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

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Wises
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Re: XC_Engine [16] - XC_Core [4]

Post by Wises » Thu Mar 10, 2016 9:38 am

Higor wrote:...

PD: UT4 is very unfriendly for modding atm, will delay my plans for that game.
Did you manage to fix the compatibility issues with SmartDM / MapVoteX?

source codes were posted on page [44] of this thread..
cheers. :tu:
...

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Re: XC_Engine [16] - XC_Core [4]

Post by Higor » Fri Mar 11, 2016 6:11 am

Wises wrote:
Higor wrote:...

PD: UT4 is very unfriendly for modding atm, will delay my plans for that game.
Did you manage to fix the compatibility issues with SmartDM / MapVoteX?

source codes were posted on page [44] of this thread..
cheers. :tu:
Checked out the code and all... but I forgot the reason I had to check it lol.
What was the behaviour MapVoteX exhibited on a XC_Engine server?

PD: Since the new map load routine appears to work wonderfully (at least on v436), I could try a few function replacements to get rid of telefrag-on-spawn issues.
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Re: XC_Engine [16] - XC_Core [4]

Post by Wises » Fri Mar 11, 2016 7:31 am

this post here apparently ;

viewtopic.php?f=34&t=5624&start=630#p79614

smartDM was another issue , I forget what it was something about ferbotz I think and invisible botz.. or rather. lol

:tu:
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Re: XC_Engine [16] - XC_Core [4]

Post by Higor » Sat Mar 12, 2016 6:46 am

Reporting in!

MapVoteX's map generator uses the same algorithms as MapVoteLA, which is reasonable as CMV is the only one doing things differently.
Something other than the GetMapName hook is causing it to malfunction, if it is malfunctioning at all.
Nelsona please use EDITACTOR command whenever you spot things like this, very useful for spotting whether it's a relevancy problem, replication failure or something else.


The 'hook points' thing I was talking about actually consists on effectively not doing this:

Code: Select all

Super::LoadMap(...);
But instead LOADING the map is completely handled by XC_Engine, gotta say that the whole loading code has remain semi-consistant among various UE generations.
Evidence of that being the code I randomly took and put into it worked on the 'second' try, the first try was an interesting 'failure' when reloading a map wouldn't actually clean the previous' game state lol.
Now here's the interesting thing: on v451 this fails horribly, makes sense as v451 changes a lot of vital offsets especially in UGameEngine and derivates so the whole LoadMap code has to work in both builds... ugh.


XC_ChannelDownload failing, fixing the allocated stack block (v451 linux) for datagram bunch 'FOutBunch' objects broke said 'Channel' integrity check thing. (Why isn't this failing on Linux? wtf)
Gonna have to use a compiler workaround, so much for v451.
I guess XC_Core v5 is going to be a thing soon I suppose.


I still haven't had collision crashes on my client sessions with this new grid code.
Let's see how v436 (maybe v440?) servers handle it now...
Attachments
XC_Engine_gridtest3.7z
- FOutBunch hack reverted, servers start up again.
- v451 compatibility not finished (cannot edit player settings or join games).
- %w UTPure macro added to TeamSay
(115.69 KiB) Downloaded 76 times
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Re: XC_Engine [16] - XC_Core [4]

Post by sektor2111 » Sat Mar 12, 2016 10:29 pm

Cannot fire EditActor if server get vanished in crash, maybe in Pickup troubles - NOT a normal occurrence.
In a closer past I was wonder if "Bump" was working when 2 Titans using PrimitiveMesh were roaming inside themselves.

Man, if collision is a hard work in fixing, simply do not waste TIME anymore, seriously we have more bad net stuff to solve, fix Teleporters and Spawn, using EncroachedBy management as in default but sanitized - crappy STATE or bDeleteMe vs Collision parameters ? Solution is simple as always - go hunt it in their roots rather than trying a tinfoil hat. Trigger a proper wrapping of objects array, check any bad state change while collides in a stupid way. Crash at looping in a retarded state rather than freezing ? Server hang up is my problem right now. Setup a default attitude byte for pawns instigated by bDeleteMe crap shit garbage... meh... report properly a dumb trash with duplicated actors (and/or rewrapping them). Leave alone MAPS folders if bSortMap... =False - just ignore this chapter if we have FALSE. You cannot predict what people do for default UT engine - Help engine - changing rules won't help. Codes which I was fixing are mainly sanitized not really changed.
Quote:
- SetEnemy - good fix (only) for default SP;
- Relevancy - let Uscript to work;
- SeenPlayer - Oh well, I think I did things as should - (ScriptedPawn != Bot) + tracing properly;
- Tracing - leave that alone - people were counting on bugs and this I guess won't crash nothing (except bDeleteMe traces - perhaps...);
- Sort maps - well, leave these alone through False - attack if True;
- Collision - Credits goes to original codes and the Team UTPG fixing NOTHING - I think you have to stay on focus for EncroachedBy rather than octree, cough...;
- PlayerCanSeeMe() - you have OWNED things well - you have set a relevant example in how to not be retarded in a cylinder + NetConnection for a SHIT unexistent Owner;
- Navigation Array rammed = Crash - NO FIX at this moment - a bunch of morons and idiots were screwing Levels and crashing servers for some of their brain-farts - RUIN properly InventorySpot far from Inventory (unreachable) because Editor did retarded Path-Net in that spot;
- 451 - I think you can forget it - Editor is f...ed up so this is proving that 451 is a TRASH based on guessing not coding -> Team of programmers > Sweet dreams, Team!

