Files
Project-Reboot-3.0/Project Reboot 3.0/NetDriver.cpp
2023-04-05 07:55:28 -04:00

922 lines
32 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 "GenericPlatformMath.h"
#include "ActorChannel.h"
#include "KismetSystemLibrary.h"
#include "UnrealMathUtility.h"
FNetworkObjectList& UNetDriver::GetNetworkObjectList()
{
return *(*(TSharedPtr<FNetworkObjectList>*)(__int64(this) + Offsets::NetworkObjectList));
}
struct FPacketIdRange
{
FPacketIdRange(int32 _First, int32 _Last) : First(_First), Last(_Last) { }
FPacketIdRange(int32 PacketId) : First(PacketId), Last(PacketId) { }
// FPacketIdRange() : First(INDEX_NONE), Last(INDEX_NONE) { }
int32 First;
int32 Last;
bool InRange(int32 PacketId)
{
return (First <= PacketId && PacketId <= Last);
}
};
#define CLOSEPROXIMITY 500.f
#define NEARSIGHTTHRESHOLD 2000.f
#define MEDSIGHTTHRESHOLD 3162.f
#define FARSIGHTTHRESHOLD 8000.f
#define CLOSEPROXIMITYSQUARED (CLOSEPROXIMITY*CLOSEPROXIMITY)
#define NEARSIGHTTHRESHOLDSQUARED (NEARSIGHTTHRESHOLD*NEARSIGHTTHRESHOLD)
#define MEDSIGHTTHRESHOLDSQUARED (MEDSIGHTTHRESHOLD*MEDSIGHTTHRESHOLD)
#define FARSIGHTTHRESHOLDSQUARED (FARSIGHTTHRESHOLD*FARSIGHTTHRESHOLD)
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++)
{
static auto GetNetPriorityOffset = 0x380;
float (*GetNetPriorityOriginal)(AActor* Actor, const FVector& ViewPos, const FVector& ViewDir, AActor* Viewer, AActor* ViewTarget, UActorChannel* InChannel, float Time, bool bLowBandwidth)
= decltype(GetNetPriorityOriginal)(ActorInfo->Actor->VFTable[GetNetPriorityOffset / 8]);
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)));
}
}
FActorPriority::FActorPriority(UNetConnection* InConnection, 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.at(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);
}
}
void SetChannelActorForDestroy(UActorChannel* ActorChannel, FActorDestructionInfo* DestructInfo)
{
static auto ConnectionOffset = ActorChannel->GetOffset("Connection");
UNetConnection* Connection = ActorChannel->Get<UNetConnection*>(ConnectionOffset);
auto State = *(uint8_t*)(__int64(Connection) + 0x12C);
if (!(State - 2 <= 1)) // this will make sure that it is USOCK_Open or USOCK_Pending
return;
using FOutBunch = __int64;
static auto PackageMapOffset = Connection->GetOffset("PackageMap");
auto PackageMap = Connection->Get(PackageMapOffset);
FOutBunch* CloseBunch = Alloc(0x200);
if (!CloseBunch)
return;
static FOutBunch(*FOutBunchConstructor)(FOutBunch* a1, UActorChannel* a2, bool bInClose) = decltype(FOutBunchConstructor)(__int64(GetModuleHandleW(0)) + 0x194E800);
/* *CloseBunch = */ FOutBunchConstructor(CloseBunch, ActorChannel, true);
// we could set bDormant but it's set by default to 0.
