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| // Copyright Epic Games, Inc. All Rights Reserved. | |
| /** | |
| * | |
| * ===================== LyraReplicationGraph Replication ===================== | |
| * | |
| * Overview | |
| * | |
| * This changes the way actor relevancy works. AActor::IsNetRelevantFor is NOT used in this system! | |
| * | |
| * Instead, The ULyraReplicationGraph contains UReplicationGraphNodes. These nodes are responsible for generating lists of actors to replicate for each connection. | |
| * Most of these lists are persistent across frames. This enables most of the gathering work ("which actors should be considered for replication) to be shared/reused. | |
| * Nodes may be global (used by all connections), connection specific (each connection gets its own node), or shared (e.g, teams: all connections on the same team share). | |
| * Actors can be in multiple nodes! For example a pawn may be in the spatialization node but also in the always-relevant-for-team node. It will be returned twice for | |
| * teammates. This is ok though should be minimized when possible. | |
| * | |
| * ULyraReplicationGraph is intended to not be directly used by the game code. That is, you should not have to include LyraReplicationGraph.h anywhere else. | |
| * Rather, ULyraReplicationGraph depends on the game code and registers for events that the game code broadcasts (e.g., events for players joining/leaving teams). | |
| * This choice was made because it gives ULyraReplicationGraph a complete holistic view of actor replication. Rather than exposing generic public functions that any | |
| * place in game code can invoke, all notifications are explicitly registered in ULyraReplicationGraph::InitGlobalActorClassSettings. | |
| * | |
| * Lyra Nodes | |
| * | |
| * These are the top level nodes currently used: | |
| * | |
| * UReplicationGraphNode_GridSpatialization2D: | |
| * This is the spatialization node. All "distance based relevant" actors will be routed here. This node divides the map into a 2D grid. Each cell in the grid contains | |
| * children nodes that hold lists of actors based on how they update/go dormant. Actors are put in multiple cells. Connections pull from the single cell they are in. | |
| * | |
| * UReplicationGraphNode_ActorList | |
| * This is an actor list node that contains the always relevant actors. These actors are always relevant to every connection. | |
| * | |
| * ULyraReplicationGraphNode_AlwaysRelevant_ForConnection | |
| * This is the node for connection specific always relevant actors. This node does not maintain a persistent list but builds it each frame. This is possible because (currently) | |
| * these actors are all easily accessed from the PlayerController. A persistent list would require notifications to be broadcast when these actors change, which would be possible | |
| * but currently not necessary. | |
| * | |
| * ULyraReplicationGraphNode_PlayerStateFrequencyLimiter | |
| * A custom node for handling player state replication. This replicates a small rolling set of player states (currently 2/frame). This is so player states replicate | |
| * to simulated connections at a low, steady frequency, and to take advantage of serialization sharing. Auto proxy player states are replicated at higher frequency (to the | |
| * owning connection only) via ULyraReplicationGraphNode_AlwaysRelevant_ForConnection. | |
| * | |
| * UReplicationGraphNode_TearOff_ForConnection | |
| * Connection specific node for handling tear off actors. This is created and managed in the base implementation of Replication Graph. | |
| * | |
| * How To Use | |
| * | |
| * Making something always relevant: Please avoid if you can :) If you must, just setting AActor::bAlwaysRelevant = true in the class defaults will do it. | |
| * | |
| * Making something always relevant to connection: You will need to modify ULyraReplicationGraphNode_AlwaysRelevant_ForConnection::GatherActorListsForConnection. You will also want | |
| * to make sure the actor does not get put in one of the other nodes. The safest way to do this is by setting its EClassRepNodeMapping to NotRouted in ULyraReplicationGraph::InitGlobalActorClassSettings. | |
| * | |
| * How To Debug | |
| * | |
| * Its a good idea to just disable rep graph to see if your problem is specific to this system or just general replication/game play problem. | |
| * | |
| * If it is replication graph related, there are several useful commands that can be used: see ReplicationGraph_Debugging.cpp. The most useful are below. Use the 'cheat' command to run these on the server from a client. | |
| * | |
| * "Net.RepGraph.PrintGraph" - this will print the graph to the log: each node and actor. | |
| * "Net.RepGraph.PrintGraph class" - same as above but will group by class. | |
| * "Net.RepGraph.PrintGraph nclass" - same as above but will group by native classes (hides blueprint noise) | |
| * | |
| * Net.RepGraph.PrintAll <Frames> <ConnectionIdx> <"Class"/"Nclass"> - will print the entire graph, the gathered actors, and how they were prioritized for a given connection for X amount of frames. | |
| * | |
| * Net.RepGraph.PrintAllActorInfo <ActorMatchString> - will print the class, global, and connection replication info associated with an actor/class. If MatchString is empty will print everything. Call directly from client. | |
| * | |
| * Lyra.RepGraph.PrintRouting - will print the EClassRepNodeMapping for each class. That is, how a given actor class is routed (or not) in the Replication Graph. | |
