Files
Project-Reboot-3.0/Project Reboot 3.0/NetDriver.cpp
2024-03-23 16:10:19 -04:00

882 lines
27 KiB
C++

#include "NetDriver.h"
#include "reboot.h"
#include "Actor.h"
#include "NetConnection.h"
#include "FortPlayerControllerAthena.h"
#include "GameplayStatics.h"
#include "KismetMathLibrary.h"
#include <random>
#include "Package.h"
#include "AssertionMacros.h"
#include "CoreNet.h"
#include "ChildConnection.h"
#include "bots.h"
#include "NetworkingDistanceConstants.h"
#include "gui.h"
void UNetDriver::TickFlushHook(UNetDriver* NetDriver)
{
if (bShouldDestroyAllPlayerBuilds) // i hate this
{
auto AllBuildingSMActors = UGameplayStatics::GetAllActorsOfClass(GetWorld(), ABuildingSMActor::StaticClass());
for (int i = 0; i < AllBuildingSMActors.Num(); i++)
{
auto CurrentBuildingSMActor = (ABuildingSMActor*)AllBuildingSMActors.at(i);
if (CurrentBuildingSMActor->IsDestroyed() || CurrentBuildingSMActor->IsActorBeingDestroyed() || !CurrentBuildingSMActor->IsPlayerPlaced()) continue;
CurrentBuildingSMActor->SilentDie();
// CurrentBuildingSMActor->K2_DestroyActor();
}
AllBuildingSMActors.Free();
bShouldDestroyAllPlayerBuilds = false;
}
/* if (bEnableBotTick)
{
Bots::Tick();
} */
if (Globals::bStartedListening)
{
if (!Globals::bShouldUseReplicationGraph)
{
NetDriver->ServerReplicateActors();
}
else
{
static auto ReplicationDriverOffset = NetDriver->GetOffset("ReplicationDriver"/*, false */);
if (auto ReplicationDriver = NetDriver->Get(ReplicationDriverOffset))
{
reinterpret_cast<void(*)(UObject*)>(ReplicationDriver->VFTable[Offsets::ServerReplicateActors])(ReplicationDriver);
}
else
{
// LOG_INFO(LogDev, "ReplicationDriver is nul!!?1//33/221/4/124/123"); // 3.3 MOMENT
}
}
}
return TickFlushOriginal(NetDriver);
}
/*
Replication from Unreal Engine 4.19 (using std::vector instead of TArrays).
Can we make it faster? Perhaps removing references from some gets, but it shouldn't do crazy.
*/
FNetworkObjectList& UNetDriver::GetNetworkObjectList()
{
return *(*(TSharedPtr<FNetworkObjectList>*)(__int64(this) + Offsets::NetworkObjectList));
}
void UNetDriver::RemoveNetworkActor(AActor* Actor) // T(REP)
{
GetNetworkObjectList().Remove(Actor);
// RenamedStartupActors.Remove(Actor->GetFName());
}
FActorPriority::FActorPriority(UNetConnection* InConnection, UActorChannel* InChannel, FNetworkObjectInfo* InActorInfo, const std::vector<FNetViewer>& Viewers, bool bLowBandwidth)
: ActorInfo(InActorInfo), Channel(InChannel), DestructionInfo(NULL)
{
float Time = Channel ? (InConnection->GetDriver()->GetTime() - Channel->GetLastUpdateTime()) : InConnection->GetDriver()->GetSpawnPrioritySeconds();
// take the highest priority of the viewers on this connection
Priority = 0;
for (int32 i = 0; i < Viewers.size(); i++)
{
// Priority = FMath::Max<int32>(Priority, FMath::RoundToInt(65536.0f *
// ActorInfo->Actor->GetNetPriority(Viewers[i].ViewLocation, Viewers[i].ViewDir, Viewers[i].InViewer, V[i].ViewTarget, InChannel, Time, bLowBandwidth)));
}
}
FActorPriority::FActorPriority(class UNetConnection* InConnection, struct FActorDestructionInfo* Info, const std::vector<FNetViewer>& Viewers)
: ActorInfo(NULL), Channel(NULL), DestructionInfo(Info)
{
Priority = 0;
for (int32 i = 0; i < Viewers.size(); i++)
{
float Time = InConnection->GetDriver()->GetSpawnPrioritySeconds();
FVector Dir = DestructionInfo->DestroyedPosition - Viewers[i].ViewLocation;
