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 Post subject: Replication Problem.
Unread postPosted: Thu Feb 17, 2011 11:40 am 
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Joined: Tue May 27, 2008 11:29 pm
Posts: 558
John King at University College in London is using CaveUT for some of his work, and has encountered our old friend the replication problem. He is using our best and latest version,


The problem is this, as he wrote in an e-mail to me:

1. moving an object in script on the server, the object moves about
half a second later on the client

2. rotating the view of the server by 180-degrees in script,
intermittently the client does not update the rotation. I call
clientupdateview but it doesn't make any difference to this
intermittent problem. This doesn't happen nearly so much if it's done
by an exec function (but still does sometimes).

3. I can't see how to put things on the hud on the client - I want to
blank the screen by displaying a black tile and it works fine on the
server, but I'm not sure how to talk to the client hud.

I reckon I could work out 3 actually, but 1+2 must be to do with as
aspect of the network code that I'm just not doing right, and I need
to be able to manipulate movement and the environment in script
without these kinds of delays/inconsistencies to do the experiments.
Do you have any thoughts?[/quote]


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 Post subject: Re: Replication Problem.
Unread postPosted: Fri Feb 18, 2011 10:31 am 
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Joined: Tue Jun 24, 2008 6:42 pm
Posts: 16
Location: Raleigh, NC, USA
Network replication in any game engine is generally not something that can be mastered through trial and error. It is important to understand all the key concepts, and I recommend reading all of the following resources for Unreal Engine 2.5:

* http://wiki.beyondunreal.com/Legacy:Int ... eplication
* http://wiki.beyondunreal.com/Legacy:Replicated_Function
* http://wiki.beyondunreal.com/Legacy:Simulated_Function
* http://wiki.beyondunreal.com/Legacy:Role
* http://wiki.beyondunreal.com/Legacy:Relevance
* http://wiki.beyondunreal.com/Legacy:NetMode

UDN has some freely available article on replication for Unreal Engine 3.0, but most of it still applies to 2.5 as well:

* http://udn.epicgames.com/Three/NetworkingOverview.html
* http://udn.epicgames.com/Three/GameStat ... ation.html


How often actor properties are replicated to clients is mainly controlled by two properties: NetUpdateFrequency, NetPriority. There are also some less obvious constraints, such as rotators being compressed into less bits, thus decreasing orientation resolution on clients. For a workaround of the latter problem see the CaveUT camera orientation replication code.

Hope this helps,


~Max

_________________
----- Gerke Max Preussner -----
http://www.gerke-preussner.de


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