mirror of
https://github.com/Milxnor/Project-Reboot-3.0.git
synced 2026-01-13 02:42:22 +01:00
it kinda work
This commit is contained in:
@@ -7,15 +7,135 @@
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#include "GameplayStatics.h"
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#include "KismetMathLibrary.h"
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#include <random>
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#include "GenericPlatformMath.h"
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#include "ActorChannel.h"
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#include "KismetSystemLibrary.h"
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#include "UnrealMathUtility.h"
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FNetworkObjectList& UNetDriver::GetNetworkObjectList()
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{
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return *(*(TSharedPtr<FNetworkObjectList>*)(__int64(this) + Offsets::NetworkObjectList));
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}
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struct FPacketIdRange
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{
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FPacketIdRange(int32 _First, int32 _Last) : First(_First), Last(_Last) { }
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FPacketIdRange(int32 PacketId) : First(PacketId), Last(PacketId) { }
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// FPacketIdRange() : First(INDEX_NONE), Last(INDEX_NONE) { }
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int32 First;
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int32 Last;
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bool InRange(int32 PacketId)
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{
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return (First <= PacketId && PacketId <= Last);
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}
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};
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#define CLOSEPROXIMITY 500.f
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#define NEARSIGHTTHRESHOLD 2000.f
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#define MEDSIGHTTHRESHOLD 3162.f
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#define FARSIGHTTHRESHOLD 8000.f
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#define CLOSEPROXIMITYSQUARED (CLOSEPROXIMITY*CLOSEPROXIMITY)
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#define NEARSIGHTTHRESHOLDSQUARED (NEARSIGHTTHRESHOLD*NEARSIGHTTHRESHOLD)
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#define MEDSIGHTTHRESHOLDSQUARED (MEDSIGHTTHRESHOLD*MEDSIGHTTHRESHOLD)
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#define FARSIGHTTHRESHOLDSQUARED (FARSIGHTTHRESHOLD*FARSIGHTTHRESHOLD)
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FActorPriority::FActorPriority(UNetConnection* InConnection, UActorChannel* InChannel, FNetworkObjectInfo* InActorInfo, const std::vector<FNetViewer>& Viewers, bool bLowBandwidth)
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: ActorInfo(InActorInfo), Channel(InChannel), DestructionInfo(NULL)
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{
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float Time = Channel ? (InConnection->GetDriver()->GetTime() - Channel->GetLastUpdateTime()) : InConnection->GetDriver()->GetSpawnPrioritySeconds();
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// take the highest priority of the viewers on this connection
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Priority = 0;
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for (int32 i = 0; i < Viewers.size(); i++)
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{
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static auto GetNetPriorityOffset = 0x380;
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float (*GetNetPriorityOriginal)(AActor* Actor, const FVector& ViewPos, const FVector& ViewDir, AActor* Viewer, AActor* ViewTarget, UActorChannel* InChannel, float Time, bool bLowBandwidth)
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= decltype(GetNetPriorityOriginal)(ActorInfo->Actor->VFTable[GetNetPriorityOffset / 8]);
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Priority = FMath::Max<int32>(Priority, FMath::RoundToInt(65536.0f * GetNetPriorityOriginal(ActorInfo->Actor, Viewers[i].ViewLocation, Viewers[i].ViewDir, Viewers[i].InViewer, Viewers[i].ViewTarget, InChannel, Time, bLowBandwidth)));
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}
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}
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FActorPriority::FActorPriority(UNetConnection* InConnection, FActorDestructionInfo* Info, const std::vector<FNetViewer>& Viewers)
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: ActorInfo(NULL), Channel(NULL), DestructionInfo(Info)
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{
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Priority = 0;
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for (int32 i = 0; i < Viewers.size(); i++)
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{
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float Time = InConnection->GetDriver()->GetSpawnPrioritySeconds();
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FVector Dir = DestructionInfo->DestroyedPosition - Viewers[i].ViewLocation;
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float DistSq = Dir.SizeSquared();
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// adjust priority based on distance and whether actor is in front of viewer
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if ((Viewers.at(i).ViewDir | Dir) < 0.f)
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{
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if (DistSq > NEARSIGHTTHRESHOLDSQUARED)
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Time *= 0.2f;
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else if (DistSq > CLOSEPROXIMITYSQUARED)
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Time *= 0.4f;
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}
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else if (DistSq > MEDSIGHTTHRESHOLDSQUARED)
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Time *= 0.4f;
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Priority = FMath::Max<int32>(Priority, 65536.0f * Time);
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}
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}
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void SetChannelActorForDestroy(UActorChannel* ActorChannel, FActorDestructionInfo* DestructInfo)
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{
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static auto ConnectionOffset = ActorChannel->GetOffset("Connection");
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UNetConnection* Connection = ActorChannel->Get<UNetConnection*>(ConnectionOffset);
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auto State = *(uint8_t*)(__int64(Connection) + 0x12C);
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if (!(State - 2 <= 1)) // this will make sure that it is USOCK_Open or USOCK_Pending
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return;
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using FOutBunch = __int64;
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static auto PackageMapOffset = Connection->GetOffset("PackageMap");
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auto PackageMap = Connection->Get(PackageMapOffset);
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FOutBunch* CloseBunch = Alloc(0x200);
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if (!CloseBunch)
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return;
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static FOutBunch(*FOutBunchConstructor)(FOutBunch* a1, UActorChannel* a2, bool bInClose) = decltype(FOutBunchConstructor)(__int64(GetModuleHandleW(0)) + 0x194E800);
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/* *CloseBunch = */ FOutBunchConstructor(CloseBunch, ActorChannel, true);
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// we could set bDormant but it's set by default to 0.
