Continued to that, I kept making experiments with the GameEngine and got to achieve a few interesting things, things you'd see in a game patch now deployed into an extension.
=========================================================
XC_Core - Base extension for native UT99 addons by Higor
Releases
7b: GIT UT99.org mirror
Spoiler
Version 7b
=============
Installation:
=============
XC_Core.u
XC_Core.int
XC_Core.dll (win32)
XC_Core.so (linux)
LZMA.dll (win32)
LZMA.so (linux)
>>> ~UnrealTournament\System\
=================================
Setting up LZMA channel upload:
(optional, unredirected servers)
=================================
~UnrealTournament.ini
>>>
[IpDrv.TcpNetDriver] or [XC_IpDrv.XC_TcpNetDriver]
AllowDownloads=True
...
DownloadManagers=IpDrv.HTTPDownload
DownloadManagers=XC_Core.XC_ChannelDownload
DownloadManagers=Engine.ChannelDownload
Then keep the .LZMA (or .UZ) files on the same directory as the uncompressed versions.
=============================
LZMA Compression commandlets:
=============================
You can LZMA compress using a XC_Core commandlet:
UCC LZMACompress ..\Maps\CTF-Coret.unr
You can LZMA decompress using 7zip, WinRar or:
UCC LZMADecompress ..\Maps\CTF-Coret.unr.lzma
Both commandlets support wildcards.
===================
Additional natives:
===================
See XC_CoreStatics class (Object subclass).
===================
UBinary serializer:
===================
Now merged into XC_Core, proves minimal binary file handling to UnrealScript.
Check classes BinarySerializer (Object) and BinaryTester (Actor) for usage guidelines.
NOTES:
For security measures file writer doesn't allow creating files outside of the game directory.
======
Notes:
======
Having XC_Core files installed allows you to use LZMA channel download from servers that have this feature.
This package is required to run XC_Engine and XC_IpDrv.
========================
c++ headers and linking:
========================
This package contains headers that allow the user to utilize XC_Core features in own native packages.
Just add ..\XC_Core\Inc to include settings and link to XC_Core.lib (or XC_Core.so in Linux)
Don't forget to define this macro somewhere in your code (or preprocessor):
#define XC_CORE_API DLL_IMPORT
Download.
NEW
When reporting crashes, please attach the critical error logs if possible and tell what package/class is causing it.
=======================
XC_Engine - XC_GameEngine extension for UT99 by Higor.
===========
Setting up:
===========
** REQUIRES AT LEAST XC_CORE VERSION 7
Place XC_Engine binaries in your ~UT/System/ directory.
The new GameEngine we want to load has to be specified in UnrealTournament.ini (or it's server equivalent) as follows.
[Engine.Engine]
;GameEngine=Engine.GameEngine
GameEngine=XC_Engine.XC_GameEngine
;NetworkDevice=IpDrv.TcpNetDriver
NetworkDevice=XC_IpDrv.XC_TcpNetDriver
Be adviced, when editing ServerPackages and ServerActors in a XC_Engine server, find the [XC_Engine.XC_GameEngine] entry!!!
Either remove it (and apply on GameEngine), or apply the changes on said (XC_GameEngine) entry instead.
Safe to use in v436-v451, and on ACE servers since most hacks are reverted during online sessions.
Just avoid AnthChecker servers until they have whitelisted this binary.
=================
Global features:
=================
- (Server, Standalone) Runtime UnrealScript/Native function replacer plus existing premade replacements (bugfixes, optimizations).
- (Conditional) Big collection of new native functions to use, check the UnrealScript source for documentation.
- (Linux) Server/Client communication no longer borks strings with non-standard characters.
- (All) Version 451 GET and SET command functionality + crashfix.
- (Server) Fake player and malformed string crash exploits fix, players cannot bypass password protection, massive log spam prevention.
- (Server) New Relevancy loop code that allows better/extended visibility conditions on actor replication, also fixes a few flaws on net priority.
- (Editor) New navigation network builder.
- (Client) Renderer-independant framerate limiter, combined with a fixed launcher can solve speed/timing issues: type "FPS [limit]".
- (Conditional) XC_Core natives have their numbered opcodes enabled for use without package dependancy.
- (Dedicated Server) Moving Brush Tracker in Dedicated servers, specific maps can be ignored.