| * | |
| */ | |
| DEFINE_LOG_CATEGORY( LogLyraRepGraph ); | |
| namespace Lyra::RepGraph | |
| { | |
| float DestructionInfoMaxDist = 30000.f; | |
| static FAutoConsoleVariableRef CVarLyraRepGraphDestructMaxDist(TEXT("Lyra.RepGraph.DestructInfo.MaxDist"), DestructionInfoMaxDist, TEXT("Max distance (not squared) to rep destruct infos at"), ECVF_Default); | |
| int32 DisplayClientLevelStreaming = 0; | |
| static FAutoConsoleVariableRef CVarLyraRepGraphDisplayClientLevelStreaming(TEXT("Lyra.RepGraph.DisplayClientLevelStreaming"), DisplayClientLevelStreaming, TEXT(""), ECVF_Default); | |
| float CellSize = 10000.f; | |
| static FAutoConsoleVariableRef CVarLyraRepGraphCellSize(TEXT("Lyra.RepGraph.CellSize"), CellSize, TEXT(""), ECVF_Default); | |
| // Essentially "Min X" for replication. This is just an initial value. The system will reset itself if actors appears outside of this. | |
| float SpatialBiasX = -150000.f; | |
| static FAutoConsoleVariableRef CVarLyraRepGraphSpatialBiasX(TEXT("Lyra.RepGraph.SpatialBiasX"), SpatialBiasX, TEXT(""), ECVF_Default); | |
| // Essentially "Min Y" for replication. This is just an initial value. The system will reset itself if actors appears outside of this. | |
| float SpatialBiasY = -200000.f; | |
| static FAutoConsoleVariableRef CVarLyraRepSpatialBiasY(TEXT("Lyra.RepGraph.SpatialBiasY"), SpatialBiasY, TEXT(""), ECVF_Default); | |
| // How many buckets to spread dynamic, spatialized actors across. High number = more buckets = smaller effective replication frequency. This happens before individual actors do their own NetUpdateFrequency check. | |
| int32 DynamicActorFrequencyBuckets = 3; | |
| static FAutoConsoleVariableRef CVarLyraRepDynamicActorFrequencyBuckets(TEXT("Lyra.RepGraph.DynamicActorFrequencyBuckets"), DynamicActorFrequencyBuckets, TEXT(""), ECVF_Default); | |
| int32 DisableSpatialRebuilds = 1; | |
| static FAutoConsoleVariableRef CVarLyraRepDisableSpatialRebuilds(TEXT("Lyra.RepGraph.DisableSpatialRebuilds"), DisableSpatialRebuilds, TEXT(""), ECVF_Default); | |
| int32 LogLazyInitClasses = 0; | |
| static FAutoConsoleVariableRef CVarLyraRepLogLazyInitClasses(TEXT("Lyra.RepGraph.LogLazyInitClasses"), LogLazyInitClasses, TEXT(""), ECVF_Default); | |
| // How much bandwidth to use for FastShared movement updates. This is counted independently of the NetDriver's target bandwidth. | |
| int32 TargetKBytesSecFastSharedPath = 10; | |
| static FAutoConsoleVariableRef CVarLyraRepTargetKBytesSecFastSharedPath(TEXT("Lyra.RepGraph.TargetKBytesSecFastSharedPath"), TargetKBytesSecFastSharedPath, TEXT(""), ECVF_Default); | |
| float FastSharedPathCullDistPct = 0.80f; | |
| static FAutoConsoleVariableRef CVarLyraRepFastSharedPathCullDistPct(TEXT("Lyra.RepGraph.FastSharedPathCullDistPct"), FastSharedPathCullDistPct, TEXT(""), ECVF_Default); | |
| int32 EnableFastSharedPath = 1; | |
| static FAutoConsoleVariableRef CVarLyraRepEnableFastSharedPath(TEXT("Lyra.RepGraph.EnableFastSharedPath"), EnableFastSharedPath, TEXT(""), ECVF_Default); | |
| UReplicationDriver* ConditionalCreateReplicationDriver(UNetDriver* ForNetDriver, UWorld* World) | |
| { | |
| // Only create for GameNetDriver | |
| if (World && ForNetDriver && ForNetDriver->NetDriverName == NAME_GameNetDriver) | |
| { | |
| const ULyraReplicationGraphSettings* LyraRepGraphSettings = GetDefault<ULyraReplicationGraphSettings>(); | |
| // Enable/Disable via developer settings | |
| if (LyraRepGraphSettings && LyraRepGraphSettings->bDisableReplicationGraph) | |
| { | |
| UE_LOG(LogLyraRepGraph, Display, TEXT("Replication graph is disabled via LyraReplicationGraphSettings.")); | |
| return nullptr; | |
| } | |
| UE_LOG(LogLyraRepGraph, Display, TEXT("Replication graph is enabled for %s in world %s."), *GetNameSafe(ForNetDriver), *GetPathNameSafe(World)); | |
| TSubclassOf<ULyraReplicationGraph> GraphClass = LyraRepGraphSettings->DefaultReplicationGraphClass.TryLoadClass<ULyraReplicationGraph>(); | |
| if (GraphClass.Get() == nullptr) | |
| { | |
| GraphClass = ULyraReplicationGraph::StaticClass(); | |
| } | |
| ULyraReplicationGraph* LyraReplicationGraph = NewObject<ULyraReplicationGraph>(GetTransientPackage(), GraphClass.Get()); | |
| return LyraReplicationGraph; | |
| } | |
| return nullptr; | |
| } | |
| }; | |
| // ---------------------------------------------------------------------------------------------------------- | |
| ULyraReplicationGraph::ULyraReplicationGraph() | |
| { | |
| if (!UReplicationDriver::CreateReplicationDriverDelegate().IsBound()) | |
| { | |
| UReplicationDriver::CreateReplicationDriverDelegate().BindLambda( | |
| [](UNetDriver* ForNetDriver, const FURL& URL, UWorld* World) -> UReplicationDriver* | |
| { | |
| return Lyra::RepGraph::ConditionalCreateReplicationDriver(ForNetDriver, World); | |
| }); | |
| } | |
| } | |
| void ULyraReplicationGraph::ResetGameWorldState() | |
| { | |
| Super::ResetGameWorldState(); | |
| AlwaysRelevantStreamingLevelActors.Empty(); | |
| for (UNetReplicationGraphConnection* ConnManager : Connections) | |
| { | |
| for (UReplicationGraphNode* ConnectionNode : ConnManager->GetConnectionGraphNodes()) | |
| { | |
| if (ULyraReplicationGraphNode_AlwaysRelevant_ForConnection* AlwaysRelevantConnectionNode = Cast<ULyraReplicationGraphNode_AlwaysRelevant_ForConnection>(ConnectionNode)) | |
| { | |
| AlwaysRelevantConnectionNode->ResetGameWorldState(); | |
| } | |