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SetBitfield((PlaceholderBitfield*)(__int64(CloseBunch) + 0x30), 4, true); // bReliable
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bool (*UPackageMap_WriteObjectOriginal)(UObject* PackageMap, FOutBunch* Ar, UObject* InOuter, FNetworkGUID NetGUID, FString ObjectName) = decltype(UPackageMap_WriteObjectOriginal)(PackageMap->VFTable[0x238 / 8]);
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UPackageMap_WriteObjectOriginal(PackageMap, CloseBunch, DestructInfo->ObjOuter.Get(), DestructInfo->NetGUID, DestructInfo->PathName);
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FPacketIdRange (*SendBunchOriginal)(UActorChannel* Channel, FOutBunch* Bunch, bool Merge) = decltype(SendBunchOriginal)(ActorChannel->VFTable[0x288 / 8]);
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SendBunchOriginal(ActorChannel, CloseBunch, false);
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static void (*FArchiveDeconstructor)(FOutBunch* Ar) = decltype(FArchiveDeconstructor)(__int64(GetModuleHandleW(0)) + 0xC36500);
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FArchiveDeconstructor(CloseBunch);
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}
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TSet<FNetworkGUID>& GetConnectionDestroyedStartupOrDormantActors(UNetConnection* Connection)
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{
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return *(TSet<FNetworkGUID>*)(__int64(Connection) + 0x33678);
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}
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TMap<FNetworkGUID, FActorDestructionInfo>& GetDriverDestroyedStartupOrDormantActors(UNetDriver* NetDriver)
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{
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return *(TMap<FNetworkGUID, FActorDestructionInfo>*)(__int64(NetDriver) + 0x228);
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}
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void UNetDriver::RemoveNetworkActor(AActor* Actor)
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{
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GetNetworkObjectList().Remove(Actor);
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static void (*FNetworkObjectList_Remove)(FNetworkObjectList*, AActor* const a2) = decltype(FNetworkObjectList_Remove)(__int64(GetModuleHandleW(0)) + 0x1AEBB40);
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FNetworkObjectList_Remove(&GetNetworkObjectList(), Actor);
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// GetNetworkObjectList().Remove(Actor);
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// RenamedStartupActors.Remove(Actor->GetFName());
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}
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@@ -88,19 +208,10 @@ enum class ENetRole : uint8_t
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ROLE_MAX = 4
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};
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enum class ENetDormancy : uint8_t
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{
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DORM_Never = 0,
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DORM_Awake = 1,
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DORM_DormantAll = 2,
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DORM_DormantPartial = 3,
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DORM_Initial = 4,
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DORN_MAX = 5,
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ENetDormancy_MAX = 6
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};
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FORCEINLINE float FRand()
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{
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return ReplicationRandStream.FRand();
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std::random_device rd;
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std::mt19937 gen(rd());
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std::uniform_real_distribution<> dis(0, 1);
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@@ -109,44 +220,37 @@ FORCEINLINE float FRand()
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return random_number;
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}
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#define USEOBJECTLIST
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FORCEINLINE float SRand()
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{
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GSRandSeed = (GSRandSeed * 196314165) + 907633515;
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union { float f; int32 i; } Result;
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union { float f; int32 i; } Temp;
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const float SRandTemp = 1.0f;
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Temp.f = SRandTemp;
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Result.i = (Temp.i & 0xff800000) | (GSRandSeed & 0x007fffff);
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auto res = FPlatformMath::Fractional(Result.f);
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// MILXNOR
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// res /= 3;
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return res;
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}
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void UNetDriver::ServerReplicateActors_BuildConsiderList(std::vector<FNetworkObjectInfo*>& OutConsiderList)
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{
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std::vector<AActor*> ActorsToRemove;
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#ifdef USEOBJECTLIST
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auto& ActiveObjects = GetNetworkObjectList().ActiveNetworkObjects;
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#else
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TArray<AActor*> Actors = UGameplayStatics::GetAllActorsOfClass(GetWorld(), AActor::StaticClass());
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#endif
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auto World = GetWorld();
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#ifdef USEOBJECTLIST
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// for (int i = 0; i < ActiveObjects.Elements.Num(); i++)
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for (const TSharedPtr<FNetworkObjectInfo>& ActorInfo : ActiveObjects)
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{
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// auto& ActorInfo = ActiveObjects.Elements.Data.at(i).ElementData.Value;
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if (!ActorInfo->bPendingNetUpdate && UGameplayStatics::GetTimeSeconds(GetWorld()) <= ActorInfo->NextUpdateTime)
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{
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continue;
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}
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// if (IsBadReadPtr(ActorInfo, 8))
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// continue;
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auto Actor = ActorInfo->Actor;
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#else
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for (int i = 0; i < Actors.Num(); i++)
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{
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auto Actor = Actors.at(i);
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#endif
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if (!Actor)
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continue;
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@@ -171,20 +275,15 @@ void UNetDriver::ServerReplicateActors_BuildConsiderList(std::vector<FNetworkObj
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// We should check the level stuff here.
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static auto NetDormancyOffset = Actor->GetOffset("NetDormancy");
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if (Actor->Get<ENetDormancy>(NetDormancyOffset) == ENetDormancy::DORM_Initial && Actor->IsNetStartupActor()) // IsDormInitialStartupActor
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if (Actor->GetNetDormancy() == ENetDormancy::DORM_Initial && Actor->IsNetStartupActor()) // IsDormInitialStartupActor
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{
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ActorsToRemove.push_back(Actor);
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continue;
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}
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// We should check NeedsLoadForClient here.
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// We should make sure the actor is in the same world here but I don't believe it is needed.
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#ifndef USEOBJECTLIST
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FNetworkObjectInfo* ActorInfo = new FNetworkObjectInfo;
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ActorInfo->Actor = Actor;
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#else
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auto TimeSeconds = UGameplayStatics::GetTimeSeconds(World); // Can we do this outside of the loop?
