Esempio n. 1
0
float UGameEngine::GetMaxTickRate(float DeltaTime, bool bAllowFrameRateSmoothing) const
{
	float MaxTickRate = 0.f;

	if (FPlatformProperties::SupportsWindowedMode() == false && !IsRunningDedicatedServer())
	{
		static const auto CVar = IConsoleManager::Get().FindTConsoleVariableDataInt(TEXT("r.VSync"));
		// Limit framerate on console if VSYNC is enabled to avoid jumps from 30 to 60 and back.
		if( CVar->GetValueOnGameThread() != 0 )
		{
			if (SmoothedFrameRateRange.HasUpperBound())
			{
				MaxTickRate = SmoothedFrameRateRange.GetUpperBoundValue();
			}
		}
	}
	else 
	{
		UWorld* World = NULL;

		for (int32 WorldIndex = 0; WorldIndex < WorldList.Num(); ++WorldIndex)
		{
			if (WorldList[WorldIndex].WorldType == EWorldType::Game)
			{
				World = WorldList[WorldIndex].World();
				break;
			}
		}

		if( World )
		{
			UNetDriver* NetDriver = World->GetNetDriver();
			// In network games, limit framerate to not saturate bandwidth.
			if( NetDriver && (NetDriver->GetNetMode() == NM_DedicatedServer || (NetDriver->GetNetMode() == NM_ListenServer && NetDriver->bClampListenServerTickRate)))
			{
				// We're a dedicated server, use the LAN or Net tick rate.
				MaxTickRate = FMath::Clamp( NetDriver->NetServerMaxTickRate, 10, 120 );
			}
			/*else if( NetDriver && NetDriver->ServerConnection )
			{
				if( NetDriver->ServerConnection->CurrentNetSpeed <= 10000 )
				{
					MaxTickRate = FMath::Clamp( MaxTickRate, 10.f, 90.f );
				}
			}*/
		}
	}

	// See if the code in the base class wants to replace this
	float SuperTickRate = Super::GetMaxTickRate(DeltaTime, bAllowFrameRateSmoothing);
	if(SuperTickRate != 0.0)
	{
		MaxTickRate = SuperTickRate;
	}

	return MaxTickRate;
}
int32 GetPortFromNetDriver(FName InstanceName)
{
	int32 Port = 0;
#if WITH_ENGINE
	if (GEngine)
	{
		UWorld* World = GetWorldForOnline(InstanceName);
		UNetDriver* NetDriver = World ? GEngine->FindNamedNetDriver(World, NAME_GameNetDriver) : NULL;
		if (NetDriver && NetDriver->GetNetMode() < NM_Client)
		{
			FString AddressStr = NetDriver->LowLevelGetNetworkNumber();
			int32 Colon = AddressStr.Find(":", ESearchCase::IgnoreCase, ESearchDir::FromEnd);
			if (Colon != INDEX_NONE)
			{
				FString PortStr = AddressStr.Mid(Colon + 1);
				if (!PortStr.IsEmpty())
				{
					Port = FCString::Atoi(*PortStr);
				}
			}
		}
	}
#endif
	return Port;
}
Esempio n. 3
0
void UShooterEngine::HandleNetworkFailure(UWorld *World, UNetDriver *NetDriver, ENetworkFailure::Type FailureType, const FString& ErrorString)
{
	// Determine if we need to change the King state based on network failures.

	// Only handle failure at this level for game or pending net drivers.
	FName NetDriverName = NetDriver ? NetDriver->NetDriverName : NAME_None;
	if (NetDriverName == NAME_GameNetDriver || NetDriverName == NAME_PendingNetDriver)
	{
		// If this net driver has already been unregistered with this world, then don't handle it.
		if (World)
		{
			UNetDriver * NetDriver = FindNamedNetDriver(World, NetDriverName);
			if (NetDriver)
			{				
				bool bGoBackToMain = false;
				ENetMode FailureNetMode = NetDriver->GetNetMode();	// NetMode of the driver that failed
				switch (FailureType)
				{
					case ENetworkFailure::FailureReceived:
						break;
					case ENetworkFailure::PendingConnectionFailure:						
						break;
					case ENetworkFailure::ConnectionLost:						
					case ENetworkFailure::ConnectionTimeout:
						// only clients need to bail back to main if they lost connection
						bGoBackToMain = (FailureNetMode == NM_Client);									
						break;
					case ENetworkFailure::NetDriverAlreadyExists:
					case ENetworkFailure::NetDriverCreateFailure:
					case ENetworkFailure::OutdatedClient:
					case ENetworkFailure::OutdatedServer:
					default:
						break;
				}

				if (bGoBackToMain)
				{				
					UShooterGameInstance* const GI = Cast<UShooterGameInstance>(GameInstance);
					if (GI)
					{
						const FString ReturnReason	= NSLOCTEXT( "NetworkErrors", "HostDisconnect", "Lost connection to host." ).ToString();
						const FString OKButton		= NSLOCTEXT( "DialogButtons", "OKAY", "OK" ).ToString();

						GI->ShowMessageThenGotoState( ReturnReason, OKButton, FString(), ShooterGameInstanceState::MainMenu );
					}
				}
			}
		}
	}

	// standard failure handling.
	Super::HandleNetworkFailure(World, NetDriver, FailureType, ErrorString);
}