Add **Network Replication Hierarchy** for robust control over replication in multiplayer games
This commit is contained in:
199
Source/Engine/Networking/NetworkReplicationHierarchy.cpp
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199
Source/Engine/Networking/NetworkReplicationHierarchy.cpp
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// Copyright (c) 2012-2023 Wojciech Figat. All rights reserved.
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#include "NetworkReplicationHierarchy.h"
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#include "NetworkManager.h"
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#include "Engine/Level/Actor.h"
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#include "Engine/Level/SceneObject.h"
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uint16 NetworkReplicationNodeObjectCounter = 0;
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NetworkClientsMask NetworkClientsMask::All = { MAX_uint64, MAX_uint64 };
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Actor* NetworkReplicationHierarchyObject::GetActor() const
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{
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auto* actor = ScriptingObject::Cast<Actor>(Object);
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if (!actor)
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{
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if (const auto* sceneObject = ScriptingObject::Cast<SceneObject>(Object))
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actor = sceneObject->GetParent();
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}
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return actor;
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}
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void NetworkReplicationHierarchyUpdateResult::Init()
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{
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_clientsHaveLocation = false;
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_clients.Resize(NetworkManager::Clients.Count());
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_clientsMask = NetworkClientsMask();
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for (int32 i = 0; i < _clients.Count(); i++)
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_clientsMask.SetBit(i);
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_entries.Clear();
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ReplicationScale = 1.0f;
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}
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void NetworkReplicationHierarchyUpdateResult::SetClientLocation(int32 clientIndex, const Vector3& location)
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{
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CHECK(clientIndex >= 0 && clientIndex < _clients.Count());
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_clientsHaveLocation = true;
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Client& client = _clients[clientIndex];
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client.HasLocation = true;
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client.Location = location;
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}
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bool NetworkReplicationHierarchyUpdateResult::GetClientLocation(int32 clientIndex, Vector3& location) const
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{
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CHECK_RETURN(clientIndex >= 0 && clientIndex < _clients.Count(), false);
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const Client& client = _clients[clientIndex];
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location = client.Location;
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return client.HasLocation;
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}
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void NetworkReplicationNode::AddObject(NetworkReplicationHierarchyObject obj)
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{
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ASSERT(obj.Object && obj.ReplicationFPS > 0.0f);
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// Randomize initial replication update to spread rep rates more evenly for large scenes that register all objects within the same frame
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obj.ReplicationUpdatesLeft = NetworkReplicationNodeObjectCounter++ % Math::Clamp(Math::RoundToInt(NetworkManager::NetworkFPS / obj.ReplicationFPS), 1, 60);
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Objects.Add(obj);
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}
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bool NetworkReplicationNode::RemoveObject(ScriptingObject* obj)
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{
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return !Objects.Remove(obj);
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}
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bool NetworkReplicationNode::DirtyObject(ScriptingObject* obj)
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{
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const int32 index = Objects.Find(obj);
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if (index != -1)
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{
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NetworkReplicationHierarchyObject& e = Objects[index];
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e.ReplicationUpdatesLeft = 0;
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}
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return index != -1;
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}
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void NetworkReplicationNode::Update(NetworkReplicationHierarchyUpdateResult* result)
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{
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CHECK(result);
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const float networkFPS = NetworkManager::NetworkFPS / result->ReplicationScale;
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for (NetworkReplicationHierarchyObject& obj : Objects)
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{
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if (obj.ReplicationUpdatesLeft > 0)
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{
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// Move to the next frame
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obj.ReplicationUpdatesLeft--;
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}
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else
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{
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NetworkClientsMask targetClients = result->GetClientsMask();
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if (result->_clientsHaveLocation)
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{
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// Cull object against viewers locations
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if (const Actor* actor = obj.GetActor())
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{
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const Vector3 objPosition = actor->GetPosition();
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const Real cullDistanceSq = Math::Square(obj.CullDistance);
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for (int32 clientIndex = 0; clientIndex < result->_clients.Count(); clientIndex++)
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{
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const auto& client = result->_clients[clientIndex];
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if (client.HasLocation)
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{
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const Real distanceSq = Vector3::DistanceSquared(objPosition, client.Location);
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// TODO: scale down replication FPS when object is far away from all clients (eg. by 10-50%)
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if (distanceSq >= cullDistanceSq)
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{
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// Object is too far from this viewer so don't send data to him
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targetClients.UnsetBit(clientIndex);
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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 (targetClients)
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{
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// Replicate this frame
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result->AddObject(obj.Object, targetClients);
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}
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// Calculate frames until next replication
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obj.ReplicationUpdatesLeft = (uint16)Math::Clamp<int32>(Math::RoundToInt(networkFPS / obj.ReplicationFPS) - 1, 0, MAX_uint16);
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}
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}
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}
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NetworkReplicationGridNode::~NetworkReplicationGridNode()
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{
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for (const auto& e : _children)
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Delete(e.Value.Node);
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}
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void NetworkReplicationGridNode::AddObject(NetworkReplicationHierarchyObject obj)
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{
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// Chunk actors locations into a grid coordinates
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Int3 coord = Int3::Zero;
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if (const Actor* actor = obj.GetActor())
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{
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coord = actor->GetPosition() / CellSize;
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}
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Cell* cell = _children.TryGet(coord);
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if (!cell)
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{
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// Allocate new cell
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cell = &_children[coord];
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cell->Node = New<NetworkReplicationNode>();
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cell->MinCullDistance = obj.CullDistance;
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}
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cell->Node->AddObject(obj);
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// Cache minimum culling distance for a whole cell to skip it at once
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cell->MinCullDistance = Math::Min(cell->MinCullDistance, obj.CullDistance);
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}
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bool NetworkReplicationGridNode::RemoveObject(ScriptingObject* obj)
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{
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for (const auto& e : _children)
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{
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if (e.Value.Node->RemoveObject(obj))
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{
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// TODO: remove empty cells?