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if (ActorInfo->LastNetReplicateTime == 0)
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@@ -208,10 +307,10 @@ void UNetDriver::ServerReplicateActors_BuildConsiderList(std::vector<FNetworkObj
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}
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const float MinOptimalDelta = 1.0f / Actor->GetNetUpdateFrequency(); // Don't go faster than NetUpdateFrequency
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const float MaxOptimalDelta = max(1.0f / Actor->GetNetUpdateFrequency(), MinOptimalDelta); // Don't go slower than MinNetUpdateFrequency (or NetUpdateFrequency if it's slower)
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const float MaxOptimalDelta = FMath::Max(1.0f / Actor->GetNetUpdateFrequency(), MinOptimalDelta); // Don't go slower than MinNetUpdateFrequency (or NetUpdateFrequency if it's slower)
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const float Alpha = std::clamp((LastReplicateDelta - ScaleDownStartTime) / ScaleDownTimeRange, 0.0f, 1.0f); // should we use fmath?
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ActorInfo->OptimalNetUpdateDelta = std::lerp(MinOptimalDelta, MaxOptimalDelta, Alpha); // should we use fmath?
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const float Alpha = FMath::Clamp( (LastReplicateDelta - ScaleDownStartTime) / ScaleDownTimeRange, 0.0f, 1.0f);
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ActorInfo->OptimalNetUpdateDelta = FMath::Lerp(MinOptimalDelta, MaxOptimalDelta, Alpha);
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}
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if (!ActorInfo->bPendingNetUpdate)
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@@ -221,13 +320,11 @@ void UNetDriver::ServerReplicateActors_BuildConsiderList(std::vector<FNetworkObj
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// then set the next update time
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float ServerTickTime = 1.f / 30;
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ActorInfo->NextUpdateTime = TimeSeconds + FRand() * ServerTickTime + NextUpdateDelta;
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static auto TimeOffset = GetOffset("Time");
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ActorInfo->LastNetUpdateTime = Get<float>(TimeOffset);
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ActorInfo->NextUpdateTime = TimeSeconds + SRand() * ServerTickTime + NextUpdateDelta;
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ActorInfo->LastNetUpdateTime = GetTime();
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}
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ActorInfo->bPendingNetUpdate = false;
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#endif
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OutConsiderList.push_back(ActorInfo.Get());
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@@ -235,69 +332,16 @@ void UNetDriver::ServerReplicateActors_BuildConsiderList(std::vector<FNetworkObj
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CallPreReplication(Actor, this);
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}
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#ifndef USEOBJECTLIST
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Actors.Free();
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#else
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for (auto Actor : ActorsToRemove)
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{
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if (!Actor)
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continue;
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/* LOG_INFO(LogDev, "Removing actor: {}", Actor ? Actor->GetFullName() : "InvalidObject");
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RemoveNetworkActor(Actor);
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LOG_INFO(LogDev, "Finished removing actor."); */
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}
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#endif
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}
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using UChannel = UObject;
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using UActorChannel = UObject;
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static UActorChannel* FindChannel(AActor* Actor, UNetConnection* Connection)
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{
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static auto OpenChannelsOffset = Connection->GetOffset("OpenChannels");
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auto& OpenChannels = Connection->Get<TArray<UChannel*>>(OpenChannelsOffset);
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static auto ActorChannelClass = FindObject<UClass>("/Script/Engine.ActorChannel");
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// LOG_INFO(LogReplication, "OpenChannels.Num(): {}", OpenChannels.Num());
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for (int i = 0; i < OpenChannels.Num(); i++)
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{
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auto Channel = OpenChannels.at(i);
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if (!Channel)
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continue;
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// LOG_INFO(LogReplication, "[{}] Class {}", i, Channel->ClassPrivate ? Channel->ClassPrivate->GetFullName() : "InvalidObject");
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if (!Channel->IsA(ActorChannelClass)) // (Channel->ClassPrivate == ActorChannelClass)
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continue;
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static auto ActorOffset = Channel->GetOffset("Actor");
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auto ChannelActor = Channel->Get<AActor*>(ActorOffset);
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// LOG_INFO(LogReplication, "[{}] {}", i, ChannelActor->GetFullName());