float DistSq = Dir.SizeSquared();
// adjust priority based on distance and whether actor is in front of viewer
if ((Viewers[i].ViewDir | Dir) < 0.f)
{
if (DistSq > NEARSIGHTTHRESHOLDSQUARED)
Time *= 0.2f;
else if (DistSq > CLOSEPROXIMITYSQUARED)
Time *= 0.4f;
}
else if (DistSq > MEDSIGHTTHRESHOLDSQUARED)
Time *= 0.4f;
Priority = FMath::Max<int32>(Priority, 65536.0f * Time);
}
}
bool UNetDriver::IsLevelInitializedForActor(const AActor* InActor, const UNetConnection* InConnection) const
{
if (Fortnite_Version >= 2.42) // idk
{
return true;
}
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;
}
FNetViewer::FNetViewer(UNetConnection* InConnection, float DeltaSeconds) :
Connection(InConnection),
InViewer(InConnection->GetPlayerController() ? InConnection->GetPlayerController() : InConnection->GetOwningActor()),
ViewTarget(InConnection->GetViewTarget()),
ViewLocation(ForceInit),
ViewDir(ForceInit)
{
if (!InConnection->GetOwningActor()) return;
if (InConnection->GetPlayerController() && (InConnection->GetPlayerController() != InConnection->GetOwningActor())) return;
APlayerController* ViewingController = InConnection->GetPlayerController();
ViewLocation = ViewTarget->GetActorLocation();
if (ViewingController)
{
FRotator ViewRotation = ViewingController->GetControlRotation();
ViewingController->GetActorEyesViewPoint(&ViewLocation, &ViewRotation);
ViewDir = ViewRotation.Vector();
}
}
static FORCEINLINE bool IsActorRelevantToConnection(const AActor* Actor, const std::vector<FNetViewer>& ConnectionViewers)
{
for (int32 viewerIdx = 0; viewerIdx < ConnectionViewers.size(); ++viewerIdx)
{
if (reinterpret_cast<bool(*)(const AActor*, AActor*, AActor*, const FVector&)>(Actor->VFTable[Offsets::IsNetRelevantFor])(
Actor, ConnectionViewers[viewerIdx].InViewer, ConnectionViewers[viewerIdx].ViewTarget, ConnectionViewers[viewerIdx].ViewLocation))
{
return true;
}
}
return false;
}
static FORCEINLINE UNetConnection* IsActorOwnedByAndRelevantToConnection(const AActor* Actor, const std::vector<FNetViewer>& ConnectionViewers, bool& bOutHasNullViewTarget)
{
const AActor* ActorOwner = Actor->GetNetOwner();
bOutHasNullViewTarget = false;
for (int i = 0; i < ConnectionViewers.size(); i++)
{
UNetConnection* ViewerConnection = ConnectionViewers[i].Connection;
auto ViewTarget = ViewerConnection->GetViewTarget();
if (ViewTarget == nullptr)
{
bOutHasNullViewTarget = true;
}
if (ActorOwner == ViewerConnection->GetPlayerController() ||
(ViewerConnection->GetPlayerController() && ActorOwner == ViewerConnection->GetPlayerController()->GetPawn()) ||
(ViewTarget && ViewTarget->IsRelevancyOwnerFor(Actor, ActorOwner, ViewerConnection->GetOwningActor())))
{
return ViewerConnection;
}
}
return nullptr;
}
static FORCEINLINE bool IsActorDormant(FNetworkObjectInfo* ActorInfo, const TWeakObjectPtr<UNetConnection>& Connection)
{
return ActorInfo->DormantConnections.Contains(Connection);
}
static FORCEINLINE bool ShouldActorGoDormant(AActor* Actor, const std::vector<FNetViewer>& ConnectionViewers, UActorChannel* Channel, const float Time, const bool bLowNetBandwidth)
{
if (Actor->NetDormancy() <= ENetDormancy::DORM_Awake || !Channel || Channel->IsPendingDormancy() || Channel->IsDormant())
{
return false;
}
if (Actor->NetDormancy() == ENetDormancy::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))
{
return false;
}
}
