コード例 #1
0
ファイル: CoreNet.cpp プロジェクト: Tigrouzen/UnrealEngine-4
FClassNetCache* UPackageMap::GetClassNetCache( UClass* Class )
{
	FClassNetCache* Result = ClassFieldIndices.FindRef(Class);
	if( !Result && SupportsObject(Class) )
	{
		Result                       = ClassFieldIndices.Add( Class, new FClassNetCache(Class) );
		Result->Super                = NULL;
		Result->FieldsBase           = 0;
		if( Class->GetSuperClass() )
		{
			Result->Super		         = GetClassNetCache(Class->GetSuperClass());
			Result->FieldsBase           = Result->Super->GetMaxIndex();
		}

		Result->Fields.Empty( Class->NetFields.Num() );
		for( int32 i=0; i<Class->NetFields.Num(); i++ )
		{
			// Add sandboxed items to net cache.  
			UField* Field = Class->NetFields[i];
			if( SupportsObject(Field ) )
			{
				int32 ThisIndex      = Result->GetMaxIndex();
 				new(Result->Fields)FFieldNetCache( Field, ThisIndex );
			}
		}

		Result->Fields.Shrink();
		for( TArray<FFieldNetCache>::TIterator It(Result->Fields); It; ++It )
		{
			Result->FieldMap.Add( It->Field, &*It );
		}
	}
	return Result;
}
コード例 #2
0
bool FObjectReplicator::ReceivedBunch( FInBunch &Bunch, const FReplicationFlags & RepFlags )
{
	UObject *		Object		= GetObject();
	UPackageMap *	PackageMap	= OwningChannel->Connection->PackageMap;

	if ( Object == NULL )
	{
		UE_LOG( LogNet, Error, TEXT( "ReceivedBunch: Object == NULL" ) );
		return false;
	}

	const bool bIsServer = ( OwningChannel->Connection->Driver->ServerConnection == NULL );

	FClassNetCache * ClassCache = PackageMap->GetClassNetCache( ObjectClass );

	if ( ClassCache == NULL )
	{
		UE_LOG( LogNet, Error, TEXT( "ReceivedBunch: ClassCache == NULL: %s" ), *Object->GetFullName() );
		return false;
	}

	bool bThisBunchReplicatedProperties = false;

	// First RepIndex.
	int32 RepIndex = Bunch.ReadInt( ClassCache->GetMaxIndex() + 1 );

	if ( Bunch.IsError() )
	{
		UE_LOG( LogNet, Error, TEXT( "ReceivedBunch: Error reading bunch 1: %s" ), *Object->GetFullName() );
		return false;
	}

	if ( RepIndex == ClassCache->GetMaxIndex() )
	{
		// There are no actual replicated properties or functions in this bunch. That is ok - we may have gotten this
		// actor/subobject because we want the client to spawn one (but we arent actually replicating properties on it)
		return true;
	}

	if ( RepIndex > ClassCache->GetMaxIndex() )
	{
		// We shouldn't be receiving this bunch of this object has no properties or RPC functions to process
		UE_LOG( LogNet, Error, TEXT( "ReceivedBunch: RepIndex too large: %s" ), *Object->GetFullName() );
		return false;
	}

	FFieldNetCache * FieldCache = ClassCache->GetFromIndex( RepIndex );

	if ( FieldCache == NULL )
	{
		UE_LOG( LogNet, Error, TEXT( "ReceivedBunch: FieldCache == NULL: %s" ), *Object->GetFullName() );
		return false;
	}

	while ( FieldCache )
	{
		// Receive properties from the net.
		UProperty * ReplicatedProp	= NULL;
		int32		LastIndex		= 0;

		while ( FieldCache && ( ReplicatedProp = Cast< UProperty >( FieldCache->Field ) ) != NULL )
		{
			NET_CHECKSUM( Bunch );

