Ejemplo n.º 1
0
void FObjectReplicator::QueueRemoteFunctionBunch( UFunction* Func, FOutBunch &Bunch )
{
	// This is a pretty basic throttling method - just don't let same func be called more than
	// twice in one network update period.
	//
	// Long term we want to have priorities and stronger cross channel traffic management that
	// can handle this better
	int32 InfoIdx=INDEX_NONE;
	for (int32 i=0; i < RemoteFuncInfo.Num(); ++i)
	{
		if (RemoteFuncInfo[i].FuncName == Func->GetFName())
		{
			InfoIdx = i;
			break;
		}
	}
	if (InfoIdx==INDEX_NONE)
	{
		InfoIdx = RemoteFuncInfo.AddUninitialized();
		RemoteFuncInfo[InfoIdx].FuncName = Func->GetFName();
		RemoteFuncInfo[InfoIdx].Calls = 0;
	}
	
	if (++RemoteFuncInfo[InfoIdx].Calls > CVarMaxRPCPerNetUpdate.GetValueOnGameThread())
	{
		UE_LOG(LogRep, Verbose, TEXT("Too many calls to RPC %s within a single netupdate. Skipping. %s.  LastCallTime: %.2f. CurrentTime: %.2f. LastRelevantTime: %.2f. LastUpdateTime: %.2f "), 
			*Func->GetName(), *GetObject()->GetName(), RemoteFuncInfo[InfoIdx].LastCallTime, OwningChannel->Connection->Driver->Time, OwningChannel->RelevantTime, OwningChannel->LastUpdateTime );
		return;
	}
	
	RemoteFuncInfo[InfoIdx].LastCallTime = OwningChannel->Connection->Driver->Time;

	if (RemoteFunctions == NULL)
	{
		RemoteFunctions = new FOutBunch(OwningChannel, 0);
	}

	RemoteFunctions->SerializeBits( Bunch.GetData(), Bunch.GetNumBits() );

	if ( Connection != NULL && Connection->PackageMap != NULL )
	{
		UPackageMapClient * PackageMapClient = CastChecked< UPackageMapClient >( Connection->PackageMap );

		// We need to copy over any info that was obtained on the package map during serialization, and remember it until we actually call SendBunch
		if ( PackageMapClient->GetMustBeMappedGuidsInLastBunch().Num() )
		{
			OwningChannel->QueuedMustBeMappedGuidsInLastBunch.Append( PackageMapClient->GetMustBeMappedGuidsInLastBunch() );
			PackageMapClient->GetMustBeMappedGuidsInLastBunch().Empty();
		}

		// Copy over any exported bunches
		PackageMapClient->AppendExportBunches( OwningChannel->QueuedExportBunches );
	}
}
Ejemplo n.º 2
0
void FObjectReplicator::QueueRemoteFunctionBunch( UFunction* Func, FOutBunch &Bunch )
{
	// This is a pretty basic throttling method - just don't let same func be called more than
	// twice in one network update period.
	//
	// Long term we want to have priorities and stronger cross channel traffic management that
	// can handle this better
	int32 InfoIdx=INDEX_NONE;
	for (int32 i=0; i < RemoteFuncInfo.Num(); ++i)
	{
		if (RemoteFuncInfo[i].FuncName == Func->GetFName())
		{
			InfoIdx = i;
			break;
		}
	}
	if (InfoIdx==INDEX_NONE)
	{
		InfoIdx = RemoteFuncInfo.AddUninitialized();
		RemoteFuncInfo[InfoIdx].FuncName = Func->GetFName();
		RemoteFuncInfo[InfoIdx].Calls = 0;
	}
	
	if (++RemoteFuncInfo[InfoIdx].Calls > 2)
	{
		UE_LOG(LogNet, Log, TEXT("Too many calls to RPC %s within a single netupdate. Skipping. %s"), *Func->GetName(), *GetObject()->GetName() );
		return;
	}

	if (RemoteFunctions == NULL)
	{
		RemoteFunctions = new FOutBunch(OwningChannel, 0);
	}

	RemoteFunctions->SerializeBits( Bunch.GetData(), Bunch.GetNumBits() );
}