}
return true;
}
int32 UNetDriver::ServerReplicateActors_PrepConnections()
{
int32 NumClientsToTick = GetClientConnections().Num();
/*
static bool bForceClientTickingThrottle = false;
if (bForceClientTickingThrottle
// || GetNetMode() == NM_ListenServer
)
{
static float DeltaTimeOverflow = 0.f;
static bool LanPlay = false; // FParse::Param(FCommandLine::Get(), TEXT("lanplay"));
float ClientUpdatesThisFrame = GetEngine()->NetClientTicksPerSecond * (DeltaSeconds + DeltaTimeOverflow) * (LanPlay ? 2.f : 1.f);
NumClientsToTick = FMath::Min<int32>(NumClientsToTick, FMath::TruncToInt(ClientUpdatesThisFrame));
if (NumClientsToTick == 0)
{
DeltaTimeOverflow += DeltaSeconds;
return 0;
}
DeltaTimeOverflow = 0.f;
}
if (NetCmds::MaxConnectionsToTickPerServerFrame->GetInt() > 0)
{
NumClientsToTick = FMath::Min(ClientConnections.Num(), NetCmds::MaxConnectionsToTickPerServerFrame->GetInt());
}
*/
bool bFoundReadyConnection = false;
for (int32 ConnIdx = 0; ConnIdx < GetClientConnections().Num(); ConnIdx++)
{
UNetConnection* Connection = GetClientConnections().at(ConnIdx);
if (!Connection) continue;
// check(Connection->State == USOCK_Pending || Connection->State == USOCK_Open || Connection->State == USOCK_Closed);
// checkSlow(Connection->GetUChildConnection() == NULL);
AActor* OwningActor = Connection->GetOwningActor();
if (OwningActor != NULL
// && Connection->State == USOCK_Open
&& (Connection->GetDriver()->GetTime() - Connection->GetLastReceiveTime() < 1.5f)
)
{
// check(World == OwningActor->GetWorld());
bFoundReadyConnection = true;
AActor* DesiredViewTarget = OwningActor;
if (Connection->GetPlayerController())
{
if (AActor* ViewTarget = Connection->GetPlayerController()->GetViewTarget())
{
if (GetWorld()
// ViewTarget->GetWorld() // T(REP)
)
{
DesiredViewTarget = ViewTarget;
}
}
}
Connection->GetViewTarget() = DesiredViewTarget;
for (int32 ChildIdx = 0; ChildIdx < Connection->GetChildren().Num(); ++ChildIdx)
{
UNetConnection* Child = Connection->GetChildren().at(ChildIdx);
APlayerController* ChildPlayerController = Child->GetPlayerController();
if (ChildPlayerController != NULL)
{
Child->GetViewTarget() = ChildPlayerController->GetViewTarget();
}
else
{
Child->GetViewTarget() = NULL;
}
}
}
else
{
Connection->GetViewTarget() = NULL;
for (int32 ChildIdx = 0; ChildIdx < Connection->GetChildren().Num(); ++ChildIdx)
{
Connection->GetChildren().at(ChildIdx)->GetViewTarget() = NULL;
}
}
}
return bFoundReadyConnection ? NumClientsToTick : 0;
}
void UNetDriver::ServerReplicateActors_BuildConsiderList(std::vector<FNetworkObjectInfo*>& OutConsiderList, const float ServerTickTime)
{
int32 NumInitiallyDormant = 0;
const bool bUseAdapativeNetFrequency = true; // IsAdaptiveNetUpdateFrequencyEnabled(); // T(REP)
std::vector<AActor*> ActorsToRemove;
for (const TSharedPtr<FNetworkObjectInfo>& ObjectInfo : GetNetworkObjectList().GetActiveObjects())
{
FNetworkObjectInfo* ActorInfo = ObjectInfo.Get();
if (!ActorInfo->bPendingNetUpdate && World()->GetTimeSeconds() <= ActorInfo->NextUpdateTime)
{
continue;
}
AActor* Actor = ActorInfo->Actor;
if (Actor->IsPendingKillPending())
{
ActorsToRemove.push_back(Actor);
continue;
}
if (Actor->GetRemoteRole() == ROLE_None)
{
ActorsToRemove.push_back(Actor);
continue;
}
if (Actor->GetNetDriverName() != this->GetNetDriverName()) // Milxnor: This really shouldn't happen on Fortnite.