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// TODO: update MinCullDistance for cell?
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return true;
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}
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}
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return false;
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}
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void NetworkReplicationGridNode::Update(NetworkReplicationHierarchyUpdateResult* result)
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{
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CHECK(result);
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if (result->_clientsHaveLocation)
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{
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// Update only cells within a range
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const Real cellRadiusSq = Math::Square(CellSize * 1.414f);
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for (const auto& e : _children)
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{
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const Vector3 cellPosition = (e.Key * CellSize) + (CellSize * 0.5f);
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Real distanceSq = MAX_Real;
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for (auto& client : result->_clients)
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{
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if (client.HasLocation)
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distanceSq = Math::Min(distanceSq, Vector3::DistanceSquared(cellPosition, client.Location));
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}
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const Real minCullDistanceSq = Math::Square(e.Value.MinCullDistance);
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if (distanceSq < minCullDistanceSq + cellRadiusSq)
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{
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e.Value.Node->Update(result);
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}
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}
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}
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else
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{
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// Brute-force over all cells
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for (const auto& e : _children)
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{
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e.Value.Node->Update(result);
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}
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}
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}
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25
Source/Engine/Networking/NetworkReplicationHierarchy.cs
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25
Source/Engine/Networking/NetworkReplicationHierarchy.cs
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@@ -0,0 +1,25 @@
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// Copyright (c) 2012-2023 Wojciech Figat. All rights reserved.
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namespace FlaxEngine.Networking
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{
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partial struct NetworkReplicationHierarchyObject
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{
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/// <summary>
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/// Gets the actors context (object itself or parent actor).
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/// </summary>
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public Actor Actor
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{
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get
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{
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var actor = Object as Actor;
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if (actor == null)
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{
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var sceneObject = Object as SceneObject;
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if (sceneObject != null)
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actor = sceneObject.Parent;
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}
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return actor;
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}
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}
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}
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}
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258
Source/Engine/Networking/NetworkReplicationHierarchy.h
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258
Source/Engine/Networking/NetworkReplicationHierarchy.h
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// Copyright (c) 2012-2023 Wojciech Figat. All rights reserved.
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#pragma once
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#include "Types.h"
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#include "Engine/Core/Math/Vector3.h"
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#include "Engine/Core/Collections/Array.h"
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#include "Engine/Core/Collections/Dictionary.h"
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#include "Engine/Scripting/ScriptingObject.h"
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#include "Engine/Scripting/ScriptingObjectReference.h"
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class Actor;
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/// <summary>
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/// Network replication hierarchy object data.
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/// </summary>
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API_STRUCT(NoDefault, Namespace = "FlaxEngine.Networking") struct FLAXENGINE_API NetworkReplicationHierarchyObject
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{
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DECLARE_SCRIPTING_TYPE_MINIMAL(NetworkReplicationObjectInfo);
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// The object to replicate.
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API_FIELD() ScriptingObject* Object;
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// The target amount of the replication updates per second (frequency of the replication). Constrained by NetworkManager::NetworkFPS.
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API_FIELD() float ReplicationFPS = 60;
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// The minimum distance from the player to the object at which it can process replication. For example, players further away won't receive object data.
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API_FIELD() float CullDistance = 15000;
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// Runtime value for update frames left for the next replication of this object. Matches NetworkManager::NetworkFPS calculated from ReplicationFPS.
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API_FIELD(Attributes="HideInEditor") uint16 ReplicationUpdatesLeft = 0;
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FORCE_INLINE NetworkReplicationHierarchyObject(const ScriptingObjectReference<ScriptingObject>& obj)
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: Object(obj.Get())
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{
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}
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FORCE_INLINE NetworkReplicationHierarchyObject(ScriptingObject* obj = nullptr)
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: Object(obj)
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{
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}
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// Gets the actors context (object itself or parent actor).
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Actor* GetActor() const;
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bool operator==(const NetworkReplicationHierarchyObject& other) const
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{
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return Object == other.Object;
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}
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bool operator==(const ScriptingObject* other) const
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{
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return Object == other;
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}
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};
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inline uint32 GetHash(const NetworkReplicationHierarchyObject& key)
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{
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return GetHash(key.Object);
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}
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/// <summary>
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/// Bit mask for NetworkClient list (eg. to selectively send object replication).
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/// </summary>
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API_STRUCT(NoDefault, Namespace = "FlaxEngine.Networking") struct FLAXENGINE_API NetworkClientsMask
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{
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DECLARE_SCRIPTING_TYPE_MINIMAL(NetworkClientsMask);
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// The first 64 bits (each for one client).
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API_FIELD() uint64 Word0 = 0;
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// The second 64 bits (each for one client).
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API_FIELD() uint64 Word1 = 0;
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// All bits set for all clients.
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API_FIELD() static NetworkClientsMask All;
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FORCE_INLINE bool HasBit(int32 bitIndex) const
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{
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const int32 wordIndex = bitIndex / 64;
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const uint64 wordMask = 1ull << (uint64)(bitIndex - wordIndex * 64);
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const uint64 word = *(&Word0 + wordIndex);
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return (word & wordMask) == wordMask;
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}
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FORCE_INLINE void SetBit(int32 bitIndex)
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{
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const int32 wordIndex = bitIndex / 64;
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const uint64 wordMask = 1ull << (uint64)(bitIndex - wordIndex * 64);
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uint64& word = *(&Word0 + wordIndex);
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word |= wordMask;
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}
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FORCE_INLINE void UnsetBit(int32 bitIndex)
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{
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const int32 wordIndex = bitIndex / 64;
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const uint64 wordMask = 1ull << (uint64)(bitIndex - wordIndex * 64);
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uint64& word = *(&Word0 + wordIndex);
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word &= ~wordMask;
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}
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FORCE_INLINE operator bool() const
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{
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return Word0 + Word1 != 0;
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}
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bool operator==(const NetworkClientsMask& other) const
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{
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return Word0 == other.Word0 && Word1 == other.Word1;
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}
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};
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/// <summary>
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/// Network replication hierarchy output data to send.