- (Server) Ability to send 'undownloadable' maps.
- (All) Makes several properties from native only classes visible to UnrealScript, player commands and edit windows (win32). Below table for more info.
- (All) Timing fix for computers that change CPU frequencies (DOESN'T ADDRESS AMD TIMERS)
- (Server) TravelManager subsystem providing extended inventory handling for Coop games (don't lose items on reconnect).
- (Client) Automatic cache conversion to desired directories.
- (All) Collision Grid replacing the old hash, per-actor custom primitives support.
- (All) Cleaner map switch by nulling out transient actor references to the main level.
- (Server) Worked around RELIABLE_BUFFER crash on Windows servers.
- (Server, Win32) LZMA autocompressor can be run on a separate thread as soon as a map is loaded.
- (All) Lower memory usage and faster map cleanup on long games.
- (Server, experimental) Sliding player bug workaround.
Note:
(Conditional) Means
- (All) in Linux builds
- (Server, Standalone player) In Win32 builds, auto-disables itself when joining a server.
=================
XC_IpDrv
Enhanced Net Driver and file downloaders.
=================
Net Driver:
- ICMP unreachable exploit patched.
- Connection limit, kills dataless connections.
- (Experimental) Can connect to redirects via proxy.
HTTP LZMA file downloader.
- (Experimental) Can connect to redirects via proxy.
================
Extra commands.
Check other documentation files for more commands.
================
- EditObject Name=Objectname Skip=skipcount
Client, Win32 only.
Brings up a property editor dialog of an object with a specified name.
Skip= is optional and can be used to bring up a newer objects with said name.
Example: "EditObject Name=MyLevel Skip=1" Brings up play level's XLevel properties.
Example: "EditObject Name=MyLevel" Brings up Entry level's XLevel properties.
- FPS fpslimit
Sets internal framerate limiter between 4 and 200, lower than 4 means disable.
- DumpObject Name=Objectname
Dumps object in question's memory block into a file (with the object's name), only dumps the first object with matching name.
If the object is a UFunction, then it will also save a file name FUNCTIONDATA.bin with the script code (serialized TArray<BYTE>).
- LogFields Name=classname
Logs all of the UnrealScript visible properties of the specified class, with property flags, offset, size and array count.
Boolean properties have their bitmask info logged instead of array size.
- LogClassSizes Outer=packagename(optional)
Prints in log a huge list of classes and their size in memory.
If the Outer=packagename parameter isn't used (or fails), it will print all classes's sizes.
- ToggleTimingFix - TimingFix
Toggles the timing fix on/off.
Timing fix is enabled by default and is saved in [XC_Engine.XC_GameEngine] config entry.
- ToggleDebugLogs - DebugLogs
Toggles additional logging, for developers.
Disabled by default, saved in [XC_Engine.XC_GameEngine] config entry.
- ToggleRelevancy - ToggleRelevant
Requires bUseLevelHook.
Toggles XC_Level relevancy loop on net servers, see "Relevancy loop.txt" for details.
- AdminLoginHook actor_name
For code usage, lets an actor register itself as the AdminLoginHook actor (overrides previous one).
- OctreeDebug Name=actor_name
Prints FCollisionCacus information for an actor (if contained in the Octree system).
- TimeFactor
Displays the Time Manager's current time scaler, if active.
Values other than 1 (or approximate) indicate that XC_Engine is the one responsible
for keeping your game running at normal speed.
===================
Exposed properties:
===================
Additional properties are now visible on certain native classes and their subclasses, these increase the potential functionality of servers and clients running mods coded to access them via GetPropertyText() or GET commands.
See "Relevancy loop.txt" for extra properties in Actor.