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Re: XC_Engine [16] - XC_Core [4]

Post by rjmno1 » Sun Mar 13, 2016 2:11 am

The only question rizes and is as folows will this new core engine work properly on the online servers from ut 99?
If it is compatible only then i will install this new software.
Did someone tried it out does evrything runs good also on the servers please reply.
Questiuon number 2 ,is this the final release of that software ?
Or you guys still editing on it?

much greetz:rjmno1
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Re: XC_Engine [16] - XC_Core [4]

Post by sektor2111 » Sun Mar 13, 2016 2:35 am

So in v17 we don't have any more bFire hook and neither bAltFire...
All right, I go to remove handler switching code using only UScript.
rjmno1 wrote: Did someone tried it out does evrything runs good also on the servers please reply.
V13 and V16 are functional, you could try them.

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Re: XC_Engine [16] - XC_Core [4]

Post by Higor » Sun Mar 13, 2016 2:55 am

Hey, it's all betas lol.
Of course things are gonna break from time to time.

Regarding the ForceFire thing...
Right, differnt hook point, different tests.
On the early stage of map loading, there is no net driver therefore the hook fails to check that it's a server, good catch.

BTW, I accidentally left a debug line in LoadMap that destroys the pending level even when it shouldn't... so the "gridtest3" build will not work at all on clients (only servers).

====
EDIT: some later UE versions perform some automated tasks to fix small mapping errors on post-load, maybe I could attempt something here...
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Re: XC_Engine [16] - XC_Core [4]

Post by Chamberly » Sun Mar 13, 2016 3:42 pm

rjmno1 wrote:The only question rizes and is as folows will this new core engine work properly on the online servers from ut 99?
Did someone tried it out does evrything runs good also on the servers please reply.
Questiuon number 2 ,is this the final release of that software ?
I can't stress how much crazy this kind of question this is. : Put on million facepalm:

They do work online. Client and servers. Only beta because this is a way to keep it up and going for support, if it's final, well, you may not get another update then lol.
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Re: XC_Engine [16] - XC_Core [4]

Post by sektor2111 » Sun Mar 13, 2016 9:15 pm

Ouch, I found what was causing XC_Core4 problems. If XC_IpDrv it is not defined in main INI will crash server - not very OK but that was the reason, it doesn't happen at v3 but is good to know. Now I'm using current config (XCGEv16):

Code: Select all

[Engine.Engine]
GameRenderDevice=SoftDrv.SoftwareRenderDevice
AudioDevice=Galaxy.GalaxyAudioSubsystem
NetworkDevice=XC_IpDrv.XC_TcpNetDriver
DemoRecordingDevice=Engine.DemoRecDriver
Console=UTMenu.UTConsole
Language=int
GameEngine=XC_Engine.XC_GameEngine
EditorEngine=Editor.EditorEngine
WindowedRenderDevice=SoftDrv.SoftwareRenderDevice
RenderDevice=GlideDrv.GlideRenderDevice
DefaultGame=.........
DefaultServerGame=...........
ViewportManager=WinDrv.WindowsClient
Render=Render.Render
Input=Engine.Input
Canvas=Engine.Canvas
RunCount=1
....
[XC_Engine.XC_GameEngine]
...
bDisableTimingFix=True
bDisableBrushTracker=False
bSortMaplistByFolder=False
bSortMaplistGlobal=False
bAutoTravelManager=False
bCacheConvertAtJoin=False
bCollisionHashHook=True
bFasterUpload=True
bSetOrders=False
bEnableDebugLogs=True
bUseSetEnemyHook=True
bUseLevelHook=True
bUseNewRelevancy=False
bAutoCompressLZMA=False
bScriptDebug=True
ThreadCount=1
...
ServerActors=TF2.TickFix
ServerActors=XC_Engine.XC_ConnectionHandler
ServerActors=XC_Engine.XC_ServerActor
...
[IpDrv.TcpNetDriver]
AllowDownloads=True
ConnectionTimeout=7.0
InitialConnectTimeout=15.0
AckTimeout=1.0
KeepAliveTime=0.3
MaxClientRate=25000
SimLatency=0
RelevantTimeout=40.0
SpawnPrioritySeconds=0.5
ServerTravelPause=1.0
NetServerMaxTickRate=30
LanServerMaxTickRate=30
LogPortUnreach=True
AllowPlayerPortUnreach=False
LogMaxConnPerIPPerMin=True
MaxConnPerIPPerMinute=20
OverrideBufferAllocation=True
MaxDownloadSize=0
DownloadManagers=IpDrv.HTTPDownload
DownloadManagers=XC_Core.XC_ChannelDownload
DownloadManagers=Engine.ChannelDownload