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/// </summary>
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API_CLASS(Namespace = "FlaxEngine.Networking") class FLAXENGINE_API NetworkReplicationHierarchyUpdateResult : public ScriptingObject
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{
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DECLARE_SCRIPTING_TYPE_WITH_CONSTRUCTOR_IMPL(NetworkReplicationHierarchyUpdateResult, ScriptingObject);
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friend class NetworkInternal;
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friend class NetworkReplicationNode;
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friend class NetworkReplicationGridNode;
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private:
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struct Client
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{
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bool HasLocation;
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Vector3 Location;
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};
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struct Entry
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{
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ScriptingObject* Object;
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NetworkClientsMask TargetClients;
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};
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bool _clientsHaveLocation;
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NetworkClientsMask _clientsMask;
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Array<Client> _clients;
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Array<Entry> _entries;
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void Init();
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public:
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// Scales the ReplicationFPS property of objects in hierarchy. Can be used to slow down or speed up replication rate.
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API_FIELD() float ReplicationScale = 1.0f;
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// Adds object to the update results.
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API_FUNCTION() void AddObject(ScriptingObject* obj)
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{
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Entry& e = _entries.AddOne();
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e.Object = obj;
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e.TargetClients = NetworkClientsMask::All;
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}
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// Adds object to the update results. Defines specific clients to receive the update (server-only, unused on client). Mask matches NetworkManager::Clients.
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API_FUNCTION() void AddObject(ScriptingObject* obj, NetworkClientsMask targetClients)
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{
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Entry& e = _entries.AddOne();
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e.Object = obj;
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e.TargetClients = targetClients;
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}
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// Gets amount of the clients to use. Matches NetworkManager::Clients.
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API_PROPERTY() int32 GetClientsCount() const
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{
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return _clients.Count();
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}
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// Gets mask with all client bits set. Matches NetworkManager::Clients.
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API_PROPERTY() NetworkClientsMask GetClientsMask() const
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{
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return _clientsMask;
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}
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// Sets the viewer location for a certain client. Client index must match NetworkManager::Clients.
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API_FUNCTION() void SetClientLocation(int32 clientIndex, const Vector3& location);
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// Gets the viewer location for a certain client. Client index must match NetworkManager::Clients. Returns true if got a location set, otherwise false.
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API_FUNCTION() bool GetClientLocation(int32 clientIndex, API_PARAM(out) Vector3& location) const;
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};
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/// <summary>
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/// Base class for the network objects replication hierarchy nodes. Contains a list of objects.
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/// </summary>
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API_CLASS(Abstract, Namespace = "FlaxEngine.Networking") class FLAXENGINE_API NetworkReplicationNode : public ScriptingObject
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{
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DECLARE_SCRIPTING_TYPE_WITH_CONSTRUCTOR_IMPL(NetworkReplicationNode, ScriptingObject);
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/// <summary>
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/// List with objects stored in this node.
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/// </summary>
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API_FIELD() Array<NetworkReplicationHierarchyObject> Objects;
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/// <summary>
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/// Adds an object into the hierarchy.
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/// </summary>
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/// <param name="obj">The object to add.</param>
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API_FUNCTION() virtual void AddObject(NetworkReplicationHierarchyObject obj);
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/// <summary>
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/// Removes object from the hierarchy.
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/// </summary>
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/// <param name="obj">The object to remove.</param>
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/// <returns>True on successful removal, otherwise false.</returns>
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API_FUNCTION() virtual bool RemoveObject(ScriptingObject* obj);
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/// <summary>
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/// Force replicates the object during the next update. Resets any internal tracking state to force the synchronization.
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/// </summary>
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/// <param name="obj">The object to update.</param>
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/// <returns>True on successful update, otherwise false.</returns>
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API_FUNCTION() virtual bool DirtyObject(ScriptingObject* obj);
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/// <summary>
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/// Iterates over all objects and adds them to the replication work.
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/// </summary>
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/// <param name="result">The update results container.</param>
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API_FUNCTION() virtual void Update(NetworkReplicationHierarchyUpdateResult* result);
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};
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inline uint32 GetHash(const Int3& key)
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{
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uint32 hash = GetHash(key.X);
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CombineHash(hash, GetHash(key.Y));
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CombineHash(hash, GetHash(key.Z));
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return hash;
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}
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/// <summary>
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/// Network replication hierarchy node with 3D grid spatialization. Organizes static objects into chunks to improve performance in large worlds.
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/// </summary>
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API_CLASS(Namespace = "FlaxEngine.Networking") class FLAXENGINE_API NetworkReplicationGridNode : public NetworkReplicationNode
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{
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DECLARE_SCRIPTING_TYPE_WITH_CONSTRUCTOR_IMPL(NetworkReplicationGridNode, NetworkReplicationNode);
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~NetworkReplicationGridNode();
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private:
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struct Cell
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{
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NetworkReplicationNode* Node;
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float MinCullDistance;
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};
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Dictionary<Int3, Cell> _children;
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public:
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/// <summary>
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/// Size of the grid cell (in world units). Used to chunk the space for separate nodes.
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/// </summary>
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API_FIELD() float CellSize = 10000.0f;
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void AddObject(NetworkReplicationHierarchyObject obj) override;
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bool RemoveObject(ScriptingObject* obj) override;
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void Update(NetworkReplicationHierarchyUpdateResult* result) override;
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};
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/// <summary>
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/// Defines the network objects replication hierarchy (tree structure) that controls chunking and configuration of the game objects replication.
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/// Contains only 'owned' objects. It's used by the networking system only on a main thread.