| } | |
| } | |
| for (UNetReplicationGraphConnection* ConnManager : PendingConnections) | |
| { | |
| for (UReplicationGraphNode* ConnectionNode : ConnManager->GetConnectionGraphNodes()) | |
| { | |
| if (ULyraReplicationGraphNode_AlwaysRelevant_ForConnection* AlwaysRelevantConnectionNode = Cast<ULyraReplicationGraphNode_AlwaysRelevant_ForConnection>(ConnectionNode)) | |
| { | |
| AlwaysRelevantConnectionNode->ResetGameWorldState(); | |
| } | |
| } | |
| } | |
| } | |
| EClassRepNodeMapping ULyraReplicationGraph::GetClassNodeMapping(UClass* Class) const | |
| { | |
| if (!Class) | |
| { | |
| return EClassRepNodeMapping::NotRouted; | |
| } | |
| if (const EClassRepNodeMapping* Ptr = ClassRepNodePolicies.FindWithoutClassRecursion(Class)) | |
| { | |
| return *Ptr; | |
| } | |
| AActor* ActorCDO = Cast<AActor>(Class->GetDefaultObject()); | |
| if (!ActorCDO || !ActorCDO->GetIsReplicated()) | |
| { | |
| return EClassRepNodeMapping::NotRouted; | |
| } | |
| auto ShouldSpatialize = [](const AActor* CDO) | |
| { | |
| return CDO->GetIsReplicated() && (!(CDO->bAlwaysRelevant || CDO->bOnlyRelevantToOwner || CDO->bNetUseOwnerRelevancy)); | |
| }; | |
| auto GetLegacyDebugStr = [](const AActor* CDO) | |
| { | |
| return FString::Printf(TEXT("%s [%d/%d/%d]"), *CDO->GetClass()->GetName(), CDO->bAlwaysRelevant, CDO->bOnlyRelevantToOwner, CDO->bNetUseOwnerRelevancy); | |
| }; | |
| // Only handle this class if it differs from its super. There is no need to put every child class explicitly in the graph class mapping | |
| UClass* SuperClass = Class->GetSuperClass(); | |
| if (AActor* SuperCDO = Cast<AActor>(SuperClass->GetDefaultObject())) | |
| { | |
| if (SuperCDO->GetIsReplicated() == ActorCDO->GetIsReplicated() | |
| && SuperCDO->bAlwaysRelevant == ActorCDO->bAlwaysRelevant | |
| && SuperCDO->bOnlyRelevantToOwner == ActorCDO->bOnlyRelevantToOwner | |
| && SuperCDO->bNetUseOwnerRelevancy == ActorCDO->bNetUseOwnerRelevancy | |
| ) | |
| { | |
| return GetClassNodeMapping(SuperClass); | |
| } | |
| } | |
| if (ShouldSpatialize(ActorCDO)) | |
| { | |
| return EClassRepNodeMapping::Spatialize_Dynamic; | |
| } | |
| else if (ActorCDO->bAlwaysRelevant && !ActorCDO->bOnlyRelevantToOwner) | |
| { | |
| return EClassRepNodeMapping::RelevantAllConnections; | |
| } | |
| return EClassRepNodeMapping::NotRouted; | |
| } | |
| void ULyraReplicationGraph::RegisterClassRepNodeMapping(UClass* Class) | |
| { | |
| EClassRepNodeMapping Mapping = GetClassNodeMapping(Class); | |
| ClassRepNodePolicies.Set(Class, Mapping); | |
| } | |
| void ULyraReplicationGraph::InitClassReplicationInfo(FClassReplicationInfo& Info, UClass* Class, bool Spatialize) const | |
| { | |
| AActor* CDO = Class->GetDefaultObject<AActor>(); | |
| if (Spatialize) | |
| { | |
| Info.SetCullDistanceSquared(CDO->GetNetCullDistanceSquared()); | |
| UE_LOG(LogLyraRepGraph, Log, TEXT("Setting cull distance for %s to %f (%f)"), *Class->GetName(), Info.GetCullDistanceSquared(), Info.GetCullDistance()); | |
| } | |
| Info.ReplicationPeriodFrame = GetReplicationPeriodFrameForFrequency(CDO->GetNetUpdateFrequency()); | |
| UClass* NativeClass = Class; | |
| while (!NativeClass->IsNative() && NativeClass->GetSuperClass() && NativeClass->GetSuperClass() != AActor::StaticClass()) | |
| { | |
| NativeClass = NativeClass->GetSuperClass(); | |
| } | |
| UE_LOG(LogLyraRepGraph, Log, TEXT("Setting replication period for %s (%s) to %d frames (%.2f)"), *Class->GetName(), *NativeClass->GetName(), Info.ReplicationPeriodFrame, CDO->GetNetUpdateFrequency()); | |
| } | |
| bool ULyraReplicationGraph::ConditionalInitClassReplicationInfo(UClass* ReplicatedClass, FClassReplicationInfo& ClassInfo) | |
| { | |
| if (ExplicitlySetClasses.FindByPredicate([&](const UClass* SetClass) { return ReplicatedClass->IsChildOf(SetClass); }) != nullptr) | |
| { | |
| return false; | |
| } | |
| bool ClassIsSpatialized = IsSpatialized(ClassRepNodePolicies.GetChecked(ReplicatedClass)); | |
| InitClassReplicationInfo(ClassInfo, ReplicatedClass, ClassIsSpatialized); | |
| return true; | |
| } | |
| void ULyraReplicationGraph::AddClassRepInfo(UClass* Class, EClassRepNodeMapping Mapping) | |
| { | |
| if (IsSpatialized(Mapping)) | |
| { | |
| if (Class->GetDefaultObject<AActor>()->bAlwaysRelevant) | |
| { | |
| UE_LOG(LogLyraRepGraph, Warning, TEXT("Replicated Class %s is AlwaysRelevant but is initialized into a spatialized node (%s)"), *Class->GetName(), *StaticEnum<EClassRepNodeMapping>()->GetNameStringByValue((int64)Mapping)); | |
| } | |
| } | |
| ClassRepNodePolicies.Set(Class, Mapping); | |
| } | |
| void ULyraReplicationGraph::RegisterClassReplicationInfo(UClass* ReplicatedClass) | |
| { | |
| FClassReplicationInfo ClassInfo; | |
| if (ConditionalInitClassReplicationInfo(ReplicatedClass, ClassInfo)) | |
| { | |
| GlobalActorReplicationInfoMap.SetClassInfo(ReplicatedClass, ClassInfo); | |
| UE_LOG(LogLyraRepGraph, Log, TEXT("Setting %s - %.2f"), *GetNameSafe(ReplicatedClass), ClassInfo.GetCullDistance()); | |
| } | |
| } | |
| void ULyraReplicationGraph::InitGlobalActorClassSettings() | |
| { | |
| // Setup our lazy init function for classes that are not currently loaded. | |
| GlobalActorReplicationInfoMap.SetInitClassInfoFunc( | |
| [this](UClass* Class, FClassReplicationInfo& ClassInfo) | |
| { | |
| RegisterClassRepNodeMapping(Class); // This needs to run before RegisterClassReplicationInfo. | |
| const bool bHandled = ConditionalInitClassReplicationInfo(Class, ClassInfo); | |
