Files
Project-Reboot-3.0/Project Reboot 3.0/NetDriver.cpp

304 lines
8.3 KiB
C++

#include "NetDriver.h"
#include "reboot.h"
#include "Actor.h"
#include "NetConnection.h"
#include "GameplayStatics.h"
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);
// check(Connection);
// 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))
{
// 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;
}
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
};
enum class ENetDormancy : uint8_t
{
DORM_Never = 0,
DORM_Awake = 1,
DORM_DormantAll = 2,
DORM_DormantPartial = 3,
DORM_Initial = 4,
DORN_MAX = 5,
ENetDormancy_MAX = 6
};
struct FNetworkObjectInfo
{
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; */
};
static void ServerReplicateActors_BuildConsiderList(UNetDriver* NetDriver, std::vector<FNetworkObjectInfo*>& OutConsiderList)
{
TArray<AActor*> Actors = UGameplayStatics::GetAllActorsOfClass(GetWorld(), AActor::StaticClass());
/* auto& ActiveObjects = GetNetworkObjectList(NetDriver).ActiveNetworkObjects;
for (int i = 0; i < ActiveObjects.Num(); i++)
{
auto ActorInfo = ActiveObjects.GetElements().GetData()[i].ElementData.Value.Get();
auto Actor = ActorInfo->Actor; */
for (int i = 0; i < Actors.Num(); i++)
{
auto Actor = Actors.at(i);
if (!Actor)
continue;
// if (!Actor->bActorInitialized) continue;
if (Actor->IsActorBeingDestroyed())
{
continue;
}
static auto RemoteRoleOffset = Actor->GetOffset("RemoteRole");
if (Actor->Get<ENetRole>(RemoteRoleOffset) == ENetRole::ROLE_None)
{
continue;
}
static auto NetDormancyOffset = Actor->GetOffset("NetDormancy");
if (Actor->Get<ENetDormancy>(NetDormancyOffset) == ENetDormancy::DORM_Initial && Actor->IsNetStartup())
{
continue;
}
static void (*CallPreReplication)(AActor*, UNetDriver*) = decltype(CallPreReplication)(Addresses::CallPreReplication);
CallPreReplication(Actor, NetDriver);
FNetworkObjectInfo* ActorInfo = new FNetworkObjectInfo;
ActorInfo->Actor = Actor;
OutConsiderList.push_back(ActorInfo);
}
Actors.Free();
}
using UChannel = UObject;
using UActorChannel = UObject;
static UActorChannel* FindChannel(AActor* Actor, UNetConnection* Connection)
{
static auto OpenChannelsOffset = Connection->GetOffset("OpenChannels");
auto& OpenChannels = Connection->Get<TArray<UChannel*>>(OpenChannelsOffset);
static auto ActorChannelClass = FindObject<UClass>("/Script/Engine.ActorChannel");
// LOG_INFO(LogReplication, "OpenChannels.Num(): {}", OpenChannels.Num());
for (int i = 0; i < OpenChannels.Num(); i++)
{
auto Channel = OpenChannels.at(i);
if (!Channel)
continue;
// LOG_INFO(LogReplication, "[{}] Class {}", i, Channel->ClassPrivate ? Channel->ClassPrivate->GetFullName() : "InvalidObject");
if (!Channel->IsA(ActorChannelClass)) // (Channel->ClassPrivate == ActorChannelClass)
continue;
static auto ActorOffset = Channel->GetOffset("Actor");
auto ChannelActor = Channel->Get<AActor*>(ActorOffset);
// LOG_INFO(LogReplication, "[{}] {}", i, ChannelActor->GetFullName());
if (ChannelActor != Actor)
continue;
return (UActorChannel*)Channel;
}
return NULL;
}
int32 UNetDriver::ServerReplicateActors()
{
int32 Updated = 0;
++*(int*)(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(NetDriver).ActiveNetworkObjects.Num());
// std::cout << "ConsiderList.size(): " << GetNetworkObjectList(NetDriver).ActiveNetworkObjects.Num() << '\n';
ServerReplicateActors_BuildConsiderList(this, ConsiderList);
for (int32 i = 0; i < this->GetClientConnections().Num(); i++)
{
UNetConnection* Connection = this->GetClientConnections().at(i);
if (!Connection)
continue;
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);
/* std::vector<FNetViewer> ConnectionViewers;
ConnectionViewers.push_back(ConstructNetViewer(Connection));
if (!Actor->bAlwaysRelevant && !Actor->bNetUseOwnerRelevancy && !Actor->bOnlyRelevantToOwner)
{
if (Connection && Connection->ViewTarget)
{
auto Viewer = Connection->ViewTarget;
auto Loc = Viewer->K2_GetActorLocation();
if (!IsActorRelevantToConnection(Actor, ConnectionViewers))
{
if (Channel)
CloseChannel(Channel);
continue;
}
}
} */
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);
if (!Channel)
{
if (Actor->IsA(APlayerController::StaticClass()) && Actor != Connection->GetPlayerController()) // isnetreelvantfor should handle this iirc
continue;
Channel = (UActorChannel*)CreateChannel(Connection, 2, true, -1);
if (Channel) {
SetChannelActor(Channel, Actor);
// Channel->Connection = Connection;
}
}
if (Channel)
ReplicateActor(Channel);
}
}
// 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;
}