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/// </summary>
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API_CLASS(Namespace = "FlaxEngine.Networking") class FLAXENGINE_API NetworkReplicationHierarchy : public NetworkReplicationNode
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{
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DECLARE_SCRIPTING_TYPE_WITH_CONSTRUCTOR_IMPL(NetworkReplicationHierarchy, NetworkReplicationNode);
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};
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@@ -12,6 +12,7 @@
|
||||
#include "NetworkRpc.h"
|
||||
#include "INetworkSerializable.h"
|
||||
#include "INetworkObject.h"
|
||||
#include "NetworkReplicationHierarchy.h"
|
||||
#include "Engine/Core/Collections/HashSet.h"
|
||||
#include "Engine/Core/Collections/Dictionary.h"
|
||||
#include "Engine/Core/Collections/ChunkedArray.h"
|
||||
@@ -199,6 +200,8 @@ namespace
|
||||
Dictionary<Guid, Guid> IdsRemappingTable;
|
||||
NetworkStream* CachedWriteStream = nullptr;
|
||||
NetworkStream* CachedReadStream = nullptr;
|
||||
NetworkReplicationHierarchyUpdateResult* CachedReplicationResult = nullptr;
|
||||
NetworkReplicationHierarchy* Hierarchy = nullptr;
|
||||
Array<NetworkClient*> NewClients;
|
||||
Array<NetworkConnection> CachedTargets;
|
||||
Dictionary<ScriptingTypeHandle, Serializer> SerializersTable;
|
||||
@@ -307,14 +310,15 @@ void BuildCachedTargets(const Array<NetworkClient*>& clients, const NetworkClien
|
||||
}
|
||||
}
|
||||
|
||||
void BuildCachedTargets(const Array<NetworkClient*>& clients, const DataContainer<uint32>& clientIds, const uint32 excludedClientId = NetworkManager::ServerClientId)
|
||||
void BuildCachedTargets(const Array<NetworkClient*>& clients, const DataContainer<uint32>& clientIds, const uint32 excludedClientId = NetworkManager::ServerClientId, const NetworkClientsMask clientsMask = NetworkClientsMask::All)
|
||||
{
|
||||
CachedTargets.Clear();
|
||||
if (clientIds.IsValid())
|
||||
{
|
||||
for (const NetworkClient* client : clients)
|
||||
for (int32 clientIndex = 0; clientIndex < clients.Count(); clientIndex++)
|
||||
{
|
||||
if (client->State == NetworkConnectionState::Connected && client->ClientId != excludedClientId)
|
||||
const NetworkClient* client = clients.Get()[clientIndex];
|
||||
if (client->State == NetworkConnectionState::Connected && client->ClientId != excludedClientId && clientsMask.HasBit(clientIndex))
|
||||
{
|
||||
for (int32 i = 0; i < clientIds.Length(); i++)
|
||||
{
|
||||
@@ -329,9 +333,10 @@ void BuildCachedTargets(const Array<NetworkClient*>& clients, const DataContaine
|
||||
}
|
||||
else
|
||||
{
|
||||
for (const NetworkClient* client : clients)
|
||||
for (int32 clientIndex = 0; clientIndex < clients.Count(); clientIndex++)
|
||||
{
|
||||
if (client->State == NetworkConnectionState::Connected && client->ClientId != excludedClientId)
|
||||
const NetworkClient* client = clients.Get()[clientIndex];
|
||||
if (client->State == NetworkConnectionState::Connected && client->ClientId != excludedClientId && clientsMask.HasBit(clientIndex))
|
||||
CachedTargets.Add(client->Connection);
|
||||
}
|
||||
}
|
||||
@@ -377,10 +382,10 @@ void BuildCachedTargets(const Array<NetworkClient*>& clients, const DataContaine
|
||||
}
|
||||
}
|
||||
|
||||
FORCE_INLINE void BuildCachedTargets(const NetworkReplicatedObject& item)
|
||||
FORCE_INLINE void BuildCachedTargets(const NetworkReplicatedObject& item, const NetworkClientsMask clientsMask = NetworkClientsMask::All)
|
||||
{
|
||||
// By default send object to all connected clients excluding the owner but with optional TargetClientIds list
|
||||
BuildCachedTargets(NetworkManager::Clients, item.TargetClientIds, item.OwnerClientId);
|
||||
BuildCachedTargets(NetworkManager::Clients, item.TargetClientIds, item.OwnerClientId, clientsMask);
|
||||
}
|
||||
|
||||
FORCE_INLINE void GetNetworkName(char buffer[128], const StringAnsiView& name)
|
||||
@@ -561,9 +566,10 @@ void FindObjectsForSpawn(SpawnGroup& group, ChunkedArray<SpawnItem, 256>& spawnI
|
||||
}
|
||||
}
|
||||
|
||||
void DirtyObjectImpl(NetworkReplicatedObject& item, ScriptingObject* obj)
|
||||
FORCE_INLINE void DirtyObjectImpl(NetworkReplicatedObject& item, ScriptingObject* obj)
|
||||
{
|
||||
// TODO: implement objects state replication frequency and dirtying
|
||||
if (Hierarchy)
|
||||
Hierarchy->DirtyObject(obj);
|
||||
}
|
||||
|
||||
template<typename MessageType>
|
||||