			// Server shouldn't receive properties.
			if ( bIsServer )
			{
				UE_LOG( LogNet, Error, TEXT( "Server received unwanted property value %s in %s" ), *ReplicatedProp->GetName(), *Object->GetFullName() );
				return false;
			}
		
			bThisBunchReplicatedProperties = true;

			if ( !bHasReplicatedProperties )
			{
				bHasReplicatedProperties = true;		// Persistent, not reset until PostNetReceive is called
				PreNetReceive();
			}

			bool DebugProperty = false;
#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
			{
				static IConsoleVariable* CVar = IConsoleManager::Get().FindConsoleVariable(TEXT("net.Replication.DebugProperty"));
				if (CVar && !CVar->GetString().IsEmpty() && ReplicatedProp->GetName().Contains(CVar->GetString()) )
				{
					UE_LOG(LogNet, Log, TEXT("Replicating Property[%d] %s on %s"), RepIndex, *ReplicatedProp->GetName(), *Object->GetName());
					DebugProperty = true;
				}
			}
#endif

			if ( !Retirement[ ReplicatedProp->RepIndex ].CustomDelta )
			{
				// We hijack a non custom delta property to signify we are using FRepLayout to read the entire property block
				FPropertyRetirement & Retire = Retirement[ ReplicatedProp->RepIndex ];

				bool bDiscardLayout = false;

				if ( Bunch.PacketId >= Retire.InPacketId ) //!! problem with reliable pkts containing dynamic references, being retransmitted, and overriding newer versions. Want "OriginalPacketId" for retransmissions?
				{
					// Receive this new property.
					Retire.InPacketId = Bunch.PacketId;
				}
				else
				{
					bDiscardLayout = true;
				}
				
				if ( !RepLayout->ReceiveProperties( ObjectClass, RepState, (void*)Object, Bunch, bDiscardLayout ) )
				{
					UE_LOG( LogNet, Error, TEXT( "ReceiveProperties FAILED %s in %s" ), *ReplicatedProp->GetName(), *Object->GetFullName() );
					return false;
				}
			}
			else
			{
				// Receive array index.
				int32 Element = 0;
				if ( ReplicatedProp->ArrayDim != 1 )
				{
					// Serialize index as delta from previous index to increase chance we'll only use 1 byte
					uint32 idx;
					Bunch.SerializeIntPacked( idx );
					Element = static_cast< int32 >( idx ) + LastIndex;
					LastIndex = Element;

					if ( Element >= ReplicatedProp->ArrayDim )
					{
						UE_LOG( LogNet, Error, TEXT( "Element index too large %s in %s" ), *ReplicatedProp->GetName(), *Object->GetFullName() );
						return false;
					}
				}

				// Pointer to destination.
				uint8 * DestObj		= (uint8*)Object;
				uint8 * DestRecent	= RepState->StaticBuffer.Num() ? RepState->StaticBuffer.GetTypedData() : NULL;

				// Check property ordering.
				FPropertyRetirement & Retire = Retirement[ ReplicatedProp->RepIndex + Element ];

				if ( Bunch.PacketId >= Retire.InPacketId ) //!! problem with reliable pkts containing dynamic references, being retransmitted, and overriding newer versions. Want "OriginalPacketId" for retransmissions?
				{
					// Receive this new property.
					Retire.InPacketId = Bunch.PacketId;
				}
				else
				{
					// Skip this property, because it's out-of-date.
					UE_LOG( LogNetTraffic, Log, TEXT( "Received out-of-date %s" ), *ReplicatedProp->GetName() );

					DestObj		= NULL;
					DestRecent	= NULL;
				}

				FMemMark Mark(FMemStack::Get());
				uint8 * Data = DestObj ? ReplicatedProp->ContainerPtrToValuePtr<uint8>(DestObj, Element) : NewZeroed<uint8>(FMemStack::Get(),ReplicatedProp->ElementSize);
				TArray<uint8>	MetaData;
				PTRINT Offset = 0;

				// Copy current value over to Recent for comparison
				if ( DestRecent )
				{
					Offset = ReplicatedProp->ContainerPtrToValuePtr<uint8>(DestRecent, Element) - DestRecent;
					check( Offset >= 0 && Offset < RepState->StaticBuffer.Num() ); //@todo if we move properties outside of the memory block, then this will not work anyway
					ReplicatedProp->CopySingleValue( DestRecent + Offset, Data );
				}

