->ClientId != item.OwnerClientId)
clientIds.Add(client->ClientId);
}
despawn.Targets.Copy(clientIds);
}
// Prevent spawning
for (int32 i = 0; i < SpawnQueue.Count(); i++)
@@ -1828,6 +1853,31 @@ void NetworkInternal::NetworkReplicatorClientConnected(NetworkClient* client)
{
ScopeLock lock(ObjectsLock);
NewClients.Add(client);
// Ensure cached replication acknowledges the new client without resending to others.
// Clear the new client's bit in RepCache and schedule a near-term replication.
const int32 clientIndex = NetworkManager::Clients.Find(client);
if (clientIndex != -1)
{
const uint64 bitMask = 1ull << (uint64)(clientIndex % 64);
const int32 wordIndex = clientIndex / 64;
for (auto it = Objects.Begin(); it.IsNotEnd(); ++it)
{
auto& item = it->Item;
ScriptingObject* obj = item.Object.Get();
if (!obj || !item.Spawned || item.Role != NetworkObjectRole::OwnedAuthoritative)
continue;
// Mark this client as missing cached data
uint64* word = wordIndex == 0 ? &item.RepCache.Mask.Word0 : &item.RepCache.Mask.Word1;
*word &= ~bitMask;
// Force next replication tick for this object so the new client gets data promptly
if (Hierarchy)
Hierarchy->DirtyObject(obj);
}
}
ASSERT(sizeof(NetworkClientsMask) * 8 >= (uint32)NetworkManager::Clients.Count()); // Ensure that clients mask can hold all of clients
}
@@ -2280,7 +2330,9 @@ void NetworkInternal::OnNetworkMessageObjectDespawn(NetworkEvent& event, Network
}
else
{
NETWORK_REPLICATOR_LOG(Error, "[NetworkReplicator] Failed to despawn object {}", objectId);
// If this client never had the object (eg. it was targeted to other clients only), drop the message quietly.
DespawnedObjects.Add(objectId);
NETWORK_REPLICATOR_LOG(Warning, "[NetworkReplicator] Failed to despawn object {}", objectId);
}
}