{
continue;
}
if (!Actor->IsActorInitialized())
{
continue;
}
ULevel* Level = Actor->GetLevel();
if (Level->HasVisibilityChangeRequestPending() || Level->IsAssociatingLevel())
{
continue;
}
if (Actor->NetDormancy() == ENetDormancy::DORM_Initial && Actor->IsNetStartupActor())
{
NumInitiallyDormant++;
ActorsToRemove.push_back(Actor);
continue;
}
// checkSlow(Actor->NeedsLoadForClient()); // We have no business sending this unless the client can load
// checkSlow(World() == Actor->GetWorld());
if (ActorInfo->LastNetReplicateTime == 0)
{
ActorInfo->LastNetReplicateTime = World()->GetTimeSeconds();
ActorInfo->OptimalNetUpdateDelta = 1.0f / Actor->GetNetUpdateFrequency();
}
const float ScaleDownStartTime = 2.0f;
const float ScaleDownTimeRange = 5.0f;
const float LastReplicateDelta = World()->GetTimeSeconds() - ActorInfo->LastNetReplicateTime;
if (LastReplicateDelta > ScaleDownStartTime)
{
if (Actor->GetMinNetUpdateFrequency() == 0.0f)
{
Actor->GetMinNetUpdateFrequency() = 2.0f;
}
const float MinOptimalDelta = 1.0f / Actor->GetNetUpdateFrequency();
const float MaxOptimalDelta = FMath::Max(1.0f / Actor->GetMinNetUpdateFrequency(), MinOptimalDelta);
const float Alpha = FMath::Clamp((LastReplicateDelta - ScaleDownStartTime) / ScaleDownTimeRange, 0.0f, 1.0f);
ActorInfo->OptimalNetUpdateDelta = FMath::Lerp(MinOptimalDelta, MaxOptimalDelta, Alpha);
}
if (!ActorInfo->bPendingNetUpdate)
{
const float NextUpdateDelta = bUseAdapativeNetFrequency ? ActorInfo->OptimalNetUpdateDelta : 1.0f / Actor->GetNetUpdateFrequency();
ActorInfo->NextUpdateTime = World()->GetTimeSeconds() + FMath::SRand() * ServerTickTime + NextUpdateDelta;
ActorInfo->LastNetUpdateTime = GetTime();
}
ActorInfo->bPendingNetUpdate = false;
// ensure(OutConsiderList.Num() < OutConsiderList.Max());
OutConsiderList.push_back(ActorInfo);
// Call PreReplication on all actors that will be considered
AActor::originalCallPreReplication(Actor, this);
}
for (AActor* Actor : ActorsToRemove)
{
GetNetworkObjectList().Remove(Actor);
}
}
int32 UNetDriver::ServerReplicateActors_PrioritizeActors(UNetConnection* Connection, const std::vector<FNetViewer>& ConnectionViewers, const std::vector<FNetworkObjectInfo*>& ConsiderList, const bool bCPUSaturated, std::vector<FActorPriority>& OutPriorityList, std::vector<FActorPriority*>& OutPriorityActors)
{
GetNetTag()++;
Connection->GetTickCount()++;
for (int32 j = 0; j < Connection->GetSentTemporaries().Num(); ++j)
{
Connection->GetSentTemporaries().at(j)->GetNetTag() = GetNetTag();
}
// check(World() == Connection->GetOwningActor()->GetWorld());
int32 FinalSortedCount = 0;
int32 DeletedCount = 0;
TWeakObjectPtr<UNetConnection> WeakConnection; // T(REP)
WeakConnection.ObjectIndex = Connection->InternalIndex;
WeakConnection.ObjectSerialNumber = GetItemByIndex(Connection->InternalIndex)->SerialNumber;
const int32 MaxSortedActors = ConsiderList.size() + GetDestroyedStartupOrDormantActors().Num();
if (MaxSortedActors > 0)
{
// OutPriorityList = new (FMemStack::Get(), MaxSortedActors) FActorPriority;
// OutPriorityActors = new (FMemStack::Get(), MaxSortedActors) FActorPriority*;
OutPriorityList.reserve(MaxSortedActors);
OutPriorityActors.reserve(MaxSortedActors);
// check(World() == Connection->GetViewTarget()->GetWorld());
// AGameNetworkManager* const NetworkManager = World->NetworkManager;
const bool bLowNetBandwidth = false; // NetworkManager ? NetworkManager->IsInLowBandwidthMode() : false; // Milxnor: Again, this really shouldn't be needed.
