public interface IReplicationRateHow often one object's state is worth sending to one connection.
No guide page documents this yet — the page shows what the code says about itself.
Remarks
Separate from interest, and the separation is a correction to [16](../../../docs/plan/16-networking.md). That document lists the resolvers as "scene scope → explicit visibility overrides → distance grid → LOD rate reduction", which reads as four filters in a chain. The last one is not a filter, and building it as one produces a bug that looks like the feature working.
The reason is ReplicationServer's own design: leaving the observed set means "drop this object", because destruction and walking over the horizon are deliberately the same mechanism to a client. So an object omitted from the set to skip a tick is an object destroyed and recreated on that tick, together with whatever the game hangs off a spawn. Rate has to be decided where the records are written, where skipping one already means "not this tick" — it is the same thing the bandwidth budget does when it sheds, and it takes the same path out: not acknowledged, so it goes in the next snapshot.
Methods (1)
Used by (2)
- DistanceReplicationRateVixen.Net
- ReplicationServerVixen.Net