Every replica holds a collection of user-defined ReplicaChunk objects that are synchronized with all the peers in the current session. A replica chunk is a container for user-defined DataSet objects and Remote Procedure Calls (RPCs). Any change to a
DataSet object or a call to an RPC causes the replica to synchronize its state across the session.
Replica chunks have the following limitations:
- Each replica can contain only 32 chunks.
- Chunks can be attached or detached only when a replica is not bound to a replica manager.
I want to know how to attach up to 32 replica chunks to a replica. I don’t get the replica in the GetNetworkBinding function. I have to create the chunk in this function and return the created chunk. So the attaching is executed in the engine. But the documentation say I can attach more chunks to one replica. How is this done?
Why the documentation explaines how to add additional replicas to the replica Manager if it only could be used on game components that gets automatically bound.
Is there a possible design problem with replicas? If I attach a replica to the replica manager, I will get a replica id, with this id i can get my replica from the replica manager. With the current system I get no replica id because I never see the replica itself. I create a replica chunk in GetNetworkBinding and return this chunk to the calling function. In SetNetworkBinding I get a chunk as parameter, never see the replica.
One thing that is not mentioned in the documentation. If the proxy connects it calls at first GetNetworkBinding. Then, afetr this call it calls SetNetworkBinding. This makes no sense, because I create and set up the replica chunk in GetNetworkBinding.