| if (Lyra::RepGraph::LogLazyInitClasses != 0) | |
| { | |
| if (bHandled) | |
| { | |
| EClassRepNodeMapping Mapping = ClassRepNodePolicies.GetChecked(Class); | |
| UE_LOG(LogLyraRepGraph, Warning, TEXT("%s was Lazy Initialized. (Parent: %s) %d."), *GetNameSafe(Class), *GetNameSafe(Class->GetSuperClass()), (int32)Mapping); | |
| FClassReplicationInfo& ParentRepInfo = GlobalActorReplicationInfoMap.GetClassInfo(Class->GetSuperClass()); | |
| if (ClassInfo.BuildDebugStringDelta() != ParentRepInfo.BuildDebugStringDelta()) | |
| { | |
| UE_LOG(LogLyraRepGraph, Warning, TEXT("Differences Found!")); | |
| FString DebugStr = ParentRepInfo.BuildDebugStringDelta(); | |
| UE_LOG(LogLyraRepGraph, Warning, TEXT(" Parent: %s"), *DebugStr); | |
| DebugStr = ClassInfo.BuildDebugStringDelta(); | |
| UE_LOG(LogLyraRepGraph, Warning, TEXT(" Class : %s"), *DebugStr); | |
| } | |
| } | |
| else | |
| { | |
| UE_LOG(LogLyraRepGraph, Warning, TEXT("%s skipped Lazy Initialization because it does not differ from its parent. (Parent: %s)"), *GetNameSafe(Class), *GetNameSafe(Class->GetSuperClass())); | |
| } | |
| } | |
| return bHandled; | |
| }); | |
| ClassRepNodePolicies.InitNewElement = [this](UClass* Class, EClassRepNodeMapping& NodeMapping) | |
| { | |
| NodeMapping = GetClassNodeMapping(Class); | |
| return true; | |
| }; | |
| const ULyraReplicationGraphSettings* LyraRepGraphSettings = GetDefault<ULyraReplicationGraphSettings>(); | |
| check(LyraRepGraphSettings); | |
| // Set Classes Node Mappings | |
| for (const FRepGraphActorClassSettings& ActorClassSettings : LyraRepGraphSettings->ClassSettings) | |
| { | |
| if (ActorClassSettings.bAddClassRepInfoToMap) | |
| { | |
| if (UClass* StaticActorClass = ActorClassSettings.GetStaticActorClass()) | |
| { | |
| UE_LOG(LogLyraRepGraph, Log, TEXT("ActorClassSettings -- AddClassRepInfo - %s :: %i"), *StaticActorClass->GetName(), int(ActorClassSettings.ClassNodeMapping)); | |
| AddClassRepInfo(StaticActorClass, ActorClassSettings.ClassNodeMapping); | |
| } | |
| } | |
| } | |
| AddClassRepInfo(AGameplayDebuggerCategoryReplicator::StaticClass(), EClassRepNodeMapping::NotRouted); // Replicated via ULyraReplicationGraphNode_AlwaysRelevant_ForConnection | |
| TArray<UClass*> AllReplicatedClasses; | |
| for (TObjectIterator<UClass> It; It; ++It) | |
| { | |
| UClass* Class = *It; | |
| AActor* ActorCDO = Cast<AActor>(Class->GetDefaultObject()); | |
| if (!ActorCDO || !ActorCDO->GetIsReplicated()) | |
| { | |
| continue; | |
| } | |
| // Skip SKEL and REINST classes. I don't know a better way to do this. | |
| if (Class->GetName().StartsWith(TEXT("SKEL_")) || Class->GetName().StartsWith(TEXT("REINST_"))) | |
| { | |
| continue; | |
| } | |
| // -------------------------------------------------------------------- | |
| // This is a replicated class. Save this off for the second pass below | |
| // -------------------------------------------------------------------- | |
| AllReplicatedClasses.Add(Class); | |
| RegisterClassRepNodeMapping(Class); | |
| } | |
| // ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | |
| // Setup FClassReplicationInfo. This is essentially the per class replication settings. Some we set explicitly, the rest we are setting via looking at the legacy settings on AActor. | |
| // ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | |
| auto SetClassInfo = [&](UClass* Class, const FClassReplicationInfo& Info) { GlobalActorReplicationInfoMap.SetClassInfo(Class, Info); ExplicitlySetClasses.Add(Class); }; | |
| ExplicitlySetClasses.Reset(); | |
| FClassReplicationInfo CharacterClassRepInfo; | |
| CharacterClassRepInfo.DistancePriorityScale = 1.f; | |
| CharacterClassRepInfo.StarvationPriorityScale = 1.f; | |
| CharacterClassRepInfo.ActorChannelFrameTimeout = 4; | |
| CharacterClassRepInfo.SetCullDistanceSquared(ALyraCharacter::StaticClass()->GetDefaultObject<ALyraCharacter>()->GetNetCullDistanceSquared()); | |
| SetClassInfo(ACharacter::StaticClass(), CharacterClassRepInfo); | |
| { | |
| // Sanity check our FSharedRepMovement type has the same quantization settings as the default character. | |
| FRepMovement DefaultRepMovement = ALyraCharacter::StaticClass()->GetDefaultObject<ALyraCharacter>()->GetReplicatedMovement(); // Use the same quantization settings as our default replicatedmovement | |
| FSharedRepMovement SharedRepMovement; | |
| ensureMsgf(SharedRepMovement.RepMovement.LocationQuantizationLevel == DefaultRepMovement.LocationQuantizationLevel, TEXT("LocationQuantizationLevel mismatch. %d != %d"), (uint8)SharedRepMovement.RepMovement.LocationQuantizationLevel, (uint8)DefaultRepMovement.LocationQuantizationLevel); | |
| ensureMsgf(SharedRepMovement.RepMovement.VelocityQuantizationLevel == DefaultRepMovement.VelocityQuantizationLevel, TEXT("VelocityQuantizationLevel mismatch. %d != %d"), (uint8)SharedRepMovement.RepMovement.VelocityQuantizationLevel, (uint8)DefaultRepMovement.VelocityQuantizationLevel); | |
| ensureMsgf(SharedRepMovement.RepMovement.RotationQuantizationLevel == DefaultRepMovement.RotationQuantizationLevel, TEXT("RotationQuantizationLevel mismatch. %d != %d"), (uint8)SharedRepMovement.RepMovement.RotationQuantizationLevel, (uint8)DefaultRepMovement.RotationQuantizationLevel); | |
| } | |
| // ------------------------------------------------------------------------------------------------------ | |
| // Setup FastShared replication for pawns. This is called up to once per frame per pawn to see if it wants | |