				// Receive custom delta property.
				UStructProperty * StructProperty = Cast< UStructProperty >( ReplicatedProp );

				if ( StructProperty == NULL )
				{
					// This property isn't custom delta
					UE_LOG( LogNetTraffic, Error, TEXT( "Property isn't custom delta %s" ), *ReplicatedProp->GetName() );
					return false;
				}

				UScriptStruct * InnerStruct = StructProperty->Struct;

				if ( !( InnerStruct->StructFlags & STRUCT_NetDeltaSerializeNative ) )
				{
					// This property isn't custom delta
					UE_LOG( LogNetTraffic, Error, TEXT( "Property isn't custom delta %s" ), *ReplicatedProp->GetName() );
					return false;
				}

				UScriptStruct::ICppStructOps * CppStructOps = InnerStruct->GetCppStructOps();

				check( CppStructOps );
				check( !InnerStruct->InheritedCppStructOps() );

				FNetDeltaSerializeInfo Parms;

				FNetSerializeCB NetSerializeCB( OwningChannel->Connection->Driver );

				Parms.DebugName			= StructProperty->GetName();
				Parms.Struct			= InnerStruct;
				Parms.Map				= PackageMap;
				Parms.InArchive			= &Bunch;
				Parms.NetSerializeCB	= &NetSerializeCB;

				// Call the custom delta serialize function to handle it
				CppStructOps->NetDeltaSerialize( Parms, Data );

				if ( Bunch.IsError() )
				{
					UE_LOG( LogNet, Error, TEXT( "ReceivedBunch: NetDeltaSerialize - Bunch.IsError() == true: %s" ), *Object->GetFullName() );
					return false;
				}

				// See if it changed from our local value
				bool PropertyChanged = true;

				if ( DestRecent )
				{
					// POD types can do a memcmp with a call to Identical
					if ( ReplicatedProp->Identical( DestRecent + Offset, Data ) )
					{
						PropertyChanged = false;
					}
				}

				Mark.Pop();

				// Successfully received it.
				UE_LOG( LogNetTraffic, Log, TEXT( " %s - %s - Change: %d" ), *Object->GetName(), *ReplicatedProp->GetName(), PropertyChanged );

				// Notify the Object if this var is RepNotify
				if ( PropertyChanged )
				{
					QueuePropertyRepNotify( Object, ReplicatedProp, Element, MetaData );
				}
			}	
			
			// Next.
			RepIndex = Bunch.ReadInt( ClassCache->GetMaxIndex() + 1 );

			if ( Bunch.IsError() )
			{
				UE_LOG( LogNet, Error, TEXT( "ReceivedBunch: Error reading bunch 2: %s" ), *Object->GetFullName() );
				return false;
			}

			if ( RepIndex > ClassCache->GetMaxIndex() )
			{
				UE_LOG( LogNet, Error, TEXT( "ReceivedBunch: RepIndex too large: %s" ), *Object->GetFullName() );
				return false;
			}
			
			if ( RepIndex == ClassCache->GetMaxIndex() )
			{
				// We're done
				FieldCache = NULL;
			}
			else
			{
				FieldCache = ClassCache->GetFromIndex( RepIndex );

				if ( FieldCache == NULL )
				{
					UE_LOG( LogNet, Error, TEXT( "ReceivedBunch: FieldCache == NULL: %s" ), *Object->GetFullName() );
					return false;
				}
			}
		}

		// Handle function calls.
		if ( FieldCache && Cast< UFunction >( FieldCache->Field ) )
		{
			FName Message = FieldCache->Field->GetFName();
			UFunction * Function = Object->FindFunction( Message );

			if ( Function == NULL )
			{
				UE_LOG( LogNet, Error, TEXT( "ReceivedBunch: Function == NULL: %s" ), *Object->GetFullName() );
				return false;
			}

			if ( ( Function->FunctionFlags & FUNC_Net ) == 0 )
			{
				UE_LOG( LogNet, Error, TEXT( "Rejected non RPC function %s in %s" ), *Message.ToString(), *Object->GetFullName() );
				return false;
			}

			if ( ( Function->FunctionFlags & ( bIsServer ? FUNC_NetServer : ( FUNC_NetClient | FUNC_NetMulticast ) ) ) == 0 )
			{
				UE_LOG( LogNet, Error, TEXT( "Rejected RPC function due to access rights %s in %s" ), *Message.ToString(), *Object->GetFullName() );
				return false;
			}