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if (ChannelActor != Actor)
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continue;
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return (UActorChannel*)Channel;
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}
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return NULL;
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}
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struct FNetViewer
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{
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UNetConnection* Connection; // 0x0000(0x0008) (ZeroConstructor, IsPlainOldData)
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AActor* InViewer; // 0x0008(0x0008) (ZeroConstructor, IsPlainOldData)
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AActor* ViewTarget; // 0x0010(0x0008) (ZeroConstructor, IsPlainOldData)
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FVector ViewLocation; // 0x0018(0x000C) (IsPlainOldData)
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FVector ViewDir;
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};
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static bool IsActorRelevantToConnection(AActor* Actor, std::vector<FNetViewer>& ConnectionViewers)
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static bool IsActorRelevantToConnection(AActor* Actor, const std::vector<FNetViewer>& ConnectionViewers)
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{
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for (int32 viewerIdx = 0; viewerIdx < ConnectionViewers.size(); viewerIdx++)
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{
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@@ -310,7 +354,7 @@ static bool IsActorRelevantToConnection(AActor* Actor, std::vector<FNetViewer>&
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// if (Actor->IsNetRelevantFor(ConnectionViewers[viewerIdx].InViewer, ConnectionViewers[viewerIdx].ViewTarget, ConnectionViewers[viewerIdx].ViewLocation))
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// if (IsNetRelevantFor(Actor, ConnectionViewers[viewerIdx].InViewer, ConnectionViewers[viewerIdx].ViewTarget, ConnectionViewers[viewerIdx].ViewLocation))
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if (reinterpret_cast<bool(*)(AActor*, AActor*, AActor*, FVector&)>(Actor->VFTable[index])(
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if (reinterpret_cast<bool(*)(AActor*, AActor*, AActor*, const FVector&)>(Actor->VFTable[index])(
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Actor, ConnectionViewers[viewerIdx].InViewer, ConnectionViewers[viewerIdx].ViewTarget, ConnectionViewers[viewerIdx].ViewLocation))
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{
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return true;
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@@ -320,6 +364,236 @@ static bool IsActorRelevantToConnection(AActor* Actor, std::vector<FNetViewer>&
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return false;
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}
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bool UNetDriver::IsLevelInitializedForActor(const AActor* InActor, const UNetConnection* InConnection) const
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{
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const bool bCorrectWorld = (InConnection->GetClientWorldPackageName() == GetWorldPackage()->NamePrivate && InConnection->ClientHasInitializedLevelFor(InActor));
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const bool bIsConnectionPC = (InActor == InConnection->GetPlayerController());
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return bCorrectWorld || bIsConnectionPC;
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}
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static FORCEINLINE bool IsActorDormant(FNetworkObjectInfo* ActorInfo, const TWeakObjectPtr<UNetConnection>& Connection)
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{
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// If actor is already dormant on this channel, then skip replication entirely
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return ActorInfo->DormantConnections.Contains(Connection);
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}
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static FORCEINLINE UNetConnection* IsActorOwnedByAndRelevantToConnection(const AActor* Actor, const std::vector<FNetViewer>& ConnectionViewers, bool& bOutHasNullViewTarget)
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{
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const AActor* ActorOwner = Actor->GetNetOwner();
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bOutHasNullViewTarget = false;
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for (int i = 0; i < ConnectionViewers.size(); i++)
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{
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UNetConnection* ViewerConnection = ConnectionViewers[i].Connection;
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if (ViewerConnection->GetViewTarget() == nullptr)
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{
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bOutHasNullViewTarget = true;
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}
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if (ActorOwner == ViewerConnection->GetPlayerController() ||
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(ViewerConnection->GetPlayerController() && ActorOwner == ViewerConnection->GetPlayerController()->GetPawn()) ||
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(ViewerConnection->GetViewTarget() && ViewerConnection->GetViewTarget()->IsRelevancyOwnerFor(Actor, ActorOwner, ViewerConnection->GetOwningActor())))
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{
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return ViewerConnection;
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}
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}
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return nullptr;
