XC_Engine [20] - XC_Core [7b] - XC_IpDrv

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sektor2111
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Re: XC_GameEngine [build 11 - Dynamic Package Loading]

Post by sektor2111 » Mon Mar 30, 2015 7:12 pm

I still want an option or a code in purpose to hijack classes defined in headers into other defined external packages, let's say an array with loadable files would be a charm (for many people I guess), because in a single file I can get rid of all sh!t...

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Re: XC_GameEngine [build 11 - Dynamic Package Loading]

Post by SC]-[WARTZ_{HoF} » Sat Apr 04, 2015 8:00 pm

Just to let you know Higor XCGEv10 worked well two weeks ago except for the teleporter error on DM-ArcaneTemple we experienced. Last week I upgraded to XCGEv11 and the guys were having a bit of packet loss and random ping spikes. I did however remove ferali's NW3goreMod that evening to test a theory for one client that was crashing whenever he was in a pool of blood and he reported the server was a bit more stable for him after that but thats got to be a separate issue not related to XCGE imho. I might have to go back to XCGEv10 this Thursday to follow up on this. I'll report back my findings.
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Re: XC_GameEngine [build 11 - Dynamic Package Loading]

Post by Higor » Sat Apr 04, 2015 10:36 pm

Lots of servers having Packet Loss issues lately, even non-xcge ones. Admins not acknowledging that the servers are under attack is a different story.
BTW, I noticed a bunch of unredirected files in the DM server so make sure you set FastUpload to false if the server's upstream is limited.
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Re: XC_GameEngine [build 11 - Dynamic Package Loading]

Post by noccer » Sat Apr 04, 2015 11:08 pm

Going a bit off topic, sorry
Higor wrote:Lots of servers having Packet Loss issues lately, even non-xcge ones. Admins not acknowledging that the servers are under attack is a different story.
In the last weeks, around 3 months or so, my ut servers log a lot of this:

Open MyLevel Tue Mar 3 21:01:37 2015 37.59.90.82:27015
Close TcpipConnection16 Tue Mar 3 21:01:58 2015
Open MyLevel Wed Mar 4 17:14:05 2015 83.222.97.211:27339
Close TcpipConnection64 Wed Mar 4 17:14:26 2015
Close TcpipConnection1936 Mon Mar 23 17:35:39 2015
Open MyLevel Mon Mar 23 17:36:04 2015 46.174.50.30:27202

from different hosts. 95% of these hosts run gameservers, Counter Strike /Half Life, Rust, Call of Duty which you find at gametracker. Does not look like a directly pointed attack, more likely it is background noise, but it is still annoying. I am fine with fail2ban, and i got a very nice ip blacklist that sorts out a lot of spammers/zombies from here: https://www.spamhaus.org/drop/
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>>You can't steal any ip (v4)adresses, there are exactly 4294967296 of them, and they will still exist when you wrote down all of them, or are stored in a (master)servers database ;)<<

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Re: XC_GameEngine [build 11 - Dynamic Package Loading]

Post by Higor » Sat Apr 04, 2015 11:46 pm

noccer wrote:Open MyLevel Tue Mar 3 21:01:37 2015 37.59.90.82:27015
Close TcpipConnection16 Tue Mar 3 21:01:58 2015
Open MyLevel Wed Mar 4 17:14:05 2015 83.222.97.211:27339
Close TcpipConnection64 Wed Mar 4 17:14:26 2015
Close TcpipConnection1936 Mon Mar 23 17:35:39 2015
Open MyLevel Mon Mar 23 17:36:04 2015 46.174.50.30:27202
27015: Default Half-Life based games Listen port.
I'm still confused about those addresses querying an UT server... did those connections also had a 'Challenge' to join the game?
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Re: XC_GameEngine [build 11 - Dynamic Package Loading]

Post by noccer » Sun Apr 05, 2015 12:51 am

Higor wrote:
noccer wrote:Open MyLevel Tue Mar 3 21:01:37 2015 37.59.90.82:27015
Close TcpipConnection16 Tue Mar 3 21:01:58 2015
Open MyLevel Wed Mar 4 17:14:05 2015 83.222.97.211:27339
Close TcpipConnection64 Wed Mar 4 17:14:26 2015
Close TcpipConnection1936 Mon Mar 23 17:35:39 2015
Open MyLevel Mon Mar 23 17:36:04 2015 46.174.50.30:27202
27015: Default Half-Life based games Listen port.
I'm still confused about those addresses querying an UT server... did those connections also had a 'Challenge' to join the game?
This is more likely a reflection attack or so. It doesn´t seem that "it" wants to join the game, but i did not record plain traffic.
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>>You can't steal any ip (v4)adresses, there are exactly 4294967296 of them, and they will still exist when you wrote down all of them, or are stored in a (master)servers database ;)<<