| // to send a FastShared update to all relevant connections. | |
| // ------------------------------------------------------------------------------------------------------ | |
| CharacterClassRepInfo.FastSharedReplicationFunc = [](AActor* Actor) | |
| { | |
| bool bSuccess = false; | |
| if (ALyraCharacter* Character = Cast<ALyraCharacter>(Actor)) | |
| { | |
| bSuccess = Character->UpdateSharedReplication(); | |
| } | |
| return bSuccess; | |
| }; | |
| CharacterClassRepInfo.FastSharedReplicationFuncName = FName(TEXT("FastSharedReplication")); | |
| FastSharedPathConstants.MaxBitsPerFrame = (int32)((float)(Lyra::RepGraph::TargetKBytesSecFastSharedPath * 1024 * 8) / NetDriver->GetNetServerMaxTickRate()); | |
| FastSharedPathConstants.DistanceRequirementPct = Lyra::RepGraph::FastSharedPathCullDistPct; | |
| SetClassInfo(ALyraCharacter::StaticClass(), CharacterClassRepInfo); | |
| // --------------------------------------------------------------------- | |
| UReplicationGraphNode_ActorListFrequencyBuckets::DefaultSettings.ListSize = 12; | |
| UReplicationGraphNode_ActorListFrequencyBuckets::DefaultSettings.NumBuckets = Lyra::RepGraph::DynamicActorFrequencyBuckets; | |
| UReplicationGraphNode_ActorListFrequencyBuckets::DefaultSettings.BucketThresholds.Reset(); | |
| UReplicationGraphNode_ActorListFrequencyBuckets::DefaultSettings.EnableFastPath = (Lyra::RepGraph::EnableFastSharedPath > 0); | |
| UReplicationGraphNode_ActorListFrequencyBuckets::DefaultSettings.FastPathFrameModulo = 1; | |
| RPCSendPolicyMap.Reset(); | |
| // Set FClassReplicationInfo based on legacy settings from all replicated classes | |
| for (UClass* ReplicatedClass : AllReplicatedClasses) | |
| { | |
| RegisterClassReplicationInfo(ReplicatedClass); | |
| } | |
| // Print out what we came up with | |
| UE_LOG(LogLyraRepGraph, Log, TEXT("")); | |
| UE_LOG(LogLyraRepGraph, Log, TEXT("Class Routing Map: ")); | |
| for (auto ClassMapIt = ClassRepNodePolicies.CreateIterator(); ClassMapIt; ++ClassMapIt) | |
| { | |
| UClass* Class = CastChecked<UClass>(ClassMapIt.Key().ResolveObjectPtr()); | |
| EClassRepNodeMapping Mapping = ClassMapIt.Value(); | |
| // Only print if different than native class | |
| UClass* ParentNativeClass = GetParentNativeClass(Class); | |
| EClassRepNodeMapping* ParentMapping = ClassRepNodePolicies.Get(ParentNativeClass); | |
| if (ParentMapping && Class != ParentNativeClass && Mapping == *ParentMapping) | |
| { | |
| continue; | |
| } | |
| UE_LOG(LogLyraRepGraph, Log, TEXT(" %s (%s) -> %s"), *Class->GetName(), *GetNameSafe(ParentNativeClass), *StaticEnum<EClassRepNodeMapping>()->GetNameStringByValue((int64)Mapping)); | |
| } | |
| UE_LOG(LogLyraRepGraph, Log, TEXT("")); | |
| UE_LOG(LogLyraRepGraph, Log, TEXT("Class Settings Map: ")); | |
| FClassReplicationInfo DefaultValues; | |
| for (auto ClassRepInfoIt = GlobalActorReplicationInfoMap.CreateClassMapIterator(); ClassRepInfoIt; ++ClassRepInfoIt) | |
| { | |
| UClass* Class = CastChecked<UClass>(ClassRepInfoIt.Key().ResolveObjectPtr()); | |
| const FClassReplicationInfo& ClassInfo = ClassRepInfoIt.Value(); | |
| UE_LOG(LogLyraRepGraph, Log, TEXT(" %s (%s) -> %s"), *Class->GetName(), *GetNameSafe(GetParentNativeClass(Class)), *ClassInfo.BuildDebugStringDelta()); | |
| } | |
| // Rep destruct infos based on CVar value | |
| DestructInfoMaxDistanceSquared = Lyra::RepGraph::DestructionInfoMaxDist * Lyra::RepGraph::DestructionInfoMaxDist; | |
| AGameplayDebuggerCategoryReplicator::NotifyDebuggerOwnerChange.AddUObject(this, &ThisClass::OnGameplayDebuggerOwnerChange); | |
| // Add to RPC_Multicast_OpenChannelForClass map | |
| RPC_Multicast_OpenChannelForClass.Reset(); | |
| RPC_Multicast_OpenChannelForClass.Set(AActor::StaticClass(), true); // Open channels for multicast RPCs by default | |
| RPC_Multicast_OpenChannelForClass.Set(AController::StaticClass(), false); // multicasts should never open channels on Controllers since opening a channel on a non-owner breaks the Controller's replication. | |
| RPC_Multicast_OpenChannelForClass.Set(AServerStatReplicator::StaticClass(), false); | |
| for (const FRepGraphActorClassSettings& ActorClassSettings : LyraRepGraphSettings->ClassSettings) | |
| { | |
| if (ActorClassSettings.bAddToRPC_Multicast_OpenChannelForClassMap) | |
| { | |
| if (UClass* StaticActorClass = ActorClassSettings.GetStaticActorClass()) | |
| { | |
| UE_LOG(LogLyraRepGraph, Log, TEXT("ActorClassSettings -- RPC_Multicast_OpenChannelForClass - %s"), *StaticActorClass->GetName()); | |
| RPC_Multicast_OpenChannelForClass.Set(StaticActorClass, ActorClassSettings.bRPC_Multicast_OpenChannelForClass); | |
| } | |
| } | |
| } | |
| } | |
| void ULyraReplicationGraph::InitGlobalGraphNodes() | |
| { | |
| // ----------------------------------------------- | |
| // Spatial Actors | |
| // ----------------------------------------------- | |
| GridNode = CreateNewNode<UReplicationGraphNode_GridSpatialization2D>(); | |
| GridNode->CellSize = Lyra::RepGraph::CellSize; | |
| GridNode->SpatialBias = FVector2D(Lyra::RepGraph::SpatialBiasX, Lyra::RepGraph::SpatialBiasY); | |
| if (Lyra::RepGraph::DisableSpatialRebuilds) | |
| { | |
| GridNode->AddToClassRebuildDenyList(AActor::StaticClass()); // Disable All spatial rebuilding | |
| } | |
| AddGlobalGraphNode(GridNode); | |
| // ----------------------------------------------- | |
| // Always Relevant (to everyone) Actors | |
| // ----------------------------------------------- | |
