too much stuff

fix s3, fix health + backpack bug on 1.11, change replciation, fix 7.20 & 12.61, fix backpack on >S9, probably some other stuff i forgot
This commit is contained in:
Milxnor
2023-04-03 02:04:29 -04:00
parent ffbba9e9a4
commit cb57a1b843
32 changed files with 1457 additions and 216 deletions

View File

@@ -5,6 +5,20 @@
#include "NetConnection.h"
#include "FortPlayerControllerAthena.h"
#include "GameplayStatics.h"
#include "KismetMathLibrary.h"
#include <random>
FNetworkObjectList& UNetDriver::GetNetworkObjectList()
{
return *(*(TSharedPtr<FNetworkObjectList>*)(__int64(this) + 0x490));
}
void UNetDriver::RemoveNetworkActor(AActor* Actor)
{
GetNetworkObjectList().Remove(Actor);
// RenamedStartupActors.Remove(Actor->GetFName());
}
void UNetDriver::TickFlushHook(UNetDriver* NetDriver)
{
@@ -34,7 +48,7 @@ int32 ServerReplicateActors_PrepConnections(UNetDriver* NetDriver)
for (int32 ConnIdx = 0; ConnIdx < ClientConnections.Num(); ConnIdx++)
{
UNetConnection* Connection = ClientConnections.at(ConnIdx);
// check(Connection);
if (!Connection) continue;
// check(Connection->State == USOCK_Pending || Connection->State == USOCK_Open || Connection->State == USOCK_Closed);
// checkSlow(Connection->GetUChildConnection() == NULL);
@@ -42,13 +56,8 @@ int32 ServerReplicateActors_PrepConnections(UNetDriver* NetDriver)
if (OwningActor != NULL) // && /* Connection->State == USOCK_Open && */ (Connection->Driver->Time - Connection->LastReceiveTime < 1.5f))
{
// check(World == OwningActor->GetWorld());
bFoundReadyConnection = true;
// the view target is what the player controller is looking at OR the owning actor itself when using beacons
// Connection->GetViewTarget() = Connection->GetPlayerController() ? Connection->GetPlayerController()->GetViewTarget() : OwningActor;
AActor* DesiredViewTarget = OwningActor;
if (Connection->GetPlayerController())
@@ -90,42 +99,61 @@ enum class ENetDormancy : uint8_t
ENetDormancy_MAX = 6
};
struct FNetworkObjectInfo
FORCEINLINE float FRand()
{
AActor* Actor;
/* TWeakObjectPtr<AActor> WeakActor;
double NextUpdateTime;
double LastNetReplicateTime;
float OptimalNetUpdateDelta;
float LastNetUpdateTime;
uint32 bPendingNetUpdate : 1;
uint32 bForceRelevantNextUpdate : 1;
TSet<TWeakObjectPtr<UNetConnection>> DormantConnections;
TSet<TWeakObjectPtr<UNetConnection>> RecentlyDormantConnections; */
};
std::random_device rd;
std::mt19937 gen(rd());
std::uniform_real_distribution<> dis(0, 1);
float random_number = dis(gen);
static void ServerReplicateActors_BuildConsiderList(UNetDriver* NetDriver, std::vector<FNetworkObjectInfo*>& OutConsiderList)
return random_number;
}
#define USEOBJECTLIST
void UNetDriver::ServerReplicateActors_BuildConsiderList(std::vector<FNetworkObjectInfo*>& OutConsiderList)
{
std::vector<AActor*> ActorsToRemove;
#ifdef USEOBJECTLIST
auto& ActiveObjects = GetNetworkObjectList().ActiveNetworkObjects;
#else
TArray<AActor*> Actors = UGameplayStatics::GetAllActorsOfClass(GetWorld(), AActor::StaticClass());
#endif
/* auto& ActiveObjects = GetNetworkObjectList(NetDriver).ActiveNetworkObjects;
auto World = GetWorld();
for (int i = 0; i < ActiveObjects.Num(); i++)
#ifdef USEOBJECTLIST
// for (int i = 0; i < ActiveObjects.Elements.Num(); i++)
for (const TSharedPtr<FNetworkObjectInfo>& ActorInfo : ActiveObjects)
{
auto ActorInfo = ActiveObjects.GetElements().GetData()[i].ElementData.Value.Get();
auto Actor = ActorInfo->Actor; */
// auto& ActorInfo = ActiveObjects.Elements.Data.at(i).ElementData.Value;
if (!ActorInfo->bPendingNetUpdate && UGameplayStatics::GetTimeSeconds(GetWorld()) <= ActorInfo->NextUpdateTime)
{
continue;
}
// if (IsBadReadPtr(ActorInfo, 8))
// continue;
auto Actor = ActorInfo->Actor;
#else
for (int i = 0; i < Actors.Num(); i++)
{
auto Actor = Actors.at(i);
#endif
if (!Actor)
continue;
// if (!Actor->bActorInitialized) continue;
if (Actor->IsActorBeingDestroyed())
if (Actor->IsPendingKillPending())
// if (Actor->IsPendingKill())
{
ActorsToRemove.push_back(Actor);
continue;
}
@@ -133,25 +161,93 @@ static void ServerReplicateActors_BuildConsiderList(UNetDriver* NetDriver, std::
if (Actor->Get<ENetRole>(RemoteRoleOffset) == ENetRole::ROLE_None)
{
ActorsToRemove.push_back(Actor);
continue;
}
// We should add a NetDriverName check but I don't believe it is needed.
// We should check if the actor is initialized here.