@@ -703,6 +709,34 @@ StringAnsiView NetworkReplicator::GetCSharpCachedName(const StringAnsiView& name
|
||||
|
||||
#endif
|
||||
|
||||
NetworkReplicationHierarchy* NetworkReplicator::GetHierarchy()
|
||||
{
|
||||
return Hierarchy;
|
||||
}
|
||||
|
||||
void NetworkReplicator::SetHierarchy(NetworkReplicationHierarchy* value)
|
||||
{
|
||||
ScopeLock lock(ObjectsLock);
|
||||
if (Hierarchy == value)
|
||||
return;
|
||||
NETWORK_REPLICATOR_LOG(Info, "[NetworkReplicator] Set hierarchy to '{}'", value ? value->ToString() : String::Empty);
|
||||
if (Hierarchy)
|
||||
{
|
||||
// Clear old hierarchy
|
||||
Delete(Hierarchy);
|
||||
}
|
||||
Hierarchy = value;
|
||||
if (value)
|
||||
{
|
||||
// Add all owned objects to the hierarchy
|
||||
for (auto& e : Objects)
|
||||
{
|
||||
if (e.Item.Object && e.Item.Role == NetworkObjectRole::OwnedAuthoritative)
|
||||
value->AddObject(e.Item.Object);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void NetworkReplicator::AddSerializer(const ScriptingTypeHandle& typeHandle, SerializeFunc serialize, SerializeFunc deserialize, void* serializeTag, void* deserializeTag)
|
||||
{
|
||||
if (!typeHandle)
|
||||
@@ -788,6 +822,8 @@ void NetworkReplicator::AddObject(ScriptingObject* obj, const ScriptingObject* p
|
||||
}
|
||||
}
|
||||
Objects.Add(MoveTemp(item));
|
||||
if (Hierarchy && item.Role == NetworkObjectRole::OwnedAuthoritative)
|
||||
Hierarchy->AddObject(obj);
|
||||
}
|
||||
|
||||
void NetworkReplicator::RemoveObject(ScriptingObject* obj)
|
||||
@@ -801,6 +837,8 @@ void NetworkReplicator::RemoveObject(ScriptingObject* obj)
|
||||
|
||||
// Remove object from the list
|
||||
NETWORK_REPLICATOR_LOG(Info, "[NetworkReplicator] Remove object {}, owned by {}", obj->GetID().ToString(), it->Item.ParentId.ToString());
|
||||
if (Hierarchy && it->Item.Role == NetworkObjectRole::OwnedAuthoritative)
|
||||
Hierarchy->RemoveObject(obj);
|
||||
Objects.Remove(it);
|
||||
}
|
||||
|
||||
@@ -870,6 +908,8 @@ void NetworkReplicator::DespawnObject(ScriptingObject* obj)
|
||||
DespawnedObjects.Add(item.ObjectId);
|
||||
if (item.AsNetworkObject)
|
||||
item.AsNetworkObject->OnNetworkDespawn();
|
||||
if (Hierarchy && item.Role == NetworkObjectRole::OwnedAuthoritative)
|
||||
Hierarchy->RemoveObject(obj);
|
||||
Objects.Remove(it);
|
||||
DeleteNetworkObject(obj);
|
||||
}
|
||||
@@ -1004,6 +1044,8 @@ void NetworkReplicator::SetObjectOwnership(ScriptingObject* obj, uint32 ownerCli
|
||||
{
|
||||
// Change role locally
|
||||
CHECK(localRole != NetworkObjectRole::OwnedAuthoritative);
|
||||
if (Hierarchy && item.Role == NetworkObjectRole::OwnedAuthoritative)
|
||||
Hierarchy->RemoveObject(obj);
|
||||
item.OwnerClientId = ownerClientId;
|
||||
item.LastOwnerFrame = 1;
|
||||
item.Role = localRole;
|
||||
@@ -1014,6 +1056,8 @@ void NetworkReplicator::SetObjectOwnership(ScriptingObject* obj, uint32 ownerCli
|
||||
{
|
||||
// Allow to change local role of the object (except ownership)
|
||||
CHECK(localRole != NetworkObjectRole::OwnedAuthoritative);
|
||||
if (Hierarchy && it->Item.Role == NetworkObjectRole::OwnedAuthoritative)
|
||||
Hierarchy->RemoveObject(obj);
|
||||
item.Role = localRole;
|
||||
}
|
||||
}
|
||||
@@ -1107,6 +1151,8 @@ void NetworkInternal::NetworkReplicatorClientDisconnected(NetworkClient* client)
|
||||
|
||||
// Delete object locally
|
||||
NETWORK_REPLICATOR_LOG(Info, "[NetworkReplicator] Despawn object {}", item.ObjectId);
|
||||
if (Hierarchy && item.Role == NetworkObjectRole::OwnedAuthoritative)
|
||||
Hierarchy->RemoveObject(obj);
|
||||
if (item.AsNetworkObject)
|
||||
item.AsNetworkObject->OnNetworkDespawn();
|
||||
DeleteNetworkObject(obj);
|
||||
@@ -1121,6 +1167,7 @@ void NetworkInternal::NetworkReplicatorClear()
|
||||
|
||||
// Cleanup
|
||||
NETWORK_REPLICATOR_LOG(Info, "[NetworkReplicator] Shutdown");
|
||||
NetworkReplicator::SetHierarchy(nullptr);
|
||||
for (auto it = Objects.Begin(); it.IsNotEnd(); ++it)
|
||||
{
|
||||
auto& item = it->Item;
|
||||
@@ -1140,6 +1187,7 @@ void NetworkInternal::NetworkReplicatorClear()
|
||||
IdsRemappingTable.Clear();
|
||||
SAFE_DELETE(CachedWriteStream);
|
||||
SAFE_DELETE(CachedReadStream);
|
||||
SAFE_DELETE(CachedReplicationResult);
|
||||
NewClients.Clear();
|
||||
CachedTargets.Clear();
|
||||
DespawnedObjects.Clear();
|
||||
@@ -1268,7 +1316,14 @@ void NetworkInternal::NetworkReplicatorUpdate()
|
||||
|
||||
if (e.HasOwnership)
|
||||
{
|
||||
item.Role = e.Role;
|
||||
if (item.Role != e.Role)
|
||||
{
|
||||