SetBitfield((PlaceholderBitfield*)(__int64(CloseBunch) + 0x30), 4, true); // bReliable
bool (*UPackageMap_WriteObjectOriginal)(UObject* PackageMap, FOutBunch* Ar, UObject* InOuter, FNetworkGUID NetGUID, FString ObjectName) = decltype(UPackageMap_WriteObjectOriginal)(PackageMap->VFTable[0x238 / 8]);
UPackageMap_WriteObjectOriginal(PackageMap, CloseBunch, DestructInfo->ObjOuter.Get(), DestructInfo->NetGUID, DestructInfo->PathName);
FPacketIdRange (*SendBunchOriginal)(UActorChannel* Channel, FOutBunch* Bunch, bool Merge) = decltype(SendBunchOriginal)(ActorChannel->VFTable[0x288 / 8]);
SendBunchOriginal(ActorChannel, CloseBunch, false);
static void (*FArchiveDeconstructor)(FOutBunch* Ar) = decltype(FArchiveDeconstructor)(__int64(GetModuleHandleW(0)) + 0xC36500);
FArchiveDeconstructor(CloseBunch);
}
TSet<FNetworkGUID>& GetConnectionDestroyedStartupOrDormantActors(UNetConnection* Connection)
{
return *(TSet<FNetworkGUID>*)(__int64(Connection) + 0x33678);
}
TMap<FNetworkGUID, FActorDestructionInfo>& GetDriverDestroyedStartupOrDormantActors(UNetDriver* NetDriver)
{
return *(TMap<FNetworkGUID, FActorDestructionInfo>*)(__int64(NetDriver) + 0x228);
}
void UNetDriver::RemoveNetworkActor(AActor* Actor)
{
static void (*FNetworkObjectList_Remove)(FNetworkObjectList*, AActor* const a2) = decltype(FNetworkObjectList_Remove)(__int64(GetModuleHandleW(0)) + 0x1AEBB40);
FNetworkObjectList_Remove(&GetNetworkObjectList(), Actor);
// GetNetworkObjectList().Remove(Actor);
// RenamedStartupActors.Remove(Actor->GetFName());
}
void UNetDriver::TickFlushHook(UNetDriver* NetDriver)
{
static auto ReplicationDriverOffset = NetDriver->GetOffset("ReplicationDriver", false);
if (ReplicationDriverOffset == -1)
{
NetDriver->ServerReplicateActors();
}
else
{
if (auto ReplicationDriver = NetDriver->Get(ReplicationDriverOffset))
reinterpret_cast<void(*)(UObject*)>(ReplicationDriver->VFTable[Offsets::ServerReplicateActors])(ReplicationDriver);
}
return TickFlushOriginal(NetDriver);
}
int32 ServerReplicateActors_PrepConnections(UNetDriver* NetDriver)
{
auto& ClientConnections = NetDriver->GetClientConnections();
int32 NumClientsToTick = ClientConnections.Num();
bool bFoundReadyConnection = false;
for (int32 ConnIdx = 0; ConnIdx < ClientConnections.Num(); ConnIdx++)
{
UNetConnection* Connection = ClientConnections.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->Driver->Time - Connection->LastReceiveTime < 1.5f))
{
bFoundReadyConnection = true;
AActor* DesiredViewTarget = OwningActor;
if (Connection->GetPlayerController())
{
if (AActor* ViewTarget = Connection->GetPlayerController()->GetViewTarget())
{
DesiredViewTarget = ViewTarget;
}
}
Connection->GetViewTarget() = DesiredViewTarget;
}
else
{
Connection->GetViewTarget() = NULL;
}
}
return bFoundReadyConnection ? NumClientsToTick : 0;
}
enum class ENetRole : uint8_t
{
ROLE_None = 0,
ROLE_SimulatedProxy = 1,
ROLE_AutonomousProxy = 2,
ROLE_Authority = 3,
ROLE_MAX = 4
};
FORCEINLINE float FRand()
{
return ReplicationRandStream.FRand();
std::random_device rd;
std::mt19937 gen(rd());
std::uniform_real_distribution<> dis(0, 1);
float random_number = dis(gen);
return random_number;
}
FORCEINLINE float SRand()
{
GSRandSeed = (GSRandSeed * 196314165) + 907633515;
union { float f; int32 i; } Result;
union { float f; int32 i; } Temp;
const float SRandTemp = 1.0f;
Temp.f = SRandTemp;
Result.i = (Temp.i & 0xff800000) | (GSRandSeed & 0x007fffff);
auto res = FPlatformMath::Fractional(Result.f);
// MILXNOR
// res /= 3;
return res;
}
void UNetDriver::ServerReplicateActors_BuildConsiderList(std::vector<FNetworkObjectInfo*>& OutConsiderList)
{
std::vector<AActor*> ActorsToRemove;
auto& ActiveObjects = GetNetworkObjectList().ActiveNetworkObjects;
auto World = GetWorld();
for (const TSharedPtr<FNetworkObjectInfo>& ActorInfo : ActiveObjects)
{
if (!ActorInfo->bPendingNetUpdate && UGameplayStatics::GetTimeSeconds(GetWorld()) <= ActorInfo->NextUpdateTime)
{
continue;
}
auto Actor = ActorInfo->Actor;
if (!Actor)
continue;
if (Actor->IsPendingKillPending())
// if (Actor->IsPendingKill())
{
ActorsToRemove.push_back(Actor);
continue;
}
static auto RemoteRoleOffset = Actor->GetOffset("RemoteRole");
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.
if (Actor->GetNetDormancy() == ENetDormancy::DORM_Initial && Actor->IsNetStartupActor()) // IsDormInitialStartupActor
{
ActorsToRemove.push_back(Actor);
continue;
}
// 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.