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Re: XC_GameEngine [build 11 - Dynamic Package Loading]

Post by sektor2111 » Sun Apr 05, 2015 3:43 pm

Higor wrote:Lots of servers having Packet Loss issues lately, even non-xcge ones. Admins not acknowledging that the servers are under attack is a different story.
Heh, at this moment I'm still building block-lists as long as I did not posted anywhere any address and I still see "visitors". I'll start "heart-beating" when I'll see 3 weeks of silence in logs.
Won't be granted any attempt to hunt:
- rom-0 exploit - even if I'm immune because I don't have such equipment;
- tmUnblock.cgi - another old fart discovered by some monkey when felt from tree where was eating bananas;
- php attempt to gain control over a machine which is in my hand (including net cable) - such things are expired already;
- other cgi nice things;
The rest of surveillance visits doesn't disturb me as long as are a kind of test proving that "I'm alive" and that's OK for me.

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Re: XC_GameEngine [build 11 - Dynamic Package Loading]

Post by Higor » Tue Apr 07, 2015 6:28 am

Edited XC_GE to change the package 'GUID' of Announcer.uax when attempting to play a demo.
This has allowed me to load a demo from someone who has a diff language UT...

May I ask, what other packages cause these common demo mismatches?
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Re: XC_GameEngine [build 11 - Dynamic Package Loading]

Post by Wises » Tue Apr 07, 2015 8:26 am

shame there is no way to automatically change GUID's based on some kind of mismatches.
then it dont matter cause the engine will auto assign new guid's to certain files ?

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Re: XC_GameEngine [build 11 - Dynamic Package Loading]

Post by Chamberly » Tue Apr 07, 2015 9:22 am

Wises wrote:then it dont matter cause the engine will auto assign new guid's to certain files ?
Look at MD5 hash. -.-
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Re: XC_GameEngine [build 11 - Dynamic Package Loading]

Post by Higor » Sat Apr 11, 2015 6:03 am

I'm attacking the Octree again, pre-caching bounding boxes and unifying checks.
Got rid of that ugly temporary Hash usage in Mover<->Actor encroachment checks, and finally made a proper MEncroachQuery.

And man, by filtering actors out by seeing if they have bCollideWorld and bBlockActors has made AS-Redemption][ movement timer (per frame) go from 10ms to 0.6ms.
That's literally a near 1800% processing speed on this case, and this assault map is playable, BOOYA!


======================
In the meantime

That pesky Xan is no longer inaudible when he's running backwards or strafing, copied the footstep notifications from normal run into the animations that were missing said notifies.

Code: Select all

	guard( BossMesh);
	ULodMesh* BossMesh = FindObject<ULodMesh>( ANY_PACKAGE, TEXT("Botpack.Boss"), 0);
	if ( BossMesh )
	{
		FName RunLG_n( TEXT("RunLG"), FNAME_Find );
		if ( RunLG_n.IsValid() )
		{
			const FMeshAnimSeq* RunLG_Seq = BossMesh->GetAnimSeq( RunLG_n );
			FName StrafeL_n( TEXT("StrafeL"), FNAME_Find );
			if ( StrafeL_n.IsValid() )
				BossMesh->GetAnimSeq( StrafeL_n)->Notifys = RunLG_Seq->Notifys;
			FName StrafeR_n( TEXT("StrafeR"), FNAME_Find );
			if ( StrafeR_n.IsValid() )
				BossMesh->GetAnimSeq( StrafeR_n)->Notifys = RunLG_Seq->Notifys;
			FName BackRun_n( TEXT("BackRun"), FNAME_Find );
			if ( BackRun_n.IsValid() )
				BossMesh->GetAnimSeq( BackRun_n)->Notifys = RunLG_Seq->Notifys;
		}
	}
	unguard;
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Re: XC_GameEngine [build 11 - Dynamic Package Loading]

Post by sektor2111 » Sat Apr 11, 2015 6:45 am

Higor wrote:That pesky Xan is no longer inaudible when he's running backwards or strafing, copied the footstep notifications from normal run into the animations that were missing said notifies.
According to these sound troubles... I'll try to summarize...
There are a few MH cases with sounds used from whatever XAN dispatching sounds at a given moment, never audible ON-Line. I don't know where are bugs coming from, simply was sucks. Later, I was facing troubles at using common Bot sounds even if I declared "defaultproperties" properly, they simply were muted until I redefined them in Editor and saving package. Later, for a small modification I had to repeat step with saving from Editor. Because it was annoying, I simply imported sounds separate for MBot and now I have normal sounds (hits, jumps, drown, etc.).
Real facts: MH-Rook(AS)v3 or such, after finishing pupaes a Boss Voice speaks "Assault the base", not works On-Line. Problems exist for some weapon-holders taunting "Incoming" but Local Only. I can't be sure if these have a "native" problem or they are just too messed up (watching them firing weapon when enemy no longer exist, and doing some funky server-lock when I was using UCC as launcher, eh - almost all time happened this freeze when I was running such Liandri with pawns out of ammo).

