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=== Actor Replication ===

Replication是网络会话中在多台机器之间同步游戏状态信息的过程。同步也可以叫reproducing. 默认绝大部分Actor的replication配置是关闭的,需要手动激活。

以下是绝大部分的replication features:
|| Replication Feature || Description ||
|| || ||

In a multiplayer session, game state information is communicated between multiple machines over an internet connection rather than residing solely on a single computer.

尽早规划多人

因为多人游戏当做单击游戏一样可以正常运作,反之则不一定,因此如果程序将来有多人需求的话,应尽早在最开始就朝着多人的方向来规划。

Client-Server模型

In a single-player or local multiplayer game, your game is run locally on a standalone game. Players connect input to a single computer and control everything on it directly, and everything in the game, including the Actors, the world, and the user interface for each player, exists on that local machine.

ue4-standalone.png

Single-player and local multiplayer take place on only one machine.

NetworkPlayExample.png

In network multiplayer, the game takes place between a server (1) and several clients (2) that are connected to it. The server processes gameplay, and the clients show the game to users.

基本网络概念

Network Modes and Server Types

Network mode describes a computer's relationship to a network multiplayer session.

Network Mode

Description

Standalone

不接收远程终端的连接。所有Player均严格限定为local玩家。单人游戏和local多人游戏采用该模式。同时运行server-side logic和client-side logic为local players。

Client

网络多人会话中连接到server的终端。不运行server-side logic。

Listen Server

网络多人会话的服务器。接收远程终端的连接,同时有local玩家运行在该server上。

Dedicated Server

网络多人会话的服务器。接收远程终端的连接,但不运行local players。因此,它舍弃了graphics, sound, input and other other player-oriented features in order to run more effeciently.

Actor Replication

Replication是网络会话中在多台机器之间同步游戏状态信息的过程。同步也可以叫reproducing. 默认绝大部分Actor的replication配置是关闭的,需要手动激活。

以下是绝大部分的replication features:

Replication Feature

Description

UE4-Networking-And-Multiplayer/Networking Overview (last edited 2024-04-08 11:11:43 by zbjxb)