Fixed MCP on 1.8, Fixed some buildings not showing up on 1.7.2 and 1.8, fixed listplayers crashing on some versions
This commit is contained in:
Milxnor
2023-04-29 20:15:24 -04:00
parent e04b3a2054
commit 891f45f469
16 changed files with 104 additions and 19 deletions

View File

@@ -7,6 +7,7 @@
#include "GameplayStatics.h"
#include "KismetMathLibrary.h"
#include <random>
#include "Package.h"S
#include "AssertionMacros.h"
FNetworkObjectList& UNetDriver::GetNetworkObjectList()
@@ -348,15 +349,18 @@ bool UNetDriver::IsLevelInitializedForActor(const AActor* InActor, const UNetCon
return true;
}
/* #if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
/* #if !(UE_BUILD_SHIPPING || UE_BUILD_TEST) // (Milxnor) This is on some ue versions and others not.
if (!InActor || !InConnection)
return false;
// check(World == InActor->GetWorld());
#endif */
// return true; // damn
const bool bCorrectWorld = (InConnection->GetClientWorldPackageName() == GetWorldPackage()->NamePrivate && InConnection->ClientHasInitializedLevelFor(InActor));
bool bFirstWorldCheck = Engine_Version == 416
? (InConnection->GetClientWorldPackageName() == GetWorld()->GetOutermost()->GetFName())
: (InConnection->GetClientWorldPackageName() == GetWorldPackage()->NamePrivate);
const bool bCorrectWorld = (bFirstWorldCheck && InConnection->ClientHasInitializedLevelFor(InActor));
const bool bIsConnectionPC = (InActor == InConnection->GetPlayerController());
return bCorrectWorld || bIsConnectionPC;
}