for (FNetworkObjectInfo* ActorInfo : ConsiderList)
{
AActor* Actor = ActorInfo->Actor;
UActorChannel* Channel = Connection->GetActorChannels().FindRef(ActorInfo->WeakActor);
if (!Channel)
{
if (!IsLevelInitializedForActor(Actor, Connection))
{
continue;
}
if (!IsActorRelevantToConnection(Actor, ConnectionViewers))
{
continue;
}
}
UNetConnection* PriorityConnection = Connection;
if (Actor->IsOnlyRelevantToOwner())
{
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 // Milxnor: This is always enabled no?
true)
{
if (IsActorDormant(ActorInfo, WeakConnection))
{
continue;
}
if (ShouldActorGoDormant(Actor, ConnectionViewers, Channel, GetTime(), bLowNetBandwidth))
{
Channel->StartBecomingDormant();
}
}
if (Actor->GetNetTag() != GetNetTag())
{
Actor->GetNetTag() = GetNetTag();
OutPriorityList[FinalSortedCount] = FActorPriority(PriorityConnection, Channel, ActorInfo, ConnectionViewers, bLowNetBandwidth);
OutPriorityActors[FinalSortedCount] = OutPriorityList.data() + FinalSortedCount;
FinalSortedCount++;
}
}
// Add in deleted actors
for (auto It = Connection->GetDestroyedStartupOrDormantActors().CreateIterator(); It; ++It)
{
FActorDestructionInfo& DInfo = GetDestroyedStartupOrDormantActors().FindChecked(*It);
OutPriorityList[FinalSortedCount] = FActorPriority(Connection, &DInfo, ConnectionViewers);
OutPriorityActors[FinalSortedCount] = OutPriorityList.data() + FinalSortedCount;
FinalSortedCount++;
DeletedCount++;
}
// Sort(OutPriorityActors, FinalSortedCount, FCompareFActorPriority());
}
return FinalSortedCount;
}
using FArchive = void;
__declspec(noinline) void SetChannelActorForDestroy(UActorChannel* Channel, FActorDestructionInfo* DestructInfo)
{
auto Connection = Channel->GetConnection();
// check(Connection->Channels[ChIndex]==Channel);
if (
true
// T(REP)
)
{
// You can get size by searching "Making partial bunch from content bunch. bitsThisBunch: %d bitsLeft: %d", there is a new call.
struct FOutBunch
{
char pad[0x110];
};
LOG_INFO(LogDev, "SetChannelActorForDestroy PathName: {}", DestructInfo->PathName.ToString());
static FOutBunch* (*ConstructorFOutBunch)(__int64, UChannel*, bool) = decltype(ConstructorFOutBunch)(__int64(GetModuleHandleW(0)) + 0x194E800);
FOutBunch* CloseBunch = (FOutBunch*)// FMemory::Realloc(0, sizeof(FOutBunch), 0);
VirtualAlloc(0, sizeof(FOutBunch), MEM_COMMIT | MEM_RESERVE, PAGE_EXECUTE_READWRITE);
ConstructorFOutBunch(__int64(CloseBunch), Channel, 1);
// check(!CloseBunch.IsError());
// check(CloseBunch.bClose);
LOG_INFO(LogDev, "Called Constructor!");
// https://imgur.com/a/EtKFkrD
*(bool*)(__int64(&CloseBunch) + 0xE8) = 1; // bReliable
*(bool*)(__int64(&CloseBunch) + 0xE6) = 0; // bDormant
// NET_CHECKSUM(CloseBunch); // This is to mirror the Checksum in UPackageMapClient::SerializeNewActor
using UPackageMap = UObject;
reinterpret_cast<bool(*)(UPackageMap*,
// FArchive& Ar,
FOutBunch* Ar,
UObject* InOuter, FNetworkGUID NetGUID, FString ObjName)>(Connection->GetPackageMap()->VFTable[0x238 / 8])
(Connection->GetPackageMap(), CloseBunch, DestructInfo->ObjOuter.Get(), DestructInfo->NetGUID, DestructInfo->PathName); // WriteObject
// 0x196E9C0
reinterpret_cast<FPacketIdRange(*)(UActorChannel*, FOutBunch*, bool)>(Channel->VFTable[0x288 / 8])(Channel, CloseBunch, false); // SendBunch
// TODO FARCHIVE::~FARHCIVE
}
}
