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Brass Orrery

Orrery Terrain · OrreryTerrain module · member function

UOrreryTerrainSubsystem::

LoadReplicaSnapshot

Blueprint

A replica's join: load the authority's save bytes, taken when its next record was Seq + 1, and apply its records from Seq + 1 on.

Declaration

UFUNCTION(BlueprintCallable, Category="Orrery|Terrain|Net")
EOrreryTerrainLoadResult LoadReplicaSnapshot(const TArray<uint8>& Bytes, int64 Seq, int64 SculptDigest, int64 NextFeatureId);
Blueprint Load Replica Snapshot
The graph as text
  1. Load Replica Snapshot (function call; Target is Orrery Terrain Subsystem)
    • In Target (self object): self
    • In Bytes (array of Byte): not connected
    • In Seq (Integer64): 0
    • In Sculpt Digest (Integer64): 0
    • In Next Feature Id (Integer64): 0
    • Out Return Value (EOrreryTerrainLoadResult): not connected
Header
#include "OrreryTerrainSubsystem.h"
Module
PublicDependencyModuleNames.Add("OrreryTerrain"); in your module’s Build.cs.
Stability
Stable: changes within a major version only add.
Thread
Every member function is game thread unless it says otherwise. (the rule of UOrreryTerrainSubsystem)
Blueprint
Load Replica Snapshot, in Orrery › Terrain › Net

Description

SculptDigest and NextFeatureId are the authority's then (a checkpoint compares them); a save does not carry burnt feature ids, so the replica adopts NextFeatureId.

Save bytes hold no open stroke, so take them where no stroke is open: a record of a stroke open at S would fault the replica. The built-in link joins through the join stream instead, which carries the open strokes.

Parameters

NameTypeDefaultMeaning
Bytesconst TArray<uint8>&——
Seqint64——
SculptDigestint64——
NextFeatureIdint64——

Returns

Ok, or why nothing changed; Refused on the authority.