Packet was dropped








#include "Net/DataReplication.h"




void ReceivedNak
    int32 NakPacketId


Packet was dropped

Handling NAKs / Property Retransmission.

Note, NACK handling only occurs on connections that "replicate" data, which is currently only Servers. RPC retransmission is handled elsewhere.

RepLayouts: As we send properties through FRepLayout the is a Changelist Manager that is shared between all connections tracks sets of properties that were recently changed (history items), as well as one aggregate set of all properties that have ever been sent.

Each Sending Rep State, which is connection unique, also tracks the set of changed

  1. These history items will only be created when replicating the object, so there will be fewer of them in general, but they will still contain any properties that compared differently (not *just* the properties that were actually replicated).

Whenever a NAK is received, we will iterate over the SendingRepState changelist and mark any of the properties sent in the NAKed packet for retransmission.

The next time Properties are replicated for the Object, we will merge in any changelists from NAKed history items.

Custom Delta Properties: For Custom Delta Properties (CDP), we rely primarily on FPropertyRetirements and INetDeltaBaseState for tracking property retransmission.

INetDeltaBaseStates are used to tracked internal state specific to a given type of CDP. For example, Fast Array Replicators will use FNetFastTArrayBaseState, or some type derived from that.

When an FObjectReplicator is created, we will create an INetDeltaBaseState for every CDP, as well as a dummy FPropertyRetirement. This Property Retirement is used as the head of a linked list of Retirements, and is generally never populated with any useful information.

Every time we replicate a CDP, we will pass in the most recent Base State, and we will be returned a new CDP. If data is actually sent, then we will create a new Property Retirement, adding it as the tail of our linked list. The new Property Retirement will also hold a reference to the old INetDeltaBaseState (i.e., the state of the CDP before it replicated its properties).

Just before replicating, we will go through and free any ACKed FPropertyRetirments (see UpdateAckedRetirements).

After replicating, we will cache off the returned Base State to be used as the "old" state the next time the property is replicated.

Whenever a NAK is received, we will run through our Property Retirements. Any retirements that predate the NACK will be removed and treated as if they were ACKs. The first retirement that is found to be within the NAKed range will have its INetDeltaBaseState restored (which should be the state before the NAKed packet was sent), and then that retirement as well as all remaining will be removed.

The onus is then on the CDP to resend any necessary properties based on its current / live state and the restored Net Delta Base State.

Fast Array Properties: Fast Array Properties are implemented as Custom Delta Properties (CDP). Therefore, they mostly follow the flow laid out above.

FNetFastTArrayBaseState is the basis for all Fast Array Serializer INetDeltaBaseStates. This struct tracks the Replication Key of the Array, the ID to Replication Key map of individual Array Items, and a History Number.

As we replicate Fast Array Properties, we use the Array Replication key to see if anything is possibly dirty in the Array and the ID to Replication map to see which Array Element items actually are dirty. A mismatch between the Net Base State Key and the Key stored on the live Fast Array (either the Array Replication Key, or any Item Key) is how we determine if the Array or Items is dirty.

Whenever a NAK is received, our Old Base State will be reset to the last known ACKed value, as described in the CDP section above. This means that our Array Replication Key and ID To Item Replication Key should be reset to those states, forcing a mismatch the next time we replicate if anything has changed.

When net.SupportFastArrayDelta is enabled, we perform an additional step in which we actually compare the properties of dirty items. This is very similar to normal Property replication using RepLayouts, and leverages most of the same code.

This includes tracking history items just like Rep Layout. Instead of tracking histories per Sending Rep State / Per Connection, we just manage a single set of Histories on the Rep Changelist Mgr. Changelists are stored per Fast Array Item, and are referenced via ID.

Whenever we go to replicate a Fast Array Item, we will merge together all changelists since we last sent that item, and send those accumulated changes.

This means that property retransmission for Fast Array Items is an amalgamation of Rep Layout retransmission and CDP retransmission.

Whenever a NAK is received, our History Number should be reset to the last known ACKed value, and that should be enough to force us to accumulate any of the NAKed item changelists.

Select Skin

Welcome to the new Unreal Engine 4 Documentation site!

We're working on lots of new features including a feedback system so you can tell us how we are doing. It's not quite ready for use in the wild yet, so head over to the Documentation Feedback forum to tell us about this page or call out any issues you are encountering in the meantime.

We'll be sure to let you know when the new system is up and running.

Post Feedback