Net.RepGraph.StarvedList

Net.RepGraph.StarvedList

#Overview

name: Net.RepGraph.StarvedList

This variable is created as a Console Variable (cvar).

It is referenced in 2 C++ source files.

#Summary

#References in C++ code

#Callsites

This variable is referenced in the following C++ source code:

#Loc: <Workspace>/Engine/Plugins/Runtime/ReplicationGraph/Source/Private/ReplicationGraphDebugging.cpp:831

Scope: file

Source code excerpt:

// --------------------------------------------------------------------------------------------------------------------------------------------

FAutoConsoleCommand RepDriverStarvListCmd(TEXT("Net.RepGraph.StarvedList"), TEXT(""), FConsoleCommandWithArgsDelegate::CreateLambda([](const TArray< FString >& Args) 
{ 
	static FDelegateHandle Handle;
	static int32 ConnectionIdx = 0;
	if (Args.Num() > 0 )
	{
		LexFromString(ConnectionIdx, *Args[0]);

#Loc: <Workspace>/Engine/Plugins/Runtime/ReplicationGraph/Source/Private/ReplicationGraphDebugging.cpp:32

Scope: file

Source code excerpt:

 *	Net.RepGraph.Lists.Details											Prints extended RepActorList details to log
 *	
 *	Net.RepGraph.StarvedList <ConnectionIdx>							Prints actor starvation stats to HUD
 *	
 *	Net.RepGraph.SetDebugActor <ClassName>								Call on client: sets server debug actor to the closest actor that matches ClassName. See RepGraphConditionalActorBreakpoint
 *	
 */

namespace RepGraphDebugging
{
	UReplicationGraph* FindReplicationGraphHelper(const TArray<FString>& Args)
	{
		FName NetDriverName = NAME_GameNetDriver;

		const FString* DriverStr = Args.FindByPredicate([](const FString& Str) { return Str.Contains(TEXT("driver=")); });
		if (DriverStr)
		{
			FParse::Value(**DriverStr, TEXT("driver="), NetDriverName);
		}

		UReplicationGraph* Graph = nullptr;
		for (TObjectIterator<UReplicationGraph> It; It; ++It)
		{
			if (It->NetDriver && (NetDriverName == NAME_None || It->NetDriver->NetDriverName == NetDriverName) && It->NetDriver->GetNetMode() != NM_Client)
			{
				Graph = *It;
				break;
			}
		}
		return Graph;
	}
}

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