[XC_IpDrv.XC_TcpNetDriver]
ConnectionLimit=128
AllowDownloads=True
ConnectionTimeout=7.0
InitialConnectTimeout=15.0
AckTimeout=1.0
KeepAliveTime=0.3
MaxClientRate=25000
SimLatency=0
RelevantTimeout=40.0
SpawnPrioritySeconds=0.5
ServerTravelPause=1.0
NetServerMaxTickRate=30
LanServerMaxTickRate=30
LogPortUnreach=True
AllowPlayerPortUnreach=False
LogMaxConnPerIPPerMin=True
MaxConnPerIPPerMinute=20
OverrideBufferAllocation=True
MaxDownloadSize=0
DownloadManagers=XC_IpDrv.XC_HTTPDownLoad
DownloadManagers=XC_Core.XC_ChannelDownload
DownloadManagers=Engine.ChannelDownload
....
[IpDrv.HTTPDownload]
RedirectToURL=
ProxyServerHost=
ProxyServerPort=3128
UseCompression=False

[XC_IpDrv.XC_HTTPDownLoad]
RedirectToURL=http://somehost:somePort/Redir_Folder/
ProxyServerHost=
ProxyServerPort=3128
UseCompression=True
That's it, it works... If XC_IpDrv doens't use a config, then Networking Module will fail to work...
In primary LAN test environment I don't have all setup declared in INI. In server with everything set normally looks like it do works properly (said XC_Core4). I go to update htm info files.

Edit: Problem of XC_Core4 comes to client when it download lzma from redirect - it was Level used and then... Break, cannot get into game... Reconnect = ReDownload and so on. So XC_Core4 is not the right client stuff.

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Re: XC_Engine [16] - XC_Core [4]

Post by Higor » Mon Mar 14, 2016 12:34 am

XC_Core 4 used a compiler hack that only worked on GCC, do not use for windows releases (only suitable for Linux).
Revert to XC_Core 3 on all windows clients/servers
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Re: XC_Engine [16] - XC_Core [4]

Post by Higor » Thu Mar 17, 2016 9:52 pm

Good grief, when I get it all working and ACE decides to crash... for some reason my UT is reporting version 430 (with v451 patch on client) and ACE thinks it's v436 instead of v451.

Because it would have totally been easier to do this:

Code: Select all

//sizeof() is set at compile time, therefore, getting the size of v432 classes.
//This effectively checks that we're using a version with modified structs
if ( UNetConnection::StaticClass()->PropertiesSize != sizeof(class UNetConnection) )
    b440Net = true;
if ( UGameEngine::StaticClass()->PropertiesSize != sizeof(class UGameEngine) )
    b451Game = true;
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Re: XC_Engine [16] - XC_Core [4]

Post by Wises » Fri Mar 18, 2016 10:49 am

ok been awhile since I tried this thing.

are you able to briefly explain what is needed for this XC_Engine to work?

what I mean is basically I want to use the Redirection LZMA stuff on the server to allow clients to download straight from Server...
however , What does this require?

Server needs XC_Core installed ? ~ Done
all Files need to be .LZMA? ~ Done

Client Needs XC_Engine installed?

Server needs XC_Engine installed?

:tu:
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Re: XC_Engine [16] - XC_Core [4]

Post by Chamberly » Fri Mar 18, 2016 2:18 pm

Wises wrote:ok been awhile since I tried this thing.

are you able to briefly explain what is needed for this XC_Engine to work?

what I mean is basically I want to use the Redirection LZMA stuff on the server to allow clients to download straight from Server...
however , What does this require?

Server needs XC_Core installed ? ~ Done
all Files need to be .LZMA? ~ Done

Client Needs XC_Engine installed?

Server needs XC_Engine installed?

:tu:
Sent a PM.
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Re: XC_Engine [16] - XC_Core [4]

Post by Hank » Fri Mar 18, 2016 2:43 pm

Sent a PM.
That won't help the others, if they too would like some info on setting this up ... care to share? :noidea

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