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 = FMath::Max(1.0f / Actor->GetNetUpdateFrequency(), MinOptimalDelta); // Don't go slower than MinNetUpdateFrequency (or NetUpdateFrequency if it's slower)
const float Alpha = FMath::Clamp( (LastReplicateDelta - ScaleDownStartTime) / ScaleDownTimeRange, 0.0f, 1.0f);
ActorInfo->OptimalNetUpdateDelta = FMath::Lerp(MinOptimalDelta, MaxOptimalDelta, Alpha);
}
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 + SRand() * ServerTickTime + NextUpdateDelta;
ActorInfo->LastNetUpdateTime = GetTime();
}
ActorInfo->bPendingNetUpdate = false;
OutConsiderList.push_back(ActorInfo.Get());
static void (*CallPreReplication)(AActor*, UNetDriver*) = decltype(CallPreReplication)(Addresses::CallPreReplication);
CallPreReplication(Actor, this);
}
for (auto Actor : ActorsToRemove)
{
if (!Actor)
continue;
RemoveNetworkActor(Actor);
}
}
static bool IsActorRelevantToConnection(AActor* Actor, const std::vector<FNetViewer>& ConnectionViewers)
{
for (int32 viewerIdx = 0; viewerIdx < ConnectionViewers.size(); viewerIdx++)
{
if (!ConnectionViewers[viewerIdx].ViewTarget)
continue;
// static bool (*IsNetRelevantFor)(AActor*, AActor*, AActor*, FVector&) = decltype(IsNetRelevantFor)(__int64(GetModuleHandleW(0)) + 0x1ECC700);
static auto index = Offsets::IsNetRelevantFor;
// if (Actor->IsNetRelevantFor(ConnectionViewers[viewerIdx].InViewer, ConnectionViewers[viewerIdx].ViewTarget, ConnectionViewers[viewerIdx].ViewLocation))
// if (IsNetRelevantFor(Actor, ConnectionViewers[viewerIdx].InViewer, ConnectionViewers[viewerIdx].ViewTarget, ConnectionViewers[viewerIdx].ViewLocation))
if (reinterpret_cast<bool(*)(AActor*, AActor*, AActor*, const FVector&)>(Actor->VFTable[index])(
Actor, ConnectionViewers[viewerIdx].InViewer, ConnectionViewers[viewerIdx].ViewTarget, ConnectionViewers[viewerIdx].ViewLocation))
{
return true;
}
}
return false;
}
bool UNetDriver::IsLevelInitializedForActor(const AActor* InActor, const UNetConnection* InConnection) const
{
const bool bCorrectWorld = (InConnection->GetClientWorldPackageName() == GetWorldPackage()->NamePrivate && InConnection->ClientHasInitializedLevelFor(InActor));
const bool bIsConnectionPC = (InActor == InConnection->GetPlayerController());
return bCorrectWorld || bIsConnectionPC;
}
static FORCEINLINE bool IsActorDormant(FNetworkObjectInfo* ActorInfo, const TWeakObjectPtr<UNetConnection>& Connection)
{
// If actor is already dormant on this channel, then skip replication entirely
return ActorInfo->DormantConnections.Contains(Connection);
}
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;
if (ViewerConnection->GetViewTarget() == nullptr)
{
bOutHasNullViewTarget = true;
}
if (ActorOwner == ViewerConnection->GetPlayerController() ||
(ViewerConnection->GetPlayerController() && ActorOwner == ViewerConnection->GetPlayerController()->GetPawn()) ||
(ViewerConnection->GetViewTarget() && ViewerConnection->GetViewTarget()->IsRelevancyOwnerFor(Actor, ActorOwner, ViewerConnection->GetOwningActor())))
{
return ViewerConnection;
}
}
return nullptr;
}
struct FCompareFActorPriority
{
FORCEINLINE bool operator()(const FActorPriority& A, const FActorPriority& B) const
{
return B.Priority < A.Priority;
}
};
static FORCEINLINE bool ShouldActorGoDormant(AActor* Actor, const std::vector<FNetViewer>& ConnectionViewers, UActorChannel* Channel, const float Time, const bool bLowNetBandwidth)
{
using enum ENetDormancy;
static auto bPendingDormancyOffset = 0x30;
static auto bPendingDormancyFieldMask = 0x0;
static auto DormantOffset = 0x30;
static auto DormantFieldMask = 0x0;
if (Actor->GetNetDormancy() <= DORM_Awake || !Channel
// || ReadBitfield((PlaceholderBitfield*)(__int64(Channel) + bPendingDormancyOffset), bPendingDormancyFieldMask)