| AlwaysRelevantNode = CreateNewNode<UReplicationGraphNode_ActorList>(); | |
| AddGlobalGraphNode(AlwaysRelevantNode); | |
| // ----------------------------------------------- | |
| // Player State specialization. This will return a rolling subset of the player states to replicate | |
| // ----------------------------------------------- | |
| ULyraReplicationGraphNode_PlayerStateFrequencyLimiter* PlayerStateNode = CreateNewNode<ULyraReplicationGraphNode_PlayerStateFrequencyLimiter>(); | |
| AddGlobalGraphNode(PlayerStateNode); | |
| } | |
| void ULyraReplicationGraph::InitConnectionGraphNodes(UNetReplicationGraphConnection* RepGraphConnection) | |
| { | |
| Super::InitConnectionGraphNodes(RepGraphConnection); | |
| ULyraReplicationGraphNode_AlwaysRelevant_ForConnection* AlwaysRelevantConnectionNode = CreateNewNode<ULyraReplicationGraphNode_AlwaysRelevant_ForConnection>(); | |
| // This node needs to know when client levels go in and out of visibility | |
| RepGraphConnection->OnClientVisibleLevelNameAdd.AddUObject(AlwaysRelevantConnectionNode, &ULyraReplicationGraphNode_AlwaysRelevant_ForConnection::OnClientLevelVisibilityAdd); | |
| RepGraphConnection->OnClientVisibleLevelNameRemove.AddUObject(AlwaysRelevantConnectionNode, &ULyraReplicationGraphNode_AlwaysRelevant_ForConnection::OnClientLevelVisibilityRemove); | |
| AddConnectionGraphNode(AlwaysRelevantConnectionNode, RepGraphConnection); | |
| } | |
| EClassRepNodeMapping ULyraReplicationGraph::GetMappingPolicy(UClass* Class) | |
| { | |
| EClassRepNodeMapping* PolicyPtr = ClassRepNodePolicies.Get(Class); | |
| EClassRepNodeMapping Policy = PolicyPtr ? *PolicyPtr : EClassRepNodeMapping::NotRouted; | |
| return Policy; | |
| } | |
| void ULyraReplicationGraph::RouteAddNetworkActorToNodes(const FNewReplicatedActorInfo& ActorInfo, FGlobalActorReplicationInfo& GlobalInfo) | |
| { | |
| EClassRepNodeMapping Policy = GetMappingPolicy(ActorInfo.Class); | |
| switch(Policy) | |
| { | |
| case EClassRepNodeMapping::NotRouted: | |
| { | |
| break; | |
| } | |
| case EClassRepNodeMapping::RelevantAllConnections: | |
| { | |
| if (ActorInfo.StreamingLevelName == NAME_None) | |
| { | |
| AlwaysRelevantNode->NotifyAddNetworkActor(ActorInfo); | |
| } | |
| else | |
| { | |
| FActorRepListRefView& RepList = AlwaysRelevantStreamingLevelActors.FindOrAdd(ActorInfo.StreamingLevelName); | |
| RepList.ConditionalAdd(ActorInfo.Actor); | |
| } | |
| break; | |
| } | |
| case EClassRepNodeMapping::Spatialize_Static: | |
| { | |
| GridNode->AddActor_Static(ActorInfo, GlobalInfo); | |
| break; | |
| } | |
| case EClassRepNodeMapping::Spatialize_Dynamic: | |
| { | |
| GridNode->AddActor_Dynamic(ActorInfo, GlobalInfo); | |
| break; | |
| } | |
| case EClassRepNodeMapping::Spatialize_Dormancy: | |
| { | |
| GridNode->AddActor_Dormancy(ActorInfo, GlobalInfo); | |
| break; | |
| } | |
| }; | |
| } | |
| void ULyraReplicationGraph::RouteRemoveNetworkActorToNodes(const FNewReplicatedActorInfo& ActorInfo) | |
| { | |
| EClassRepNodeMapping Policy = GetMappingPolicy(ActorInfo.Class); | |
| switch(Policy) | |
| { | |
| case EClassRepNodeMapping::NotRouted: | |
| { | |
| break; | |
| } | |
| case EClassRepNodeMapping::RelevantAllConnections: | |
| { | |
| if (ActorInfo.StreamingLevelName == NAME_None) | |
| { | |
| AlwaysRelevantNode->NotifyRemoveNetworkActor(ActorInfo); | |
| } | |
| else | |
| { | |
| FActorRepListRefView& RepList = AlwaysRelevantStreamingLevelActors.FindChecked(ActorInfo.StreamingLevelName); | |
| if (RepList.RemoveFast(ActorInfo.Actor) == false) | |
| { | |
| UE_LOG(LogLyraRepGraph, Warning, TEXT("Actor %s was not found in AlwaysRelevantStreamingLevelActors list. LevelName: %s"), *GetActorRepListTypeDebugString(ActorInfo.Actor), *ActorInfo.StreamingLevelName.ToString()); | |
| } | |
| } | |
| SetActorDestructionInfoToIgnoreDistanceCulling(ActorInfo.GetActor()); | |
| break; | |
| } | |
| case EClassRepNodeMapping::Spatialize_Static: | |
| { | |
| GridNode->RemoveActor_Static(ActorInfo); | |
| break; | |
| } | |
| case EClassRepNodeMapping::Spatialize_Dynamic: | |
| { | |
| GridNode->RemoveActor_Dynamic(ActorInfo); | |
| break; | |
| } | |
| case EClassRepNodeMapping::Spatialize_Dormancy: | |
| { | |
| GridNode->RemoveActor_Dormancy(ActorInfo); | |
| break; | |
| } | |
| }; | |
| } | |
| // Since we listen to global (static) events, we need to watch out for cross world broadcasts (PIE) | |
| void ULyraReplicationGraph::OnGameplayDebuggerOwnerChange(AGameplayDebuggerCategoryReplicator* Debugger, APlayerController* OldOwner) | |
| { | |
| CHECK_WORLDS(Debugger); | |
| auto GetAlwaysRelevantForConnectionNode = [this](APlayerController* Controller) -> ULyraReplicationGraphNode_AlwaysRelevant_ForConnection* | |
| { | |
| if (Controller) | |
| { | |
| if (UNetConnection* NetConnection = Controller->GetNetConnection()) | |
| { | |
| if (NetConnection->GetDriver() == NetDriver) | |
| { | |
| if (UNetReplicationGraphConnection* GraphConnection = FindOrAddConnectionManager(NetConnection)) | |
| { | |
| for (UReplicationGraphNode* ConnectionNode : GraphConnection->GetConnectionGraphNodes()) | |
| { | |
| if (ULyraReplicationGraphNode_AlwaysRelevant_ForConnection* AlwaysRelevantConnectionNode = Cast<ULyraReplicationGraphNode_AlwaysRelevant_ForConnection>(ConnectionNode)) | |
| { | |
| return AlwaysRelevantConnectionNode; | |
| } | |
| } | |
| } | |
| } | |
| } | |
| } | |
| return nullptr; | |
| }; | |