if (Hierarchy && item.Role == NetworkObjectRole::OwnedAuthoritative)
|
||||
Hierarchy->RemoveObject(obj);
|
||||
item.Role = e.Role;
|
||||
if (Hierarchy && item.Role == NetworkObjectRole::OwnedAuthoritative)
|
||||
Hierarchy->AddObject(obj);
|
||||
}
|
||||
item.OwnerClientId = e.OwnerClientId;
|
||||
if (e.HierarchicalOwnership)
|
||||
NetworkReplicator::SetObjectOwnership(obj, e.OwnerClientId, e.Role, true);
|
||||
@@ -1329,114 +1384,141 @@ void NetworkInternal::NetworkReplicatorUpdate()
|
||||
}
|
||||
}
|
||||
|
||||
// Brute force synchronize all networked objects with clients
|
||||
if (CachedWriteStream == nullptr)
|
||||
CachedWriteStream = New<NetworkStream>();
|
||||
NetworkStream* stream = CachedWriteStream;
|
||||
stream->SenderId = NetworkManager::LocalClientId;
|
||||
// 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)
|
||||
// TODO: per-object sync interval (in frames) - could be scaled by hierarchy (eg. game could slow down sync rate for objects far from player)
|
||||
for (auto it = Objects.Begin(); it.IsNotEnd(); ++it)
|
||||
// Replicate all owned networked objects with other clients or server
|
||||
if (!CachedReplicationResult)
|
||||
CachedReplicationResult = New<NetworkReplicationHierarchyUpdateResult>();
|
||||
CachedReplicationResult->Init();
|
||||
if (!isClient && NetworkManager::Clients.IsEmpty())
|
||||
{
|
||||
auto& item = it->Item;
|
||||
ScriptingObject* obj = item.Object.Get();
|
||||
if (!obj)
|
||||
// No need to update replication when nobody's around
|
||||
}
|
||||
else if (Hierarchy)
|
||||
{
|
||||
// Tick using hierarchy
|
||||
PROFILE_CPU_NAMED("ReplicationHierarchyUpdate");
|
||||
Hierarchy->Update(CachedReplicationResult);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Tick all owned objects
|
||||
PROFILE_CPU_NAMED("ReplicationUpdate");
|
||||
for (auto it = Objects.Begin(); it.IsNotEnd(); ++it)
|
||||
{
|
||||
// Object got deleted
|
||||
NETWORK_REPLICATOR_LOG(Info, "[NetworkReplicator] Remove object {}, owned by {}", item.ToString(), item.ParentId.ToString());
|
||||
Objects.Remove(it);
|
||||
continue;
|
||||
}
|
||||
if (item.Role != NetworkObjectRole::OwnedAuthoritative && (!isClient && item.OwnerClientId != NetworkManager::LocalClientId))
|
||||
continue; // Send replication messages of only owned objects or from other client objects
|
||||
|
||||
// Skip serialization of objects that none will receive
|
||||
if (!isClient)
|
||||
{
|
||||
// TODO: per-object relevancy for connected clients (eg. skip replicating actor to far players)
|
||||
BuildCachedTargets(item);
|
||||
if (CachedTargets.Count() == 0)
|
||||
auto& item = it->Item;
|
||||
ScriptingObject* obj = item.Object.Get();
|
||||
if (!obj)
|
||||
{
|
||||
// Object got deleted
|
||||
NETWORK_REPLICATOR_LOG(Info, "[NetworkReplicator] Remove object {}, owned by {}", item.ToString(), item.ParentId.ToString());
|
||||
Objects.Remove(it);
|
||||
continue;
|
||||
}
|
||||
if (item.Role != NetworkObjectRole::OwnedAuthoritative)
|
||||
continue; // Send replication messages of only owned objects or from other client objects
|
||||
CachedReplicationResult->AddObject(obj);
|
||||
}
|
||||
|
||||
if (item.AsNetworkObject)
|
||||
item.AsNetworkObject->OnNetworkSerialize();
|
||||
|
||||
// Serialize object
|
||||
stream->Initialize();
|
||||
const bool failed = NetworkReplicator::InvokeSerializer(obj->GetTypeHandle(), obj, stream, true);
|
||||
if (failed)
|
||||
}
|
||||
if (CachedReplicationResult->_entries.HasItems())
|
||||
{
|
||||
PROFILE_CPU_NAMED("Replication");
|
||||
if (CachedWriteStream == nullptr)
|
||||
CachedWriteStream = New<NetworkStream>();
|
||||
NetworkStream* stream = CachedWriteStream;
|
||||
stream->SenderId = NetworkManager::LocalClientId;
|
||||
// TODO: use Job System when replicated objects count is large
|
||||
for (auto& e : CachedReplicationResult->_entries)
|
||||
{
|
||||
//NETWORK_REPLICATOR_LOG(Error, "[NetworkReplicator] Cannot serialize object {} of type {} (missing serialization logic)", item.ToString(), obj->GetType().ToString());
|
||||
continue;
|
||||
}
|
||||
ScriptingObject* obj = e.Object;
|
||||
auto it = Objects.Find(obj->GetID());
|
||||
ASSERT(it.IsNotEnd());
|
||||
auto& item = it->Item;
|
||||
|
||||
// Send object to clients
|
||||
{
|
||||
const uint32 size = stream->GetPosition();
|
||||
ASSERT(size <= MAX_uint16)
|
||||
NetworkMessageObjectReplicate msgData;
|
||||
msgData.OwnerFrame = NetworkManager::Frame;
|
||||
msgData.ObjectId = item.ObjectId;
|
||||
msgData.ParentId = item.ParentId;