= CLASS -> CPP_PropertyName -> UScript_PropertyName (type) (flags)
- GameEngine -> GLevel -> Level (Level) (const, editconst)
- GameEngine -> GEntry -> Entry (Level) (const, editconst)
- DemoRecDriver -> DemoFileName -> DemoFileName (string) (const, editconst)
- LevelBase -> NetDriver -> NetDriver (obj NetDriver) (const, editconst)
- LevelBase -> DemoRecDriver -> DemoRecDriver (obj NetDriver) (const, editconst)
- LevelBase -> Engine -> Engine (obj Engine) (const, editconst)
- LevelBase -> URL.Protocol -> URL_Protocol (string) (const, editconst)
- LevelBase -> URL.Host -> URL_Host (string) (const, editconst)
- LevelBase -> URL.Port -> URL_Port (int) (const, editconst)
- LevelBase -> URL.Map -> URL_Map (string) (const, editconst)
- LevelBase -> URL.Op -> URL_Options (array<string>) (const, editconst)
- LevelBase -> URL.Portal -> URL_Portal (string) (const, editconst)
- LevelBase -> Actors.Num() -> ActorListSize (int) (const, editconst)
- Level -> iFirstDynamicActor -> iFirstDynamicActor (int) (const, editconst)
- Level -> iFirstNetRelevantActor -> iFirstNetRelevantActor (int) (const, editconst)
- NetDriver -> ClientConnections -> ClientConnections (array<obj NetConnection>) (const, editconst)
- NetDriver -> ServerConnection -> ServerConnection (obj NetConnection) (const, editconst)
====================================
Functions patched/hooked in runtime:
====================================
See XC_Engine_Actor and XC_Engine_UT99_Actor for a full list of script patches.
Additionally this hooks still remains forced by internal code:
UWindowList.Sort -> Super fast, doesn't crash practice session when map count exceeds ~4000
=============================
Own XC_GameEngine properties:
=============================
- XC_Version (int) (const, editconst)
Stored in defaults, accesible via "GET INI:ENGINE.ENGINE.GAMEENGINE XC_VERSION"
Also accesible via "XC_Engine" console command.
- bHackingTracker (bool) (const, editconst)
Indicates that XC_GameEngine is handling the moving brush tracker.
Only true in Dedicated servers where the loaded map has movers.
- bDisableTimingFix (bool) (config) (default=false)
Disables timing fix.
- bDisableBrushTracker (bool) (config) (default=false)
Disables XC_Engine's addition of Brush Tracker.
- bSortMaplistByFolder (bool) (config) (default=false)
Sort the map cache alphabetically by folder.
- bSortMaplistGlobal (bool) (config) (default=false)
Sort the entire map cache alphabetically. This overrides the previous setting.
- bAutoTravelManager (bool) (config) (default=true)
TravelManager rebuilds the travel lists every two seconds.
- bCacheConvertAtJoin (bool) (config) (default=false)
Copy and rename cache files from current server into it's corresponding system paths.
- bFasterUpload (bool) (config) (default=true)
Forces a temporary NetSpeed of 1000001 on incoming clients for non-redirected downloads, reverts when finished.
The initial NetSpeed value is stored in ConfiguredNetSpeed during file download.
- bCollisionHashHook (bool) (config) (default=true)
Initializes levels using the FCollisionCacus octree system instead of the FCollisionHash.
- bEnableDebugLogs (bool) (config) (default=false)
Displays additional logs aimed at developers.
- NoBrushTrackerFix (array<string>) (config)
List of maps we want to exclude from using the brush tracker fixer (only works in dedicated server mode), ex (~UT.ini):
NoBrushTrackerFix=CTF-Niven
NoBrushTrackerFix=etc...
- bUseLevelHook (bool) (config) (default=true)
Hooks the level object after map load, allows it to execute XC_Engine code.
- bForceLevelHook (bool) (config) (default=false)
Forces level hook if net client.
- bUseNewRelevancy (bool) (config) (default=true)
Requires bUseLevelHook=True. See: - ToggleRelevancy - ToggleRelevant commands
- AdminLoginHook (actor) (const, editconst)
Actor handling AdminLogin requests, already passed the checks needed to function.
- bAutoCompressLZMA (bool) (config) (default=false)
Spawns a thread to LZMA compress every package loaded by the server.
To be used in conjunction with XC_Core's XC_ChannelDownload.
- bScriptDebug (bool) (config) (default=false)
Displays script callstack on crashlogs, useful for developers and server admins under attack.
=================
Credits:
=================
I would like to thank my fellow betatesters
- Chamberly
- ~V~
- Nelsona
- SC]-[LONG_{HoF}
- $carface (and the legions of Siege apes)
- AnthRAX
- SicilianKill
And all of Cham's development server visitors for the help in bugfixing this.
And to the website owners where I downloaded very educational sample codes of Unreal Engine 2 and 3 (lol!)