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}
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struct FCompareFActorPriority
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{
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FORCEINLINE bool operator()(const FActorPriority& A, const FActorPriority& B) const
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{
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return B.Priority < A.Priority;
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}
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};
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static FORCEINLINE bool ShouldActorGoDormant(AActor* Actor, const std::vector<FNetViewer>& ConnectionViewers, UActorChannel* Channel, const float Time, const bool bLowNetBandwidth)
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{
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using enum ENetDormancy;
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static auto bPendingDormancyOffset = 0x30;
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static auto bPendingDormancyFieldMask = 0x0;
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||||
static auto DormantOffset = 0x30;
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static auto DormantFieldMask = 0x0;
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if (Actor->GetNetDormancy() <= DORM_Awake || !Channel
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// || ReadBitfield((PlaceholderBitfield*)(__int64(Channel) + bPendingDormancyOffset), bPendingDormancyFieldMask)
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// || ReadBitfield((PlaceholderBitfield*)(__int64(Channel) + DormantOffset), DormantFieldMask)
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||||
|| Channel->IsPendingDormancy()
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||||
|| Channel->IsDormant()
|
||||
)
|
||||
{
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||||
// Either shouldn't go dormant, or is already dormant
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||||
return false;
|
||||
}
|
||||
|
||||
if (Actor->GetNetDormancy() == DORM_DormantPartial)
|
||||
{
|
||||
for (int32 viewerIdx = 0; viewerIdx < ConnectionViewers.size(); viewerIdx++)
|
||||
{
|
||||
// if (!Actor->GetNetDormancy(ConnectionViewers[viewerIdx].ViewLocation, ConnectionViewers[viewerIdx].ViewDir, ConnectionViewers[viewerIdx].InViewer, ConnectionViewers[viewerIdx].ViewTarget, Channel, Time, bLowNetBandwidth))
|
||||
if (!false) // ^ this just returns false soo (atleast AActor implementation)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
int32 UNetDriver::ServerReplicateActors_PrioritizeActors(UNetConnection* Connection, const std::vector<FNetViewer>& ConnectionViewers, const std::vector<FNetworkObjectInfo*> ConsiderList, const bool bCPUSaturated, FActorPriority*& OutPriorityList, FActorPriority**& OutPriorityActors)
|
||||
{
|
||||
GetNetTag()++;
|
||||
Connection->GetTickCount()++;
|
||||
|
||||
for (int32 j = 0; j < Connection->GetSentTemporaries().Num(); j++) // Set up to skip all sent temporary actors
|
||||
{
|
||||
Connection->GetSentTemporaries().at(j)->GetNetTag() = GetNetTag();
|
||||
}
|
||||
|
||||
// check( World == Connection->OwningActor->GetWorld() );
|
||||
|
||||
int32 FinalSortedCount = 0;
|
||||
int32 DeletedCount = 0;
|
||||
|
||||
// Make weak ptr once for IsActorDormant call
|
||||
TWeakObjectPtr<UNetConnection> WeakConnection{};
|
||||
WeakConnection.ObjectIndex = Connection->InternalIndex;
|
||||
WeakConnection.ObjectSerialNumber = GetItemByIndex(Connection->InternalIndex)->SerialNumber;
|
||||
|
||||
auto& Connection_DestroyedStartupOrDormantActors = GetConnectionDestroyedStartupOrDormantActors(Connection);
|
||||
|
||||
const int32 MaxSortedActors = ConsiderList.size() + Connection_DestroyedStartupOrDormantActors.Num();
|
||||
|
||||
if (MaxSortedActors > 0)
|
||||
{
|
||||
OutPriorityList = Alloc<FActorPriority>(MaxSortedActors * sizeof(FActorPriority));
|
||||
OutPriorityActors = Alloc<FActorPriority*>(MaxSortedActors * sizeof(FActorPriority*));
|
||||
|
||||
// check( World == Connection->ViewTarget->GetWorld() );
|
||||
|
||||
// AGameNetworkManager* const NetworkManager = World->NetworkManager;
|
||||
const bool bLowNetBandwidth = false; // NetworkManager ? NetworkManager->IsInLowBandwidthMode() : false;
|
||||
|
||||
for (int i = 0; i < ConsiderList.size(); i++)
|
||||
{
|
||||
FNetworkObjectInfo* ActorInfo = ConsiderList.at(i);
|
||||
AActor* Actor = ActorInfo->Actor;
|
||||
|
||||
auto& ActorChannels = Connection->GetActorChannels();
|
||||
UActorChannel* Channel = nullptr;
|
||||
|
||||
// Connection->ActorChannels.FindRef(ActorInfo->WeakActor);
|
||||
|
||||
for (int i = 0; i < ActorChannels.Pairs.Num(); i++)
|
||||
{
|
||||
if (ActorChannels.Pairs[i].First == ActorInfo->WeakActor)
|
||||
{
|
||||
Channel = ActorChannels.Pairs[i].Second;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (!Channel)
|
||||
{
|
||||
if (!IsLevelInitializedForActor(Actor, Connection))
|
||||
{
|
||||
// If the level this actor belongs to isn't loaded on client, don't bother sending
|
||||
continue;
|
||||
}
|
||||
|
||||
if (!IsActorRelevantToConnection(Actor, ConnectionViewers))
|
||||
{
|
||||
// LOG_INFO(LogDev, "Not relevant!");
|
||||
|
||||
// If not relevant (and we don't have a channel), skip
|
||||
continue;
|
||||
}
|
||||
}
|
||||
|
||||
// LOG_INFO(LogDev, "Actor->GetNetTag(): {}", Actor->GetNetTag());
|
||||
|
||||
UNetConnection* PriorityConnection = Connection;
|
||||
|
||||
if (Actor->IsOnlyRelevantToOwner())
|
||||
{
|
||||
// This actor should be owned by a particular connection, see if that connection is the one passed in
|
||||
bool bHasNullViewTarget = false;
|
||||
|
||||
PriorityConnection = IsActorOwnedByAndRelevantToConnection(Actor, ConnectionViewers, bHasNullViewTarget);
|
||||
|
||||
if (PriorityConnection == nullptr)
|
||||
{
|
||||
if (!bHasNullViewTarget && Channel != NULL && GetTime() - Channel->GetRelevantTime() >= GetRelevantTimeout())
|
||||
{
|
||||
Channel->Close();
|
||||
}
|
||||
|
||||
continue;
|
||||
}
|
||||
}
|
||||
// else if (CVarSetNetDormancyEnabled.GetValueOnGameThread() != 0)
