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feat(gameserver): rebuild replication around native actor and net-driver - #13

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EisigesEis wants to merge 4 commits into
SyST3MDeV:mainfrom
EisigesEis:split/02b-native-networking
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feat(gameserver): rebuild replication around native actor and net-driver#13
EisigesEis wants to merge 4 commits into
SyST3MDeV:mainfrom
EisigesEis:split/02b-native-networking

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@EisigesEis

@EisigesEis EisigesEis commented Jul 24, 2026

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Summary

  • Use native AActor fields for replication decisions, including roles, ownership, relevancy, dormancy, update frequency, priority, and movement.
  • Integrate server transport with UIpNetDriver. Preserve on dispatch/flush.
  • Cache replication candidates and rebuild change of world, level, actor count, or cache age
  • (Non-native): Boost for new channels, connection-owned actors, movement, stale updates and urgent combat events (death/revive,
  • Clean up stale actor, channel, connection and ownership state.
  • Drops one core cpu by about 6-10% active hunt and down to 3-6% in idle ramsgate.

Testing

  • Test replication in combat with min. two clients.
  • (only briefly done) Monitor actor-channel, package-map, timeout and SerializeNewActor warnings

Future work

  • Fix race condition wasting stim before server acknowledged death animation finish (better since boosted replication but still possible). Maybe needs pak mod with invuln frames on stim use.
  • Check if stamina ticks happen in ramsgate on native replication fields and perhaps force disable them if still there.
  • Update replication candidate cache incrementally on actor spawn/destruction
  • Replace periodic actor count check with native lifecycle notifications if available
  • Native cull distance
  • More native fields if available
  • Attempted rejoin on disconnect didn't go well.

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