| if (ULyraReplicationGraphNode_AlwaysRelevant_ForConnection* AlwaysRelevantConnectionNode = GetAlwaysRelevantForConnectionNode(OldOwner)) | |
| { | |
| AlwaysRelevantConnectionNode->GameplayDebugger = nullptr; | |
| } | |
| if (ULyraReplicationGraphNode_AlwaysRelevant_ForConnection* AlwaysRelevantConnectionNode = GetAlwaysRelevantForConnectionNode(Debugger->GetReplicationOwner())) | |
| { | |
| AlwaysRelevantConnectionNode->GameplayDebugger = Debugger; | |
| } | |
| } | |
| // ------------------------------------------------------------------------------ | |
| void ULyraReplicationGraphNode_AlwaysRelevant_ForConnection::ResetGameWorldState() | |
| { | |
| ReplicationActorList.Reset(); | |
| AlwaysRelevantStreamingLevelsNeedingReplication.Empty(); | |
| } | |
| void ULyraReplicationGraphNode_AlwaysRelevant_ForConnection::GatherActorListsForConnection(const FConnectionGatherActorListParameters& Params) | |
| { | |
| ULyraReplicationGraph* LyraGraph = CastChecked<ULyraReplicationGraph>(GetOuter()); | |
| ReplicationActorList.Reset(); | |
| for (const FNetViewer& CurViewer : Params.Viewers) | |
| { | |
| ReplicationActorList.ConditionalAdd(CurViewer.InViewer); | |
| ReplicationActorList.ConditionalAdd(CurViewer.ViewTarget); | |
| if (ALyraPlayerController* PC = Cast<ALyraPlayerController>(CurViewer.InViewer)) | |
| { | |
| // 50% throttling of PlayerStates. | |
| const bool bReplicatePS = (Params.ConnectionManager.ConnectionOrderNum % 2) == (Params.ReplicationFrameNum % 2); | |
| if (bReplicatePS) | |
| { | |
| // Always return the player state to the owning player. Simulated proxy player states are handled by ULyraReplicationGraphNode_PlayerStateFrequencyLimiter | |
| if (APlayerState* PS = PC->PlayerState) | |
| { | |
| if (!bInitializedPlayerState) | |
| { | |
| bInitializedPlayerState = true; | |
| FConnectionReplicationActorInfo& ConnectionActorInfo = Params.ConnectionManager.ActorInfoMap.FindOrAdd(PS); | |
| ConnectionActorInfo.ReplicationPeriodFrame = 1; | |
| } | |
| ReplicationActorList.ConditionalAdd(PS); | |
| } | |
| } | |
| FCachedAlwaysRelevantActorInfo& LastData = PastRelevantActorMap.FindOrAdd(CurViewer.Connection); | |
| if (ALyraCharacter* Pawn = Cast<ALyraCharacter>(PC->GetPawn())) | |
| { | |
| UpdateCachedRelevantActor(Params, Pawn, LastData.LastViewer); | |
| if (Pawn != CurViewer.ViewTarget) | |
| { | |
| ReplicationActorList.ConditionalAdd(Pawn); | |
| } | |
| } | |
| if (ALyraCharacter* ViewTargetPawn = Cast<ALyraCharacter>(CurViewer.ViewTarget)) | |
| { | |
| UpdateCachedRelevantActor(Params, ViewTargetPawn, LastData.LastViewTarget); | |
| } | |
| } | |
| } | |
| CleanupCachedRelevantActors(PastRelevantActorMap); | |
| // Always relevant streaming level actors. | |
| FPerConnectionActorInfoMap& ConnectionActorInfoMap = Params.ConnectionManager.ActorInfoMap; | |
| TMap<FName, FActorRepListRefView>& AlwaysRelevantStreamingLevelActors = LyraGraph->AlwaysRelevantStreamingLevelActors; | |
| for (int32 Idx=AlwaysRelevantStreamingLevelsNeedingReplication.Num()-1; Idx >= 0; --Idx) | |
| { | |
| const FName& StreamingLevel = AlwaysRelevantStreamingLevelsNeedingReplication[Idx]; | |
| FActorRepListRefView* Ptr = AlwaysRelevantStreamingLevelActors.Find(StreamingLevel); | |
| if (Ptr == nullptr) | |
| { | |
| // No always relevant lists for that level | |
| UE_CLOG(Lyra::RepGraph::DisplayClientLevelStreaming > 0, LogLyraRepGraph, Display, TEXT("CLIENTSTREAMING Removing %s from AlwaysRelevantStreamingLevelActors because FActorRepListRefView is null. %s "), *StreamingLevel.ToString(), *Params.ConnectionManager.GetName()); | |
| AlwaysRelevantStreamingLevelsNeedingReplication.RemoveAtSwap(Idx, EAllowShrinking::No); | |
| continue; | |
| } | |
| FActorRepListRefView& RepList = *Ptr; | |
| if (RepList.Num() > 0) | |
| { | |
| bool bAllDormant = true; | |
| for (FActorRepListType Actor : RepList) | |
| { | |
| FConnectionReplicationActorInfo& ConnectionActorInfo = ConnectionActorInfoMap.FindOrAdd(Actor); | |
| if (ConnectionActorInfo.bDormantOnConnection == false) | |
| { | |
| bAllDormant = false; | |
| break; | |
| } | |
| } | |
| if (bAllDormant) | |
| { | |
| UE_CLOG(Lyra::RepGraph::DisplayClientLevelStreaming > 0, LogLyraRepGraph, Display, TEXT("CLIENTSTREAMING All AlwaysRelevant Actors Dormant on StreamingLevel %s for %s. Removing list."), *StreamingLevel.ToString(), *Params.ConnectionManager.GetName()); | |
| AlwaysRelevantStreamingLevelsNeedingReplication.RemoveAtSwap(Idx, EAllowShrinking::No); | |
| } | |
| else | |
| { | |
| UE_CLOG(Lyra::RepGraph::DisplayClientLevelStreaming > 0, LogLyraRepGraph, Display, TEXT("CLIENTSTREAMING Adding always Actors on StreamingLevel %s for %s because it has at least one non dormant actor"), *StreamingLevel.ToString(), *Params.ConnectionManager.GetName()); | |
| Params.OutGatheredReplicationLists.AddReplicationActorList(RepList); | |
| } | |
| } | |
| else | |
| { | |
| UE_LOG(LogLyraRepGraph, Warning, TEXT("ULyraReplicationGraphNode_AlwaysRelevant_ForConnection::GatherActorListsForConnection - empty RepList %s"), *Params.ConnectionManager.GetName()); | |
| } | |
| } | |
| if (GameplayDebugger) | |
| { | |
| ReplicationActorList.ConditionalAdd(GameplayDebugger); | |
| } | |
| Params.OutGatheredReplicationLists.AddReplicationActorList(ReplicationActorList); | |
| } | |
| void ULyraReplicationGraphNode_AlwaysRelevant_ForConnection::OnClientLevelVisibilityAdd(FName LevelName, UWorld* StreamingWorld) | |
| { | |