|
||||
else
|
||||
{
|
||||
// Skip Actor if dormant
|
||||
if (IsActorDormant(ActorInfo, WeakConnection))
|
||||
{
|
||||
// LOG_INFO(LogDev, "Actor is dormant!");
|
||||
continue;
|
||||
}
|
||||
|
||||
// See of actor wants to try and go dormant
|
||||
if (ShouldActorGoDormant(Actor, ConnectionViewers, Channel, GetTime(), bLowNetBandwidth))
|
||||
{
|
||||
// LOG_INFO(LogDev, "Actor is going dormant!");
|
||||
|
||||
// Channel is marked to go dormant now once all properties have been replicated (but is not dormant yet)
|
||||
Channel->StartBecomingDormant();
|
||||
}
|
||||
}
|
||||
|
||||
// Actor is relevant to this connection, add it to the list
|
||||
// NOTE - We use NetTag to make sure SentTemporaries didn't already mark this actor to be skipped
|
||||
|
||||
if (Actor->GetNetTag() != GetNetTag())
|
||||
{
|
||||
Actor->GetNetTag() = GetNetTag();
|
||||
|
||||
OutPriorityList[FinalSortedCount] = FActorPriority(PriorityConnection, Channel, ActorInfo, ConnectionViewers, bLowNetBandwidth);
|
||||
OutPriorityActors[FinalSortedCount] = OutPriorityList + FinalSortedCount;
|
||||
|
||||
FinalSortedCount++;
|
||||
}
|
||||
}
|
||||
|
||||
// Add in deleted actors
|
||||
|
||||
/*
|
||||
|
||||
for (auto& CurrentGuid : Connection_DestroyedStartupOrDormantActors)
|
||||
{
|
||||
FActorDestructionInfo& DInfo = GetDriverDestroyedStartupOrDormantActors(this).Find(CurrentGuid);
|
||||
OutPriorityList[FinalSortedCount] = FActorPriority(Connection, &DInfo, ConnectionViewers);
|
||||
OutPriorityActors[FinalSortedCount] = OutPriorityList + FinalSortedCount;
|
||||
FinalSortedCount++;
|
||||
DeletedCount++;
|
||||
}
|
||||
|
||||
*/
|
||||
|
||||
// Sort(OutPriorityActors, FinalSortedCount, FCompareFActorPriority());
|
||||
}
|
||||
|
||||
return FinalSortedCount;
|
||||
}
|
||||
|
||||
#define NAME_None 0
|
||||
|
||||
static FNetViewer ConstructNetViewer(UNetConnection* NetConnection)
|
||||
{
|
||||
FNetViewer newViewer{};
|
||||
@@ -344,6 +618,143 @@ static FNetViewer ConstructNetViewer(UNetConnection* NetConnection)
|
||||
return newViewer;
|
||||
}
|
||||
|
||||
int32 UNetDriver::ServerReplicateActors_ProcessPrioritizedActors(UNetConnection* Connection, const std::vector<FNetViewer>& ConnectionViewers, FActorPriority** PriorityActors, const int32 FinalSortedCount, int32& OutUpdated)
|
||||
{
|
||||
static UChannel* (*CreateChannel)(UNetConnection*, int, bool, int32_t) = decltype(CreateChannel)(Addresses::CreateChannel);
|
||||
static __int64 (*ReplicateActor)(UActorChannel*) = decltype(ReplicateActor)(Addresses::ReplicateActor);
|
||||
static __int64 (*SetChannelActor)(UActorChannel*, AActor*) = decltype(SetChannelActor)(Addresses::SetChannelActor);
|
||||
|
||||
int32 ActorUpdatesThisConnection = 0;
|
||||
int32 ActorUpdatesThisConnectionSent = 0;
|
||||
int32 FinalRelevantCount = 0;
|
||||
|
||||
for (int32 j = 0; j < FinalSortedCount; j++)
|
||||
{
|
||||
FNetworkObjectInfo* ActorInfo = PriorityActors[j]->ActorInfo;
|
||||
|
||||
// Deletion entry
|
||||
if (ActorInfo == NULL && PriorityActors[j]->DestructionInfo)
|
||||
{
|
||||
// Make sure client has streaming level loaded
|
||||
if (PriorityActors[j]->DestructionInfo->StreamingLevelName.ComparisonIndex.Value != NAME_None && !Connection->GetClientVisibleLevelNames().Contains(PriorityActors[j]->DestructionInfo->StreamingLevelName))
|
||||
{
|
||||
// This deletion entry is for an actor in a streaming level the connection doesn't have loaded, so skip it
|
||||
continue;
|
||||
}
|
||||
|
||||
UActorChannel* Channel = (UActorChannel*)CreateChannel(Connection, 2, true, -1);
|
||||
|
||||
if (Channel)
|
||||
{
|
||||
FinalRelevantCount++;
|
||||
|
||||
auto& Connection_DestroyedStartupOrDormantActors = GetConnectionDestroyedStartupOrDormantActors(Connection);
|
||||
|
||||
SetChannelActorForDestroy(Channel, PriorityActors[j]->DestructionInfo); // Send a close bunch on the new channel
|
||||
Connection_DestroyedStartupOrDormantActors.Remove(PriorityActors[j]->DestructionInfo->NetGUID); // Remove from connections to-be-destroyed list (close bunch of reliable, so it will make it there)
|
||||
}
|
||||
|
||||
continue;
|
||||
}
|
||||
|
||||
// Normal actor replication
|
||||
UActorChannel* Channel = PriorityActors[j]->Channel;
|
||||
if (!Channel || Channel->GetActor()) //make sure didn't just close this channel
|
||||
{
|
||||
AActor* Actor = ActorInfo->Actor;
|
||||
// Test2(Actor, "Before");
|
||||
|
||||
bool bIsRelevant = false;
|
||||
|
||||
const bool bLevelInitializedForActor = IsLevelInitializedForActor(Actor, Connection);
|
||||
|
||||
// only check visibility on already visible actors every 1.0 + 0.5R seconds
|
||||
// bTearOff actors should never be checked
|
||||
if (bLevelInitializedForActor)
|
||||
{
|
||||
if (!Actor->IsTearOff() && (!Channel || GetTime() - Channel->GetRelevantTime() > 1.f))
|
||||
{
|
||||
if (IsActorRelevantToConnection(Actor, ConnectionViewers))
|
||||
{
|
||||
bIsRelevant = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// if the actor is now relevant or was recently relevant
|
||||
const bool bIsRecentlyRelevant = bIsRelevant || (Channel && GetTime() - Channel->GetRelevantTime() < GetRelevantTimeout()) || ActorInfo->bForceRelevantNextUpdate;
|
||||
|
||||
// Test2(Actor, std::format("bIsRecentlyRelevant: {} Channel: {} bIsRelevant: {}", (int)bIsRecentlyRelevant, __int64(Channel), (int)bIsRelevant));
|
||||
// Test2(Actor, std::format("bIsRelevant: {} bLevelInitializedForActor: {} Cond: {}", bIsRelevant, bLevelInitializedForActor, !Actor->IsTearOff() && (!Channel || GetTime() - Channel->GetRelevantTime() > 1.f)));
|
||||
// Test2(Actor, std::format("TearOff: {} GetTime(): {} Channel->GetRelevantTime(): {}", !Actor->IsTearOff(), GetTime(), Channel ? Channel->GetRelevantTime() : 99));
|
||||
|
||||
ActorInfo->bForceRelevantNextUpdate = false;
|
||||
|
||||
if (bIsRecentlyRelevant)
|
||||
{
|
||||
FinalRelevantCount++;
|
||||
|
||||
if (Channel == NULL) // && GuidCache->SupportsObject(Actor->GetClass()) && GuidCache->SupportsObject(Actor->IsNetStartupActor() ? Actor : Actor->GetArchetype()))
|
||||
{
|
||||
if (bLevelInitializedForActor)
|
||||
{
|
||||
// Create a new channel for this actor.