int32 UNetDriver::ServerReplicateActors_ProcessPrioritizedActors(UNetConnection* Connection, const std::vector<FNetViewer>& ConnectionViewers, std::vector<FActorPriority*>& PriorityActors, const int32 FinalSortedCount, int32& OutUpdated)
{
int32 ActorUpdatesThisConnection = 0;
int32 ActorUpdatesThisConnectionSent = 0;
int32 FinalRelevantCount = 0;
if (!Connection->IsNetReady(0))
{
return 0;
}
for (int32 j = 0; j < FinalSortedCount; j++)
{
FNetworkObjectInfo* ActorInfo = PriorityActors[j]->ActorInfo;
if (ActorInfo == NULL && PriorityActors[j]->DestructionInfo)
{
if (PriorityActors[j]->DestructionInfo->StreamingLevelName != NAME_None
&& !Connection->GetClientVisibleLevelNames().Contains(PriorityActors[j]->DestructionInfo->StreamingLevelName)
)
{
continue;
}
UActorChannel* Channel = (UActorChannel*)Connection->CreateChannel(CHTYPE_Actor, 1, EChannelCreateFlags::OpenedLocally);
if (Channel)
{
FinalRelevantCount++;
SetChannelActorForDestroy(Channel, PriorityActors[j]->DestructionInfo);
Connection->GetDestroyedStartupOrDormantActors().Remove(PriorityActors[j]->DestructionInfo->NetGUID);
}
continue;
}
UActorChannel* Channel = PriorityActors[j]->Channel;
if (!Channel || Channel->GetActor())
{
AActor* Actor = ActorInfo->Actor;
bool bIsRelevant = false;
const bool bLevelInitializedForActor = IsLevelInitializedForActor(Actor, Connection);
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;
ActorInfo->bForceRelevantNextUpdate = false;
if (bIsRecentlyRelevant)
{
FinalRelevantCount++;
if (Channel == NULL
// T(REP)
// && GuidCache->SupportsObject(Actor->GetClass())
// && GuidCache->SupportsObject(Actor->IsNetStartupActor() ? Actor : Actor->GetArchetype())
)
{
if (bLevelInitializedForActor)
{
Channel = (UActorChannel*)Connection->CreateChannel(CHTYPE_Actor, 1, EChannelCreateFlags::OpenedLocally);
if (Channel)
{
LOG_INFO(LogDev, "Replicating: {}", Actor->GetFullName());
Channel->SetChannelActor(Actor, ESetChannelActorFlags::None1);
}
}
else if (Actor->GetNetUpdateFrequency() < 1.0f)
{
auto ActorWorld = GetWorld(); // Actor->GetWorld() // T(REP)
ActorInfo->NextUpdateTime = ActorWorld->GetTimeSeconds() + 0.2f * FMath::FRand();
}
}
if (Channel)
{
if (bIsRelevant)
{
Channel->GetRelevantTime() = GetTime() + 0.5f * FMath::SRand();
}
if (Channel->IsNetReady(0))
{
if (Channel->ReplicateActor())
{
ActorUpdatesThisConnectionSent++;
const float MinOptimalDelta = 1.0f / Actor->GetNetUpdateFrequency();
const float MaxOptimalDelta = FMath::Max(1.0f / Actor->GetMinNetUpdateFrequency(), MinOptimalDelta);
const float DeltaBetweenReplications = (World()->GetTimeSeconds() - ActorInfo->LastNetReplicateTime);
ActorInfo->OptimalNetUpdateDelta = FMath::Clamp(DeltaBetweenReplications * 0.7f, MinOptimalDelta, MaxOptimalDelta);
ActorInfo->LastNetReplicateTime = World()->GetTimeSeconds();
}
ActorUpdatesThisConnection++;
OutUpdated++;
}
else
{
Actor->ForceNetUpdate();
}
if (!Connection->IsNetReady(0))
{
return j;
}
}
}
if ((!bIsRecentlyRelevant || Actor->IsTearOff()) && Channel != NULL)
{
if (!bLevelInitializedForActor || !Actor->IsNetStartupActor())
{
Channel->Close();
}
}
}
}
return FinalSortedCount;
}
int32 UNetDriver::ServerReplicateActors()
{
float DeltaSeconds = 0; // T(REP) Milxnor: This is a parameter but really I cant be asked to implement it.
/*
if ( ClientConnections.Num() == 0 )
{
return 0;
}
check( World );
*/
int32 Updated = 0;
// Bump the ReplicationFrame value to invalidate any properties marked as "unchanged" for this frame.