|
||||
if (isClient)
|
||||
// Skip serialization of objects that none will receive
|
||||
if (!isClient)
|
||||
{
|
||||
// Remap local client object ids into server ids
|
||||
IdsRemappingTable.KeyOf(msgData.ObjectId, &msgData.ObjectId);
|
||||
IdsRemappingTable.KeyOf(msgData.ParentId, &msgData.ParentId);
|
||||
}
|
||||
GetNetworkName(msgData.ObjectTypeName, obj->GetType().Fullname);
|
||||
msgData.DataSize = size;
|
||||
const uint32 msgMaxData = peer->Config.MessageSize - sizeof(NetworkMessageObjectReplicate);
|
||||
const uint32 partMaxData = peer->Config.MessageSize - sizeof(NetworkMessageObjectReplicatePart);
|
||||
uint32 partsCount = 1;
|
||||
uint32 dataStart = 0;
|
||||
uint32 msgDataSize = size;
|
||||
if (size > msgMaxData)
|
||||
{
|
||||
// Send msgMaxData within first message
|
||||
msgDataSize = msgMaxData;
|
||||
dataStart += msgMaxData;
|
||||
|
||||
// Send rest of the data in separate parts
|
||||
partsCount += Math::DivideAndRoundUp(size - dataStart, partMaxData);
|
||||
}
|
||||
else
|
||||
dataStart += size;
|
||||
ASSERT(partsCount <= MAX_uint8)
|
||||
msgData.PartsCount = partsCount;
|
||||
NetworkMessage msg = peer->BeginSendMessage();
|
||||
msg.WriteStructure(msgData);
|
||||
msg.WriteBytes(stream->GetBuffer(), msgDataSize);
|
||||
if (isClient)
|
||||
peer->EndSendMessage(NetworkChannelType::Unreliable, msg);
|
||||
else
|
||||
{
|
||||
peer->EndSendMessage(NetworkChannelType::Unreliable, msg, CachedTargets);
|
||||
// TODO: per-object relevancy for connected clients (eg. skip replicating actor to far players)
|
||||
BuildCachedTargets(item, e.TargetClients);
|
||||
if (CachedTargets.Count() == 0)
|
||||
return;
|
||||
}
|
||||
|
||||
// Send all other parts
|
||||
for (uint32 partIndex = 1; partIndex < partsCount; partIndex++)
|
||||
if (item.AsNetworkObject)
|
||||
item.AsNetworkObject->OnNetworkSerialize();
|
||||
|
||||
// Serialize object
|
||||
stream->Initialize();
|
||||
const bool failed = NetworkReplicator::InvokeSerializer(obj->GetTypeHandle(), obj, stream, true);
|
||||
if (failed)
|
||||
{
|
||||
NetworkMessageObjectReplicatePart msgDataPart;
|
||||
msgDataPart.OwnerFrame = msgData.OwnerFrame;
|
||||
msgDataPart.ObjectId = msgData.ObjectId;
|
||||
msgDataPart.DataSize = msgData.DataSize;
|
||||
msgDataPart.PartsCount = msgData.PartsCount;
|
||||
msgDataPart.PartStart = dataStart;
|
||||
msgDataPart.PartSize = Math::Min(size - dataStart, partMaxData);
|
||||
msg = peer->BeginSendMessage();
|
||||
msg.WriteStructure(msgDataPart);
|
||||
msg.WriteBytes(stream->GetBuffer() + msgDataPart.PartStart, msgDataPart.PartSize);
|
||||
dataStart += msgDataPart.PartSize;
|
||||
//NETWORK_REPLICATOR_LOG(Error, "[NetworkReplicator] Cannot serialize object {} of type {} (missing serialization logic)", item.ToString(), obj->GetType().ToString());
|
||||
return;
|
||||
}
|
||||
|
||||
// Send object to clients
|
||||
{
|
||||
const uint32 size = stream->GetPosition();
|
||||
ASSERT(size <= MAX_uint16)
|
||||
NetworkMessageObjectReplicate msgData;
|
||||
msgData.OwnerFrame = NetworkManager::Frame;
|
||||
msgData.ObjectId = item.ObjectId;
|
||||
msgData.ParentId = item.ParentId;
|
||||
if (isClient)
|
||||
{
|
||||
// Remap local client object ids into server ids
|
||||
IdsRemappingTable.KeyOf(msgData.ObjectId, &msgData.ObjectId);
|
||||
IdsRemappingTable.KeyOf(msgData.ParentId, &msgData.ParentId);
|
||||
}
|
||||
GetNetworkName(msgData.ObjectTypeName, obj->GetType().Fullname);
|
||||
msgData.DataSize = size;
|
||||
const uint32 msgMaxData = peer->Config.MessageSize - sizeof(NetworkMessageObjectReplicate);
|
||||
const uint32 partMaxData = peer->Config.MessageSize - sizeof(NetworkMessageObjectReplicatePart);
|
||||
uint32 partsCount = 1;
|
||||
uint32 dataStart = 0;
|
||||
uint32 msgDataSize = size;
|
||||
if (size > msgMaxData)
|
||||
{
|
||||
// Send msgMaxData within first message
|
||||
msgDataSize = msgMaxData;
|
||||
dataStart += msgMaxData;
|
||||
|
||||
// Send rest of the data in separate parts
|
||||
partsCount += Math::DivideAndRoundUp(size - dataStart, partMaxData);
|
||||
}
|
||||
else
|
||||
dataStart += size;
|
||||
ASSERT(partsCount <= MAX_uint8)
|
||||
msgData.PartsCount = partsCount;
|
||||
NetworkMessage msg = peer->BeginSendMessage();
|
||||
msg.WriteStructure(msgData);
|
||||
msg.WriteBytes(stream->GetBuffer(), msgDataSize);
|
||||
if (isClient)
|
||||
peer->EndSendMessage(NetworkChannelType::Unreliable, msg);
|
||||
else
|
||||
peer->EndSendMessage(NetworkChannelType::Unreliable, msg, CachedTargets);