// || ReadBitfield((PlaceholderBitfield*)(__int64(Channel) + DormantOffset), DormantFieldMask)
|| Channel->IsPendingDormancy()
|| Channel->IsDormant()
)
{
// Either shouldn't go dormant, or is already dormant
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{};
newViewer.Connection = NetConnection;
newViewer.InViewer = NetConnection->GetPlayerController() ? NetConnection->GetPlayerController() : NetConnection->GetOwningActor();
newViewer.ViewTarget = NetConnection->GetViewTarget();
if (!NetConnection->GetOwningActor() || !(!NetConnection->GetPlayerController() || (NetConnection->GetPlayerController() == NetConnection->GetOwningActor())))
return newViewer;
APlayerController* ViewingController = NetConnection->GetPlayerController();
newViewer.ViewLocation = newViewer.ViewTarget->GetActorLocation();
if (ViewingController)
{
FRotator ViewRotation = ViewingController->GetControlRotation();
AFortPlayerControllerAthena::GetPlayerViewPointHook(Cast<AFortPlayerControllerAthena>(ViewingController, false), newViewer.ViewLocation, ViewRotation);
newViewer.ViewDir = ViewRotation.Vector();
}
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;
++(*(int*)(__int64(this) + Offsets::ReplicationFrame));
const int32 NumClientsToTick = ServerReplicateActors_PrepConnections(this);
if (NumClientsToTick == 0)
{
// No connections are ready this frame
return 0;
}
// AFortWorldSettings* WorldSettings = GetFortWorldSettings(NetDriver->World);
// bool bCPUSaturated = false;
float ServerTickTime = 30.f; // Globals::MaxTickRate; // GEngine->GetMaxTickRate(DeltaSeconds);
/* if (ServerTickTime == 0.f)
{
ServerTickTime = DeltaSeconds;
}
else */
{
ServerTickTime = 1.f / ServerTickTime;
// bCPUSaturated = DeltaSeconds > 1.2f * ServerTickTime;
}
std::vector<FNetworkObjectInfo*> ConsiderList;
ConsiderList.reserve(GetNetworkObjectList().ActiveNetworkObjects.Num());
// std::cout << "ConsiderList.size(): " << GetNetworkObjectList(NetDriver).ActiveNetworkObjects.Num() << '\n';
auto World = GetWorld();
ServerReplicateActors_BuildConsiderList(ConsiderList);
bool bCPUSaturated = false;
auto& ClientConnections = GetClientConnections();
for (int32 i = 0; i < ClientConnections.Num(); 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)
{
//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++)
{
AActor* Actor = ConsiderList[ConsiderIdx]->Actor;
// if the actor hasn't already been flagged by another connection,
if (Actor != NULL && !ConsiderList[ConsiderIdx]->bPendingNetUpdate)
{
// find the channel
UActorChannel* Channel = nullptr;
auto& ActorChannels = Connection->GetActorChannels();
for (int i = 0; i < ActorChannels.Pairs.Num(); i++)
{
if (ActorChannels.Pairs[i].First == ConsiderList[ConsiderIdx]->WeakActor)
{
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;
}
}
}
// 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;
// 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())
{
static void (*SendClientAdjustment)(APlayerController*) = decltype(SendClientAdjustment)(Addresses::SendClientAdjustment);
SendClientAdjustment(Connection->GetPlayerController());
}
FActorPriority* PriorityList = NULL;
FActorPriority** PriorityActors = NULL;
// 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();
}
}
}
}
}
// shuffle the list of connections if not all connections were ticked
/*
if (NumClientsToTick < NetDriver->ClientConnections.Num())
{
int32 NumConnectionsToMove = NumClientsToTick;
while (NumConnectionsToMove > 0)
{
// move all the ticked connections to the end of the list so that the other connections are considered first for the next frame
UNetConnection* Connection = NetDriver->ClientConnections[0];
NetDriver->ClientConnections.RemoveAt(0, 1);
NetDriver->ClientConnections.Add(Connection);
NumConnectionsToMove--;
}
}
*/
return Updated;
}