++(*(int*)(__int64(this) + Offsets::ReplicationFrame));
const int32 NumClientsToTick = ServerReplicateActors_PrepConnections();
if (NumClientsToTick == 0)
{
// No connections are ready this frame
return 0;
}
AWorldSettings* WorldSettings = World()->GetWorldSettings();
bool bCPUSaturated = false;
float ServerTickTime = ServerTickRate; // GetEngine()->GetMaxTickRate(DeltaSeconds); // Milxnor: We hook GetMaxTickRate and just return ServerTickRate.
if (ServerTickTime == 0.f)
{
ServerTickTime = DeltaSeconds;
}
else
{
ServerTickTime = 1.f / ServerTickTime;
bCPUSaturated = DeltaSeconds > 1.2f * ServerTickTime;
}
std::vector<FNetworkObjectInfo*> ConsiderList;
ConsiderList.reserve(GetNetworkObjectList().GetActiveObjects().Num());
// Build the consider list (actors that are ready to replicate)
ServerReplicateActors_BuildConsiderList(ConsiderList, ServerTickTime);
for (int32 i = 0; i < GetClientConnections().Num(); ++i)
{
UNetConnection* Connection = GetClientConnections().at(i);
if (!Connection) continue;
/*
if (CVarNetDormancyValidate.GetValueOnAnyThread() == 2)
{
for (auto It = Connection->DormantReplicatorMap.CreateIterator(); It; ++It)
{
FObjectReplicator& Replicator = It.Value().Get();
if (Replicator.OwningChannel != nullptr)
{
Replicator.ValidateAgainstState(Replicator.OwningChannel->GetActor());
}
}
}
*/
if (i >= NumClientsToTick)
{
for (int32 ConsiderIdx = 0; ConsiderIdx < ConsiderList.size(); ++ConsiderIdx)
{
AActor* Actor = ConsiderList[ConsiderIdx]->Actor;
if (Actor != NULL && !ConsiderList[ConsiderIdx]->bPendingNetUpdate)
{
UActorChannel* Channel = Connection->GetActorChannels().FindRef(ConsiderList[ConsiderIdx]->WeakActor);
if (Channel != NULL && Channel->GetLastUpdateTime() < ConsiderList[ConsiderIdx]->LastNetUpdateTime)
{
ConsiderList[ConsiderIdx]->bPendingNetUpdate = true;
}
}
}
// Connection->GetTimeSensitive() = false; // T(REP)
}
else if (Connection->GetViewTarget())
{
// std::vector<FNetViewer>& ConnectionViewers = WorldSettings->GetReplicationViewers(); // Milxnor: Techinally this is proper but they literally just reset it before rep ends.
std::vector<FNetViewer> ConnectionViewers;
ConnectionViewers.clear();
// new(ConnectionViewers)FNetViewer(Connection, DeltaSeconds);
ConnectionViewers.push_back(FNetViewer(Connection, DeltaSeconds));
for (int32 ViewerIndex = 0; ViewerIndex < Connection->GetChildren().Num(); ++ViewerIndex)
{
if (Connection->GetChildren().at(ViewerIndex)->GetViewTarget() != NULL)
{
// new(ConnectionViewers)FNetViewer(Connection->GetChildren().at(ViewerIndex), DeltaSeconds);
ConnectionViewers.push_back(FNetViewer(Connection->GetChildren().at(ViewerIndex), DeltaSeconds));
}
}
if (Connection->GetPlayerController())
{
APlayerController::originalSendClientAdjustment(Connection->GetPlayerController());
}
for (int32 ChildIdx = 0; ChildIdx < Connection->GetChildren().Num(); ChildIdx++)
{
if (Connection->GetChildren().at(ChildIdx)->GetPlayerController() != NULL)
{
APlayerController::originalSendClientAdjustment(Connection->GetChildren().at(ChildIdx)->GetPlayerController());
}
}
std::vector<FActorPriority> PriorityList;
std::vector<FActorPriority*> PriorityActors;
const int32 FinalSortedCount = ServerReplicateActors_PrioritizeActors(Connection, ConnectionViewers, ConsiderList, bCPUSaturated, PriorityList, PriorityActors);
const int32 LastProcessedActor = ServerReplicateActors_ProcessPrioritizedActors(Connection, ConnectionViewers, PriorityActors, FinalSortedCount, Updated);
for (int32 k = LastProcessedActor; k < FinalSortedCount; ++k)
{
if (!PriorityActors[k]->ActorInfo)
{
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 * FMath::SRand();
}
}
}
ConnectionViewers.clear();
}
}
return Updated;
}