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Re: XC_GameEngine [build 11 - Dynamic Package Loading]

Post by Mar » Sat Apr 11, 2015 3:17 pm

We got this error from our MH server.
Using build 11.

Code: Select all

Critical: APawn::TraverseFrom
Critical: APawn::TraverseFrom
Critical: APawn::TraverseFrom
Critical: APawn::TraverseFrom
Critical: APawn::TraverseFrom
Critical: APawn::TraverseFrom
Critical: APawn::TraverseFrom
Critical: APawn::TraverseFrom
Critical: APawn::TraverseFrom
Critical: APawn::TraverseFrom
Critical: APawn::TraverseFrom
Critical: APawn::TraverseFrom
Critical: APawn::TraverseFrom
Critical: APawn::TraverseFrom
Critical: APawn::TraverseFrom
Critical: APawn::TraverseFrom
Critical: APawn::TraverseFrom
Critical: APawn::TraverseFrom
Critical: APawn::TraverseFrom
Critical: APawn::TraverseFrom
Critical: APawn::TraverseFrom
Critical: APawn::TraverseFrom
Critical: APawn::TraverseFrom
Critical: APawn::TraverseFrom
Critical: APawn::TraverseFrom
Critical: APawn::TraverseFrom
Critical: APawn::TraverseFrom
Critical: APawn::TraverseFrom
Critical: APawn::TraverseFrom
Critical: APawn::TraverseFrom
Critical: APawn::TraverseFrom
Critical: APawn::TraverseFrom
Critical: APawn::TraverseFrom
Critical: APawn::TraverseFrom
Critical: APawn::TraverseFrom
Critical: APawn::TraverseFrom
Critical: APawn::TraverseFrom
Critical: APawn::TraverseFrom
Critical: APawn::TraverseFrom
Critical: APawn::TraverseFrom
Critical: APawn::TraverseFrom
Critical: APawn::TraverseFrom
Critical: APawn::TraverseFrom
Critical: APawn::TraverseFrom
Critical: APawn::TraverseFrom
Critical: APawn::TraverseFrom
Critical: APawn::TraverseFrom
Critical: APawn::TraverseFrom
Critical: APawn::TraverseFrom
Critical: APawn::TraverseFrom
Critical: APawn::TraverseFrom
Critical: APawn::TraverseFrom
Critical: APawn::findRandomDest
Critical: AActor::ProcessState
Critical: Object Gasbag MH-(_@_)_NaliCastle_LUCKY.GasBag1, Old State State UnrealShare.ScriptedPawn.Roaming, New State State UnrealShare.ScriptedPawn.Roaming
Critical: AActor::Tick
Critical: TickAllActors
Critical: ULevel::Tick
Critical: (NetMode=1)
Critical: TickLevel
Critical: UGameEngine::Tick
Critical: UXC_GameEngine::Tick
Critical: UpdateWorld
Critical: UServerCommandlet::Main
Exit: Executing UObject::StaticShutdownAfterError
Exit: Exiting.
Uninitialized: Name subsystem shut down
Uninitialized: Log file closed, 04/09/15 14:09:43

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Re: XC_GameEngine [build 11 - Dynamic Package Loading]

Post by Higor » Sat Apr 11, 2015 6:24 pm

That crash has occured because either:
- A non-NavigationPoint was placed into the navigation point list (super unlikely)
- A NavigationPoint is using an invalid reachspec index (not in reachspec table)
- The 'End' NavigationPoint of a reachspec was deleted (or unreferenced)

I had that kind crashes when I was developing the navigation editor for FerBotz, can't remember what caused it but my code was messing with the above listed things.
There may be a chance the map has an error (like a deleted navigation point)
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Re: XC_GameEngine [build 11 - Dynamic Package Loading]

Post by SC]-[WARTZ_{HoF} » Sat Apr 11, 2015 6:34 pm

One thing is for certain. There are many noob made MH maps out there and you can't blaim Higor's XCGE for noticing them. LOL
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