|
||||
}
|
||||
ASSERT_LOW_LAYER(dataStart == size);
|
||||
|
||||
// TODO: stats for bytes send per object type
|
||||
// Send all other parts
|
||||
for (uint32 partIndex = 1; partIndex < partsCount; partIndex++)
|
||||
{
|
||||
NetworkMessageObjectReplicatePart msgDataPart;
|
||||
msgDataPart.OwnerFrame = msgData.OwnerFrame;
|
||||
msgDataPart.ObjectId = msgData.ObjectId;
|
||||
msgDataPart.DataSize = msgData.DataSize;
|
||||
msgDataPart.PartsCount = msgData.PartsCount;
|
||||
msgDataPart.PartStart = dataStart;
|
||||
msgDataPart.PartSize = Math::Min(size - dataStart, partMaxData);
|
||||
msg = peer->BeginSendMessage();
|
||||
msg.WriteStructure(msgDataPart);
|
||||
msg.WriteBytes(stream->GetBuffer() + msgDataPart.PartStart, msgDataPart.PartSize);
|
||||
dataStart += msgDataPart.PartSize;
|
||||
if (isClient)
|
||||
peer->EndSendMessage(NetworkChannelType::Unreliable, msg);
|
||||
else
|
||||
peer->EndSendMessage(NetworkChannelType::Unreliable, msg, CachedTargets);
|
||||
}
|
||||
ASSERT_LOW_LAYER(dataStart == size);
|
||||
|
||||
// TODO: stats for bytes send per object type
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1564,7 +1646,11 @@ void NetworkInternal::OnNetworkMessageObjectSpawn(NetworkEvent& event, NetworkCl
|
||||
// Server always knows the best so update ownership of the existing object
|
||||
item.OwnerClientId = msgData.OwnerClientId;
|
||||
if (item.Role == NetworkObjectRole::OwnedAuthoritative)
|
||||
{
|
||||
if (Hierarchy)
|
||||
Hierarchy->AddObject(item.Object);
|
||||
item.Role = NetworkObjectRole::Replicated;
|
||||
}
|
||||
}
|
||||
else if (item.OwnerClientId != msgData.OwnerClientId)
|
||||
{
|
||||
@@ -1719,6 +1805,8 @@ void NetworkInternal::OnNetworkMessageObjectSpawn(NetworkEvent& event, NetworkCl
|
||||
item.Spawned = true;
|
||||
NETWORK_REPLICATOR_LOG(Info, "[NetworkReplicator] Add new object {}:{}, parent {}:{}", item.ToString(), obj->GetType().ToString(), item.ParentId.ToString(), parent ? parent->Object->GetType().ToString() : String::Empty);
|
||||
Objects.Add(MoveTemp(item));
|
||||
if (Hierarchy && item.Role == NetworkObjectRole::OwnedAuthoritative)
|
||||
Hierarchy->AddObject(obj);
|
||||
|
||||
// Boost future lookups by using indirection
|
||||
NETWORK_REPLICATOR_LOG(Info, "[NetworkReplicator] Remap object ID={} into object {}:{}", msgDataItem.ObjectId, item.ToString(), obj->GetType().ToString());
|
||||
@@ -1786,6 +1874,8 @@ void NetworkInternal::OnNetworkMessageObjectDespawn(NetworkEvent& event, Network
|
||||
|
||||
// Remove object
|
||||
NETWORK_REPLICATOR_LOG(Info, "[NetworkReplicator] Despawn object {}", msgData.ObjectId);
|
||||
if (Hierarchy && item.Role == NetworkObjectRole::OwnedAuthoritative)
|
||||
Hierarchy->RemoveObject(obj);
|
||||
DespawnedObjects.Add(msgData.ObjectId);
|
||||
if (item.AsNetworkObject)
|
||||
item.AsNetworkObject->OnNetworkDespawn();
|
||||
@@ -1822,12 +1912,16 @@ void NetworkInternal::OnNetworkMessageObjectRole(NetworkEvent& event, NetworkCli
|
||||
if (item.OwnerClientId == NetworkManager::LocalClientId)
|
||||
{
|
||||
// Upgrade ownership automatically
|
||||
if (Hierarchy && item.Role != NetworkObjectRole::OwnedAuthoritative)
|
||||
Hierarchy->AddObject(obj);
|
||||
item.Role = NetworkObjectRole::OwnedAuthoritative;
|
||||
item.LastOwnerFrame = 0;
|
||||
}
|
||||
else if (item.Role == NetworkObjectRole::OwnedAuthoritative)
|
||||
{
|
||||
// Downgrade ownership automatically
|
||||
if (Hierarchy)
|
||||
Hierarchy->RemoveObject(obj);
|
||||
item.Role = NetworkObjectRole::Replicated;
|
||||
}
|
||||
if (!NetworkManager::IsClient())
|
||||
|
||||
@@ -42,6 +42,17 @@ public:
|
||||
API_FIELD() static bool EnableLog;
|
||||
#endif
|
||||
|
||||
/// <summary>
|
||||
/// Gets the network replication hierarchy.
|
||||
/// </summary>
|
||||
API_PROPERTY() static NetworkReplicationHierarchy* GetHierarchy();
|
||||
|
||||
/// <summary>
|
||||
/// Sets the network replication hierarchy.
|
||||
/// </summary>
|
||||
API_PROPERTY() static void SetHierarchy(NetworkReplicationHierarchy* value);
|
||||
|
||||
public:
|
||||
/// <summary>
|
||||
/// Adds the network replication serializer for a given type.
|
||||
/// </summary>
|
||||
|
||||
@@ -11,6 +11,7 @@ class INetworkSerializable;
|
||||
class NetworkPeer;
|
||||
class NetworkClient;
|
||||
class NetworkStream;
|
||||
class NetworkReplicationHierarchy;
|
||||
|
||||
struct NetworkEvent;
|
||||
struct NetworkConnection;
|
||||
|
||||
Reference in New Issue
Block a user