| UE_CLOG(Lyra::RepGraph::DisplayClientLevelStreaming > 0, LogLyraRepGraph, Display, TEXT("CLIENTSTREAMING ::OnClientLevelVisibilityAdd - %s"), *LevelName.ToString()); | |
| AlwaysRelevantStreamingLevelsNeedingReplication.Add(LevelName); | |
| } | |
| void ULyraReplicationGraphNode_AlwaysRelevant_ForConnection::OnClientLevelVisibilityRemove(FName LevelName) | |
| { | |
| UE_CLOG(Lyra::RepGraph::DisplayClientLevelStreaming > 0, LogLyraRepGraph, Display, TEXT("CLIENTSTREAMING ::OnClientLevelVisibilityRemove - %s"), *LevelName.ToString()); | |
| AlwaysRelevantStreamingLevelsNeedingReplication.Remove(LevelName); | |
| } | |
| void ULyraReplicationGraphNode_AlwaysRelevant_ForConnection::LogNode(FReplicationGraphDebugInfo& DebugInfo, const FString& NodeName) const | |
| { | |
| DebugInfo.Log(NodeName); | |
| DebugInfo.PushIndent(); | |
| LogActorRepList(DebugInfo, NodeName, ReplicationActorList); | |
| for (const FName& LevelName : AlwaysRelevantStreamingLevelsNeedingReplication) | |
| { | |
| ULyraReplicationGraph* LyraGraph = CastChecked<ULyraReplicationGraph>(GetOuter()); | |
| if (FActorRepListRefView* RepList = LyraGraph->AlwaysRelevantStreamingLevelActors.Find(LevelName)) | |
| { | |
| LogActorRepList(DebugInfo, FString::Printf(TEXT("AlwaysRelevant StreamingLevel List: %s"), *LevelName.ToString()), *RepList); | |
| } | |
| } | |
| DebugInfo.PopIndent(); | |
| } | |
| // ------------------------------------------------------------------------------ | |
| ULyraReplicationGraphNode_PlayerStateFrequencyLimiter::ULyraReplicationGraphNode_PlayerStateFrequencyLimiter() | |
| { | |
| bRequiresPrepareForReplicationCall = true; | |
| } | |
| void ULyraReplicationGraphNode_PlayerStateFrequencyLimiter::PrepareForReplication() | |
| { | |
| ReplicationActorLists.Reset(); | |
| ForceNetUpdateReplicationActorList.Reset(); | |
| ReplicationActorLists.AddDefaulted(); | |
| FActorRepListRefView* CurrentList = &ReplicationActorLists[0]; | |
| // We rebuild our lists of player states each frame. This is not as efficient as it could be but its the simplest way | |
| // to handle players disconnecting and keeping the lists compact. If the lists were persistent we would need to defrag them as players left. | |
| for (TActorIterator<APlayerState> It(GetWorld()); It; ++It) | |
| { | |
| APlayerState* PS = *It; | |
| if (IsActorValidForReplicationGather(PS) == false) | |
| { | |
| continue; | |
| } | |
| if (CurrentList->Num() >= TargetActorsPerFrame) | |
| { | |
| ReplicationActorLists.AddDefaulted(); | |
| CurrentList = &ReplicationActorLists.Last(); | |
| } | |
| CurrentList->Add(PS); | |
| } | |
| } | |
| void ULyraReplicationGraphNode_PlayerStateFrequencyLimiter::GatherActorListsForConnection(const FConnectionGatherActorListParameters& Params) | |
| { | |
| const int32 ListIdx = Params.ReplicationFrameNum % ReplicationActorLists.Num(); | |
| Params.OutGatheredReplicationLists.AddReplicationActorList(ReplicationActorLists[ListIdx]); | |
| if (ForceNetUpdateReplicationActorList.Num() > 0) | |
| { | |
| Params.OutGatheredReplicationLists.AddReplicationActorList(ForceNetUpdateReplicationActorList); | |
| } | |
| } | |
| void ULyraReplicationGraphNode_PlayerStateFrequencyLimiter::LogNode(FReplicationGraphDebugInfo& DebugInfo, const FString& NodeName) const | |
| { | |
| DebugInfo.Log(NodeName); | |
| DebugInfo.PushIndent(); | |
| int32 i=0; | |
| for (const FActorRepListRefView& List : ReplicationActorLists) | |
| { | |
| LogActorRepList(DebugInfo, FString::Printf(TEXT("Bucket[%d]"), i++), List); | |
| } | |
| DebugInfo.PopIndent(); | |
| } | |
| // ------------------------------------------------------------------------------ | |
| void ULyraReplicationGraph::PrintRepNodePolicies() | |
| { | |
| UEnum* Enum = StaticEnum<EClassRepNodeMapping>(); | |
| if (!Enum) | |
| { | |
| return; | |
| } | |
| GLog->Logf(TEXT("====================================")); | |
| GLog->Logf(TEXT("Lyra Replication Routing Policies")); | |
| GLog->Logf(TEXT("====================================")); | |
| for (auto It = ClassRepNodePolicies.CreateIterator(); It; ++It) | |
| { | |
| FObjectKey ObjKey = It.Key(); | |
| EClassRepNodeMapping Mapping = It.Value(); | |
| GLog->Logf(TEXT("%-40s --> %s"), *GetNameSafe(ObjKey.ResolveObjectPtr()), *Enum->GetNameStringByValue(static_cast<uint32>(Mapping))); | |
| } | |
| } | |
| FAutoConsoleCommandWithWorldAndArgs LyraPrintRepNodePoliciesCmd(TEXT("Lyra.RepGraph.PrintRouting"),TEXT("Prints how actor classes are routed to RepGraph nodes"), | |
| FConsoleCommandWithWorldAndArgsDelegate::CreateLambda([](const TArray<FString>& Args, UWorld* World) | |
| { | |
| for (TObjectIterator<ULyraReplicationGraph> It; It; ++It) | |
| { | |
| It->PrintRepNodePolicies(); | |
| } | |
| }) | |
| ); | |
| // ------------------------------------------------------------------------------ | |
| FAutoConsoleCommandWithWorldAndArgs ChangeFrequencyBucketsCmd(TEXT("Lyra.RepGraph.FrequencyBuckets"), TEXT("Resets frequency bucket count."), FConsoleCommandWithWorldAndArgsDelegate::CreateLambda([](const TArray< FString >& Args, UWorld* World) | |
| { | |
| int32 Buckets = 1; | |
| if (Args.Num() > 0) | |
| { | |
| LexTryParseString<int32>(Buckets, *Args[0]); | |
| } | |
| UE_LOG(LogLyraRepGraph, Display, TEXT("Setting Frequency Buckets to %d"), Buckets); | |
| for (TObjectIterator<UReplicationGraphNode_ActorListFrequencyBuckets> It; It; ++It) | |
| { | |
| UReplicationGraphNode_ActorListFrequencyBuckets* Node = *It; | |
| Node->SetNonStreamingCollectionSize(Buckets); | |
| } | |
| })); | |