# ReplicaManager3
[ReplicaManager]

Third implementation of object replication. More...

## Classes

class | RakNet::ReplicaManager3
| System to help automate game object construction, destruction, and serialization. More...
struct | RakNet::LastSerializationResult
struct | RakNet::SerializeParameters
class | RakNet::Connection_RM3
| Each remote system is represented by Connection_RM3. Used to allocate Replica3 and track which instances have been allocated. More...
class | RakNet::Replica3
| Base class for your replicated objects for the ReplicaManager3 system. More...

## Enumerations

enum | RakNet::RM3ConstructionState { RakNet::RM3CS_SEND_CONSTRUCTION, RakNet::RM3CS_ALREADY_EXISTS_REMOTELY, RakNet::RM3CS_NEVER_CONSTRUCT, RakNet::RM3CS_NO_ACTION }
| Return codes for Connection_RM3::GetConstructionState() and Replica3::QueryConstruction(). More...
enum | RakNet::RM3DestructionState { RakNet::RM3DS_SEND_DESTRUCTION, RakNet::RM3DS_DO_NOT_QUERY_DESTRUCTION, RakNet::RM3DS_NO_ACTION }
enum | RakNet::RM3SerializationResult { RakNet::RM3SR_BROADCAST_IDENTICALLY, RakNet::RM3SR_BROADCAST_IDENTICALLY_FORCE_SERIALIZATION, RakNet::RM3SR_SERIALIZED_UNIQUELY, RakNet::RM3SR_SERIALIZED_ALWAYS, RakNet::RM3SR_SERIALIZED_ALWAYS_IDENTICALLY, RakNet::RM3SR_DO_NOT_SERIALIZE, RakNet::RM3SR_NEVER_SERIALIZE_FOR_THIS_CONNECTION }
enum | RakNet::RM3QuerySerializationResult { RakNet::RM3QSR_CALL_SERIALIZE, RakNet::RM3QSR_DO_NOT_CALL_SERIALIZE, RakNet::RM3QSR_NEVER_CALL_SERIALIZE }

## Detailed Description

Third implementation of object replication.

## Enumeration Type Documentation

enum RakNet::RM3ConstructionState

Return codes for Connection_RM3::GetConstructionState() and Replica3::QueryConstruction().

Indicates what state the object should be in for the remote system

Enumerator:

  RM3CS_SEND_CONSTRUCTION | This object should exist on the remote system. Send a construction message if necessary If the NetworkID is already in use, it will not do anything If it is not in use, it will create the object, and then call DeserializeConstruction
  RM3CS_ALREADY_EXISTS_REMOTELY | This object should exist on the remote system. The other system already has the object, and the object will never be deleted. This is true of objects that are loaded with the level, for example. Treat it as if it existed, without sending a construction message. Will call SerializeConstructionExisting() to the object on the remote system
  RM3CS_NEVER_CONSTRUCT | This object will never be sent to this system.
  RM3CS_NO_ACTION | Don't do anything this tick. Will query again next tick.

enum RakNet::RM3DestructionState

If this object already exists for this system, should it be removed?

Enumerator:

  RM3DS_SEND_DESTRUCTION | This object should not exist on the remote system. Send a destruction message if necessary.
  RM3DS_DO_NOT_QUERY_DESTRUCTION | This object will never be destroyed by a per-tick query. Don't call again.
  RM3DS_NO_ACTION | Don't do anything this tick. Will query again next tick.

enum RakNet::RM3QuerySerializationResult

First pass at topology to see if an object should be serialized

Enumerator:

  RM3QSR_CALL_SERIALIZE | Call Serialize() to see if this object should be serializable for this connection.
  RM3QSR_DO_NOT_CALL_SERIALIZE | Do not call Serialize() this tick to see if this object should be serializable for this connection.
  RM3QSR_NEVER_CALL_SERIALIZE | Never call Serialize() for this object and connection. This system will not serialize this object for this topology.

enum RakNet::RM3SerializationResult

Return codes when constructing an object

Enumerator:

  RM3SR_BROADCAST_IDENTICALLY | This object serializes identically no matter who we send to We also send it to every connection (broadcast). Efficient for memory, speed, and bandwidth but only if the object is always broadcast identically.

  RM3SR_BROADCAST_IDENTICALLY_FORCE_SERIALIZATION

  Same as RM3SR_BROADCAST_IDENTICALLY, but assume the object needs to be serialized, do not check with a memcmp Assume the object changed, and serialize it Use this if you know exactly when your object needs to change. Can be faster than RM3SR_BROADCAST_IDENTICALLY. An example of this is if every member variable has an accessor, changing a member sets a flag, and you check that flag in Replica3::QuerySerialization() The opposite of this is RM3SR_DO_NOT_SERIALIZE, in case the object did not change

  RM3SR_SERIALIZED_UNIQUELY | Either this object serializes differently depending on who we send to or we send it to some systems and not others. Inefficient for memory and speed, but efficient for bandwidth However, if you don't know what to return, return this

  RM3SR_SERIALIZED_ALWAYS

  Do not compare against last sent value. Just send even if the data is the same as the last tick If the data is always changing anyway, or you want to send unreliably, this is a good method of serialization Can send unique data per connection if desired. If same data is sent to all connections, use RM3SR_SERIALIZED_ALWAYS_IDENTICALLY for even better performance Efficient for memory and speed, but not necessarily bandwidth

  RM3SR_SERIALIZED_ALWAYS_IDENTICALLY | Even faster than RM3SR_SERIALIZED_ALWAYS Serialize() will only be called for the first system. The remaining systems will get the same data as the first system.
  RM3SR_DO_NOT_SERIALIZE | Do not serialize this object this tick, for this connection. Will query again next autoserialize timer.
  RM3SR_NEVER_SERIALIZE_FOR_THIS_CONNECTION | Never serialize this object for this connection Useful for objects that are downloaded, and never change again Efficient