-
Notifications
You must be signed in to change notification settings - Fork 5
Replication
There are two methods of sending data in the network library:
- Attribute replication
- Function call (RPC) replication.
Attribute Replication is designed to accommodate the unforgiving network conditions that may arise during a game. Attributes are broadcast with a **one-to-many mapping **to all connected clients from the server, according to their container class's conditions generator, which yields the names of attributes which are permitted to be replicated to certain clients. They are sent reliably, meaning that they are guaranteed to be received by the client eventually.
Function Replication is designed for events which occur during the game. They are not state, unlike attributes, meaning that they will not be sent to new peers. They are sent (typically) unreliably, meaning that there is no guarantee the peer will receive it. We can use the @reliable decorator to enforce reliability on the function call. Replicated functions can be sent from server or client, but they only follow a one-to-one mapping.
#Network
##Replication Overview
##Serialisation Data handlers
##Communication Messaging
#Game Framework ##Bindings Creating bindings