|
||||
UActorChannel* Channel = (UActorChannel*)CreateChannel(Connection, 2, true, -1);
|
||||
|
||||
if (Channel)
|
||||
{
|
||||
SetChannelActor(Channel, Actor);
|
||||
}
|
||||
}
|
||||
// if we couldn't replicate it for a reason that should be temporary, and this Actor is updated very infrequently, make sure we update it again soon
|
||||
else if (Actor->GetNetUpdateFrequency() < 1.0f)
|
||||
{
|
||||
auto TimeSeconds = UGameplayStatics::GetTimeSeconds(GetWorld()); // Actor->GetWorld()->TimeSeconds
|
||||
ActorInfo->NextUpdateTime = TimeSeconds + 0.2f * FRand();
|
||||
}
|
||||
}
|
||||
|
||||
if (Channel)
|
||||
{
|
||||
// if it is relevant then mark the channel as relevant for a short amount of time
|
||||
if (bIsRelevant)
|
||||
{
|
||||
Channel->GetRelevantTime() = GetTime() + 0.5f * SRand();
|
||||
}
|
||||
|
||||
if (ReplicateActor(Channel))
|
||||
{
|
||||
ActorUpdatesThisConnectionSent++;
|
||||
|
||||
// Calculate min delta (max rate actor will upate), and max delta (slowest rate actor will update)
|
||||
const float MinOptimalDelta = 1.0f / Actor->GetNetUpdateFrequency();
|
||||
const float MaxOptimalDelta = FMath::Max(1.0f / Actor->GetMinNetUpdateFrequency(), MinOptimalDelta);
|
||||
const float DeltaBetweenReplications = (UGameplayStatics::GetTimeSeconds(GetWorld()) - ActorInfo->LastNetReplicateTime);
|
||||
|
||||
// Choose an optimal time, we choose 70% of the actual rate to allow frequency to go up if needed
|
||||
ActorInfo->OptimalNetUpdateDelta = FMath::Clamp(DeltaBetweenReplications * 0.7f, MinOptimalDelta, MaxOptimalDelta);
|
||||
ActorInfo->LastNetReplicateTime = UGameplayStatics::GetTimeSeconds(GetWorld());
|
||||
ReplicatedActors.emplace(Actor->GetFullName());
|
||||
}
|
||||
|
||||
ActorUpdatesThisConnection++;
|
||||
OutUpdated++;
|
||||
}
|
||||
}
|
||||
|
||||
if ((!bIsRecentlyRelevant || Actor->IsTearOff()) && Channel != NULL)
|
||||
{
|
||||
if (!bLevelInitializedForActor || !Actor->IsNetStartupActor())
|
||||
{
|
||||
Channel->Close();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return FinalSortedCount;
|
||||
}
|
||||
|
||||
int32 UNetDriver::ServerReplicateActors()
|
||||
{
|
||||
int32 Updated = 0;
|
||||
@@ -374,9 +785,7 @@ int32 UNetDriver::ServerReplicateActors()
|
||||
|
||||
std::vector<FNetworkObjectInfo*> ConsiderList;
|
||||
|
||||
#ifdef USEOBJECTLIST
|
||||
ConsiderList.reserve(GetNetworkObjectList().ActiveNetworkObjects.Num());
|
||||
#endif
|
||||
|
||||
// std::cout << "ConsiderList.size(): " << GetNetworkObjectList(NetDriver).ActiveNetworkObjects.Num() << '\n';
|
||||
|
||||
@@ -384,97 +793,110 @@ int32 UNetDriver::ServerReplicateActors()
|
||||
|
||||
ServerReplicateActors_BuildConsiderList(ConsiderList);
|
||||
|
||||
for (int32 i = 0; i < this->GetClientConnections().Num(); i++)
|
||||
bool bCPUSaturated = false;
|
||||
|
||||
auto& ClientConnections = GetClientConnections();
|
||||
|
||||
for (int32 i = 0; i < ClientConnections.Num(); i++)
|
||||
{
|
||||
UNetConnection* Connection = this->GetClientConnections().at(i);
|
||||
UNetConnection* Connection = ClientConnections.at(i);
|
||||
|
||||
if (!Connection)
|
||||
continue;
|
||||
|
||||
// idk some dormancy validate stuff should go here
|
||||
|
||||
// if this client shouldn't be ticked this frame
|
||||
if (i >= NumClientsToTick)
|
||||
continue;
|
||||
|
||||
if (!Connection->GetViewTarget())
|
||||
continue;
|
||||
|
||||
if (Connection->GetPlayerController())
|
||||
{
|
||||
static void (*SendClientAdjustment)(APlayerController*) = decltype(SendClientAdjustment)(Addresses::SendClientAdjustment);
|
||||
SendClientAdjustment(Connection->GetPlayerController());
|
||||
}
|
||||
|
||||
for (auto& ActorInfo : ConsiderList)
|
||||
{
|
||||
if (!ActorInfo || !ActorInfo->Actor)
|
||||
continue;
|
||||
|
||||
auto Actor = ActorInfo->Actor;
|
||||
|
||||
auto Channel = FindChannel(Actor, Connection);
|
||||
|
||||
if (Addresses::ActorChannelClose && Offsets::IsNetRelevantFor)
|
||||
//UE_LOG(LogNet, Log, TEXT("skipping update to %s"),*Connection->GetName());
|
||||
// then mark each considered actor as bPendingNetUpdate so that they will be considered again the next frame when the connection is actually ticked
|
||||
for (int32 ConsiderIdx = 0; ConsiderIdx < ConsiderList.size(); ConsiderIdx++)
|
||||
{
|
||||
static void (*ActorChannelClose)(UActorChannel*) = decltype(ActorChannelClose)(Addresses::ActorChannelClose);
|
||||
|
||||
std::vector<FNetViewer> ConnectionViewers;
|
||||
ConnectionViewers.push_back(ConstructNetViewer(Connection));
|
||||
|
||||
if (!Actor->IsAlwaysRelevant() && !Actor->UsesOwnerRelevancy() && !Actor->IsOnlyRelevantToOwner())
|
||||
AActor* Actor = ConsiderList[ConsiderIdx]->Actor;
|
||||
// if the actor hasn't already been flagged by another connection,
|
||||
if (Actor != NULL && !ConsiderList[ConsiderIdx]->bPendingNetUpdate)
|
||||
{
|
||||
if (Connection && Connection->GetViewTarget())
|
||||
// find the channel
|
||||
|
||||
UActorChannel* Channel = nullptr;
|
||||
|
||||
auto& ActorChannels = Connection->GetActorChannels();
|
||||
|
||||
for (int i = 0; i < ActorChannels.Pairs.Num(); i++)
|
||||
{
|
||||
auto Viewer = Connection->GetViewTarget();
