RPCs

In Morpheus, Remote Procedure Calls (RPCs) are defined the same way as in vanilla Unreal, but have some important differences in behaviour.

As with all Morpheus networking, Morpheus RPCs are restricted to classes that inherit from AMorpheusActor or UMorpheusActorComponent. RPCs on other classes won't work.

Arguments

RPCs can take any number of arguments. RPC arguments can be any type of replicated property supported by Unreal, with one exception: object references must be to AMorpheusActor or UMorpheusActorComponent types.

Server RPCs

In Morpheus, any client can invoke any Server RPC on any AMorpheusActor. The RPC is executed on the server. The server can also invoke a Server RPC itself, in which case it will be executed locally.

Helper functions

There are three special AMorpheusActor functions you can call from within the handler for a Server RPC:

  1. AuthoritativeClientCalledServerRpc checks whether the RPC was invoked by the client which has authority over the actor. (You can use this to emulate the standard Unreal semantics, where only the authoritative client can call a Server RPC.)

  2. ServerCalledRpc checks whether the RPC was invoked locally, i.e. by the server.

  3. ServerRPCCallerOwnsActor accepts an AMorpheusActor*. It checks whether the RPC was invoked by the connection which has authority over the given actor. This is useful for Singleton type actors that need an auth actor passed in to do their work.

There are also corresponding functions with the same names on UMorpheusActorComponent. Please note that if an RPC is called on the component, you should check these functions on the component directly, not the owning actor.

Using the caller connection

In some cases, it's helpful to know the invoking client connection in the RPC handler. A canonical example would be player spawning: this is usually implemented on a singleton actor, where the RPC uses the calling connection to choose which connection gets authority over the newly spawned actor.

You can make the invoking client connection accessible to the RPC handler by making the name of the RPC end with SenderRequired. Then, before invoking the RPC, call the AMorpheusActor function PushRpcServerConnection. Make sure to either set its PopAfterNextRpc flag or else clean up manually by calling PopRpcSenderConnection after calling the RPC.

An example of the blueprint usage of this would be something like:

Client RPCs

In Morpheus, the server or any client can invoke any Client RPC on any AMorpheusActor. The RPC is executed only on the authoritative client.

From within the handler of a Client RPC, you can use the AMorpheusActor function ServerCalledRpc to determine whether the RPC was invoked by the server. (You can use this to emulate the standard Unreal semantics, where only the server can call a Client RPC.)

NetMulticast RPCs

In Morpheus, both server and client can call NetMulticast RPCs. A NetMulticast RPC will be executed locally when called and then, if invoked from...

  • the authoritative server: it will also be executed on all clients with this AMorpheusActor in the foreground network level.

  • the authoritative client: it will also be executed on the server and all clients with this AMorpheusActor in the foreground network level.

  • a non-authoritative client: it won't be executed anywhere else.

From within the handler of a NetMulticast RPC, you can use the AMorpheusActor function ServerCalledRpc to determine if the server invoked the RPC. This can be used on the client to determine that the RPC was called by the server as opposed to another client, or on the server to handle the local execution of the RPC. Use the AMorpheusActor function IsOnClient to handle these cases separately.

RPC Guarantees

The Morpheus system has semantics and behaviour that may not be immediately obvious. This is a non-exhaustive list of semantics we offer for external developers to use as a reference, and for internal developers to refer to when making changes.

Morpheus offers some ordering guarantees in order to try and match some Unreal semantics. See this doc in the morpheus-core repository for more information on what these are and how we offer them. Because this repository is available to Improbable developers only, a subset of the doc relevant to Unreal development is exposed here:

Salient Ordered Channels

Multicast RPCs from clients and Client Authoritative Entity Data offers ordering when sent from the same client.

Server to Client RPCs and Authoritative Client Entity Deletions offers ordering as both will be sent from the server.

Multicast RPCs from servers, Server Authoritative Entity Data and Server Authoritative Owner Only Entity Data offers ordering as all will be sent from the server.

In other words, in Morpheus, RPCs of the same type on the same actor are guaranteed to be executed in the same order they were called. For example:

  1. The server invokes two RPCs on MorpheusActor_A: first NetMulticastRPC_1, then NetMulticastRPC_2.

  2. The client executes NetMulticastRPC_1 first, then executes NetMulticastRPC_2.

Non-Ordered Channels

An example of a pair of channels that you might think would be ordered but are not is Server Authoritative Entity Data and Authoritative Client Entity Deletions.

In Morpheus, different types of RPCs are NOT guaranteed to be executed in the same order. For example:

  1. The server invokes two RPCs on MorpheusActor_A: first ClientRPC_1, then NetMulticastRPC_1.

  2. The client will NOT necessarily execute ClientRPC_1 first.

Reliability

Morpheus RPCs are always reliable even if you marked them as unreliable.

As long as your client is connected, it will receive all RPCs sent to it.

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