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| #pragma once
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| #include "ReplicationGraph.h"
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| #include "LyraReplicationGraphTypes.h"
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| #include "LyraReplicationGraph.generated.h"
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| class AGameplayDebuggerCategoryReplicator;
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| DECLARE_LOG_CATEGORY_EXTERN(LogLyraRepGraph, Display, All);
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| UCLASS(transient, config=Engine)
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| class ULyraReplicationGraph : public UReplicationGraph
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| {
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| GENERATED_BODY()
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| public:
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| ULyraReplicationGraph();
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| virtual void ResetGameWorldState() override;
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| virtual void InitGlobalActorClassSettings() override;
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| virtual void InitGlobalGraphNodes() override;
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| virtual void InitConnectionGraphNodes(UNetReplicationGraphConnection* RepGraphConnection) override;
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| virtual void RouteAddNetworkActorToNodes(const FNewReplicatedActorInfo& ActorInfo, FGlobalActorReplicationInfo& GlobalInfo) override;
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| virtual void RouteRemoveNetworkActorToNodes(const FNewReplicatedActorInfo& ActorInfo) override;
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| UPROPERTY()
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| TArray<TObjectPtr<UClass>> AlwaysRelevantClasses;
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| UPROPERTY()
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| TObjectPtr<UReplicationGraphNode_GridSpatialization2D> GridNode;
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| UPROPERTY()
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| TObjectPtr<UReplicationGraphNode_ActorList> AlwaysRelevantNode;
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| TMap<FName, FActorRepListRefView> AlwaysRelevantStreamingLevelActors;
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| #if WITH_GAMEPLAY_DEBUGGER
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| void OnGameplayDebuggerOwnerChange(AGameplayDebuggerCategoryReplicator* Debugger, APlayerController* OldOwner);
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| #endif
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| void PrintRepNodePolicies();
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| private:
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| void AddClassRepInfo(UClass* Class, EClassRepNodeMapping Mapping);
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| void RegisterClassRepNodeMapping(UClass* Class);
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| EClassRepNodeMapping GetClassNodeMapping(UClass* Class) const;
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| void RegisterClassReplicationInfo(UClass* Class);
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| bool ConditionalInitClassReplicationInfo(UClass* Class, FClassReplicationInfo& ClassInfo);
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| void InitClassReplicationInfo(FClassReplicationInfo& Info, UClass* Class, bool Spatialize) const;
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| EClassRepNodeMapping GetMappingPolicy(UClass* Class);
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| bool IsSpatialized(EClassRepNodeMapping Mapping) const { return Mapping >= EClassRepNodeMapping::Spatialize_Static; }
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| TClassMap<EClassRepNodeMapping> ClassRepNodePolicies;
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| TArray<UClass*> ExplicitlySetClasses;
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| };
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| UCLASS()
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| class ULyraReplicationGraphNode_AlwaysRelevant_ForConnection : public UReplicationGraphNode_AlwaysRelevant_ForConnection
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| {
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| GENERATED_BODY()
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| public:
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| virtual void NotifyAddNetworkActor(const FNewReplicatedActorInfo& Actor) override { }
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| virtual bool NotifyRemoveNetworkActor(const FNewReplicatedActorInfo& ActorInfo, bool bWarnIfNotFound=true) override { return false; }
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| virtual void NotifyResetAllNetworkActors() override { }
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| virtual void GatherActorListsForConnection(const FConnectionGatherActorListParameters& Params) override;
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| virtual void LogNode(FReplicationGraphDebugInfo& DebugInfo, const FString& NodeName) const override;
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| void OnClientLevelVisibilityAdd(FName LevelName, UWorld* StreamingWorld);
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| void OnClientLevelVisibilityRemove(FName LevelName);
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| void ResetGameWorldState();
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| #if WITH_GAMEPLAY_DEBUGGER
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| AGameplayDebuggerCategoryReplicator* GameplayDebugger = nullptr;
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| #endif
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| private:
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| TArray<FName, TInlineAllocator<64> > AlwaysRelevantStreamingLevelsNeedingReplication;
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| bool bInitializedPlayerState = false;
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| };
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| UCLASS()
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| class ULyraReplicationGraphNode_PlayerStateFrequencyLimiter : public UReplicationGraphNode
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| {
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| GENERATED_BODY()
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| ULyraReplicationGraphNode_PlayerStateFrequencyLimiter();
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| virtual void NotifyAddNetworkActor(const FNewReplicatedActorInfo& Actor) override { }
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| virtual bool NotifyRemoveNetworkActor(const FNewReplicatedActorInfo& ActorInfo, bool bWarnIfNotFound=true) override { return false; }
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| virtual bool NotifyActorRenamed(const FRenamedReplicatedActorInfo& Actor, bool bWarnIfNotFound=true) override { return false; }
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| virtual void GatherActorListsForConnection(const FConnectionGatherActorListParameters& Params) override;
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| virtual void PrepareForReplication() override;
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| virtual void LogNode(FReplicationGraphDebugInfo& DebugInfo, const FString& NodeName) const override;
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| int32 TargetActorsPerFrame = 2;
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| private:
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| TArray<FActorRepListRefView> ReplicationActorLists;
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| FActorRepListRefView ForceNetUpdateReplicationActorList;
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| }; |