|
||||
auto Loc = Viewer->GetActorLocation();
|
||||
|
||||
if (!IsActorRelevantToConnection(Actor, ConnectionViewers))
|
||||
if (ActorChannels.Pairs[i].First == ConsiderList[ConsiderIdx]->WeakActor)
|
||||
{
|
||||
if (Channel)
|
||||
ActorChannelClose(Channel);
|
||||
|
||||
continue;
|
||||
Channel = ActorChannels.Pairs[i].Second;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
// and if the channel last update time doesn't match the last net update time for the actor
|
||||
if (Channel != NULL && Channel->GetLastUpdateTime() < ConsiderList[ConsiderIdx]->LastNetUpdateTime)
|
||||
{
|
||||
ConsiderList[ConsiderIdx]->bPendingNetUpdate = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
static UChannel* (*CreateChannel)(UNetConnection*, int, bool, int32_t) = decltype(CreateChannel)(Addresses::CreateChannel);
|
||||
static __int64 (*ReplicateActor)(UActorChannel*) = decltype(ReplicateActor)(Addresses::ReplicateActor);
|
||||
static __int64 (*SetChannelActor)(UActorChannel*, AActor*) = decltype(SetChannelActor)(Addresses::SetChannelActor);
|
||||
// Connection->TimeSensitive = false; // TODO Milxnor
|
||||
}
|
||||
else if (Connection->GetViewTarget())
|
||||
{
|
||||
// Make a list of viewers this connection should consider (this connection and children of this connection)
|
||||
// TArray<FNetViewer>& ConnectionViewers = WorldSettings->ReplicationViewers;
|
||||
|
||||
if (!Channel)
|
||||
// ConnectionViewers.Reset();
|
||||
std::vector<FNetViewer> ConnectionViewers;
|
||||
// new(ConnectionViewers)FNetViewer(Connection, DeltaSeconds);
|
||||
ConnectionViewers.push_back(ConstructNetViewer(Connection));
|
||||
|
||||
// send ClientAdjustment if necessary
|
||||
// we do this here so that we send a maximum of one per packet to that client; there is no value in stacking additional corrections
|
||||
if (Connection->GetPlayerController())
|
||||
{
|
||||
if (Actor->IsA(APlayerController::StaticClass()) && Actor != Connection->GetPlayerController()) // isnetrelevantfor should handle this iirc
|
||||
continue;
|
||||
|
||||
Channel = (UActorChannel*)CreateChannel(Connection, 2, true, -1);
|
||||
|
||||
if (Channel)
|
||||
{
|
||||
SetChannelActor(Channel, Actor);
|
||||
}
|
||||
|
||||
#ifdef USEOBJECTLIST
|
||||
if (Actor->GetNetUpdateFrequency() < 1.0f)
|
||||
{
|
||||
ActorInfo->NextUpdateTime = UGameplayStatics::GetTimeSeconds(GetWorld()) + 0.2f * FRand();
|
||||
}
|
||||
#endif
|
||||
static void (*SendClientAdjustment)(APlayerController*) = decltype(SendClientAdjustment)(Addresses::SendClientAdjustment);
|
||||
SendClientAdjustment(Connection->GetPlayerController());
|
||||
}
|
||||
|
||||
if (Channel)
|
||||
{
|
||||
if (ReplicateActor(Channel))
|
||||
{
|
||||
#ifdef USEOBJECTLIST
|
||||
auto TimeSeconds = UGameplayStatics::GetTimeSeconds(World);
|
||||
const float MinOptimalDelta = 1.0f / Actor->GetNetUpdateFrequency();
|
||||
const float MaxOptimalDelta = max(1.0f / Actor->GetMinNetUpdateFrequency(), MinOptimalDelta);
|
||||
const float DeltaBetweenReplications = (TimeSeconds - ActorInfo->LastNetReplicateTime);
|
||||
FActorPriority* PriorityList = NULL;
|
||||
FActorPriority** PriorityActors = NULL;
|
||||
|
||||
// Choose an optimal time, we choose 70% of the actual rate to allow frequency to go up if needed
|
||||
ActorInfo->OptimalNetUpdateDelta = std::clamp(DeltaBetweenReplications * 0.7f, MinOptimalDelta, MaxOptimalDelta); // should we use fmath?
|
||||
ActorInfo->LastNetReplicateTime = TimeSeconds;
|
||||
#endif
|
||||
// LOG_INFO(LogDev, "ConsiderList.size(): {}", ConsiderList.size());
|
||||
|
||||
// Get a sorted list of actors for this connection
|
||||
const int32 FinalSortedCount = ServerReplicateActors_PrioritizeActors(Connection, ConnectionViewers, ConsiderList, bCPUSaturated, PriorityList, PriorityActors);
|
||||
|
||||
// Process the sorted list of actors for this connection
|
||||
const int32 LastProcessedActor = ServerReplicateActors_ProcessPrioritizedActors(Connection, ConnectionViewers, PriorityActors, FinalSortedCount, Updated);
|
||||
|
||||
// LOG_INFO(LogDev, "LastProcessedActor: {} FinalSortedCount: {} NetTag: {}", LastProcessedActor, FinalSortedCount, GetNetTag());
|
||||
|
||||
// relevant actors that could not be processed this frame are marked to be considered for next frame
|
||||
for (int32 k = LastProcessedActor; k < FinalSortedCount; k++)
|
||||
{
|
||||
if (!PriorityActors[k]->ActorInfo)
|
||||
{
|
||||
// A deletion entry, skip it because we dont have anywhere to store a 'better give higher priority next time'
|
||||
continue;
|
||||
}
|
||||
|
||||
AActor* Actor = PriorityActors[k]->ActorInfo->Actor;
|
||||
|
||||
UActorChannel* Channel = PriorityActors[k]->Channel;
|
||||
|
||||
if (Channel != NULL && GetTime() - Channel->GetRelevantTime() <= 1.f)
|
||||
{
|
||||
PriorityActors[k]->ActorInfo->bPendingNetUpdate = true;
|
||||
}
|
||||
else if (IsActorRelevantToConnection(Actor, ConnectionViewers))
|
||||
{
|
||||
PriorityActors[k]->ActorInfo->bPendingNetUpdate = true;
|
||||
if (Channel != NULL)
|
||||
{
|
||||
Channel->GetRelevantTime() = GetTime() + 0.5f * SRand();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user