// We should check the level stuff here.
static auto NetDormancyOffset = Actor->GetOffset("NetDormancy");
if (Actor->Get<ENetDormancy>(NetDormancyOffset) == ENetDormancy::DORM_Initial && Actor->IsNetStartup())
if (Actor->Get<ENetDormancy>(NetDormancyOffset) == ENetDormancy::DORM_Initial && Actor->IsNetStartupActor()) // IsDormInitialStartupActor
{
continue;
}
static void (*CallPreReplication)(AActor*, UNetDriver*) = decltype(CallPreReplication)(Addresses::CallPreReplication);
CallPreReplication(Actor, NetDriver);
// We should check NeedsLoadForClient here.
// We should make sure the actor is in the same world here but I don't believe it is needed.
#ifndef USEOBJECTLIST
FNetworkObjectInfo* ActorInfo = new FNetworkObjectInfo;
ActorInfo->Actor = Actor;
OutConsiderList.push_back(ActorInfo);
#else
auto TimeSeconds = UGameplayStatics::GetTimeSeconds(World); // Can we do this outside of the loop?
if (ActorInfo->LastNetReplicateTime == 0)
{
ActorInfo->LastNetReplicateTime = UGameplayStatics::GetTimeSeconds(World);
ActorInfo->OptimalNetUpdateDelta = 1.0f / Actor->GetNetUpdateFrequency();
}
const float ScaleDownStartTime = 2.0f;
const float ScaleDownTimeRange = 5.0f;
const float LastReplicateDelta = TimeSeconds - ActorInfo->LastNetReplicateTime;
if (LastReplicateDelta > ScaleDownStartTime)
{
static auto MinNetUpdateFrequencyOffset = Actor->GetOffset("MinNetUpdateFrequency");
if (Actor->Get<float>(MinNetUpdateFrequencyOffset) == 0.0f)
{
Actor->Get<float>(MinNetUpdateFrequencyOffset) = 2.0f;
}
const float MinOptimalDelta = 1.0f / Actor->GetNetUpdateFrequency(); // Don't go faster than NetUpdateFrequency
const float MaxOptimalDelta = max(1.0f / Actor->GetNetUpdateFrequency(), MinOptimalDelta); // Don't go slower than MinNetUpdateFrequency (or NetUpdateFrequency if it's slower)
const float Alpha = std::clamp((LastReplicateDelta - ScaleDownStartTime) / ScaleDownTimeRange, 0.0f, 1.0f); // should we use fmath?
ActorInfo->OptimalNetUpdateDelta = std::lerp(MinOptimalDelta, MaxOptimalDelta, Alpha); // should we use fmath?
}
if (!ActorInfo->bPendingNetUpdate)
{
constexpr bool bUseAdapativeNetFrequency = false;
const float NextUpdateDelta = bUseAdapativeNetFrequency ? ActorInfo->OptimalNetUpdateDelta : 1.0f / Actor->GetNetUpdateFrequency();
// then set the next update time
float ServerTickTime = 1.f / 30;
ActorInfo->NextUpdateTime = TimeSeconds + FRand() * ServerTickTime + NextUpdateDelta;
static auto TimeOffset = GetOffset("Time");
ActorInfo->LastNetUpdateTime = Get<float>(TimeOffset);
}
ActorInfo->bPendingNetUpdate = false;
#endif
OutConsiderList.push_back(ActorInfo.Get());
static void (*CallPreReplication)(AActor*, UNetDriver*) = decltype(CallPreReplication)(Addresses::CallPreReplication);
CallPreReplication(Actor, this);
}
#ifndef USEOBJECTLIST
Actors.Free();
#else
for (auto Actor : ActorsToRemove)
{
if (!Actor)
continue;
/* LOG_INFO(LogDev, "Removing actor: {}", Actor ? Actor->GetFullName() : "InvalidObject");
RemoveNetworkActor(Actor);
LOG_INFO(LogDev, "Finished removing actor."); */
}
#endif
}
using UChannel = UObject;
@@ -272,16 +368,21 @@ int32 UNetDriver::ServerReplicateActors()
}
else */
{
ServerTickTime = 1.f / ServerTickTime; // 0
ServerTickTime = 1.f / ServerTickTime;
// bCPUSaturated = DeltaSeconds > 1.2f * ServerTickTime;
}
std::vector<FNetworkObjectInfo*> ConsiderList;
// ConsiderList.reserve(GetNetworkObjectList(NetDriver).ActiveNetworkObjects.Num());
#ifdef USEOBJECTLIST
ConsiderList.reserve(GetNetworkObjectList().ActiveNetworkObjects.Num());
#endif
// std::cout << "ConsiderList.size(): " << GetNetworkObjectList(NetDriver).ActiveNetworkObjects.Num() << '\n';
ServerReplicateActors_BuildConsiderList(this, ConsiderList);
auto World = GetWorld();
ServerReplicateActors_BuildConsiderList(ConsiderList);
for (int32 i = 0; i < this->GetClientConnections().Num(); i++)
{
@@ -347,15 +448,35 @@ int32 UNetDriver::ServerReplicateActors()
Channel = (UActorChannel*)CreateChannel(Connection, 2, true, -1);
if (Channel) {
if (Channel)
{
SetChannelActor(Channel, Actor);
// Channel->Connection = Connection;
}
#ifdef USEOBJECTLIST
if (Actor->GetNetUpdateFrequency() < 1.0f)
{
ActorInfo->NextUpdateTime = UGameplayStatics::GetTimeSeconds(GetWorld()) + 0.2f * FRand();
}
#endif
}
if (Channel)
ReplicateActor(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);
// 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
}
}
}
}