			UE_LOG( LogNetTraffic, Log, TEXT( "      Received RPC: %s" ), *Message.ToString() );

			// Get the parameters.
			FMemMark Mark(FMemStack::Get());
			uint8* Parms = new(FMemStack::Get(),MEM_Zeroed,Function->ParmsSize)uint8;

			// Use the replication layout to receive the rpc parameter values
			TSharedPtr<FRepLayout> FuncRepLayout = OwningChannel->Connection->Driver->GetFunctionRepLayout( Function );

			FuncRepLayout->ReceivePropertiesForRPC( Object, Function, OwningChannel, Bunch, Parms );

			if ( Bunch.IsError() )
			{
				UE_LOG( LogNet, Error, TEXT( "ReceivedBunch: ReceivePropertiesForRPC - Bunch.IsError() == true: %s" ), *Object->GetFullName() );
				return false;
			}

			// validate that the function is callable here
			const bool bCanExecute = ( ( !bIsServer || RepFlags.bNetOwner ) );		// we are client or net owner

			if ( bCanExecute )
			{
				// Call the function.
				RPC_ResetLastFailedReason();

				Object->ProcessEvent( Function, Parms );

				if ( RPC_GetLastFailedReason() != NULL )
				{
					UE_LOG( LogNet, Error, TEXT( "ReceivedBunch: RPC_GetLastFailedReason: %s" ), RPC_GetLastFailedReason() );
					return false;
				}
			}
			else
			{
				UE_LOG( LogNet, Warning, TEXT( "Rejected unwanted function %s in %s" ), *Message.ToString(), *Object->GetFullName() );

				if ( !OwningChannel->Connection->TrackLogsPerSecond() )	// This will disconnect the client if we get her too often
				{
					return false;
				}
			}

			// Destroy the parameters.
			//warning: highly dependent on UObject::ProcessEvent freeing of parms!
			for ( UProperty * Destruct=Function->DestructorLink; Destruct; Destruct=Destruct->DestructorLinkNext )
			{
				if( Destruct->IsInContainer(Function->ParmsSize) )
				{
					Destruct->DestroyValue_InContainer(Parms);
				}
			}

			Mark.Pop();

			if ( Object == NULL || Object->IsPendingKill() )
			{
				// replicated function destroyed Object
				return true;		// FIXME: Should this return false to kick connection?  Seems we'll cause a read misalignment here if we don't
			}

			// Next.
			RepIndex = Bunch.ReadInt( ClassCache->GetMaxIndex() + 1 );

			if ( Bunch.IsError() )
			{
				UE_LOG( LogNet, Error, TEXT( "ReceivedBunch: Error reading bunch 2: %s" ), *Object->GetFullName() );
				return false;
			}

			if ( RepIndex > ClassCache->GetMaxIndex() )
			{
				UE_LOG( LogNet, Error, TEXT( "ReceivedBunch: RepIndex too large: %s" ), *Object->GetFullName() );
				return false;
			}

			if ( RepIndex == ClassCache->GetMaxIndex() )
			{
				// We're done
				FieldCache = NULL;
			}
			else
			{
				FieldCache = ClassCache->GetFromIndex( RepIndex );

				if ( FieldCache == NULL )
				{
					UE_LOG( LogNet, Error, TEXT( "ReceivedBunch: FieldCache == NULL: %s" ), *Object->GetFullName() );
					return false;
				}
			}
		}
		else if ( FieldCache )
		{
			UE_LOG( LogNet, Error, TEXT( "ReceivedBunch: Invalid replicated field %i in %s" ), RepIndex, *Object->GetFullName() );
			return false;
		}
	}

	return true;
}
コード例 #3
0
ファイル: CoreNet.cpp プロジェクト: amyvmiwei/UnrealEngine4
const FClassNetCache * FClassNetCacheMgr::GetClassNetCache( const UClass* Class )
{
	FClassNetCache * Result = ClassFieldIndices.FindRef( Class );

	if ( !Result )
	{
		Result					= ClassFieldIndices.Add( Class, new FClassNetCache( Class ) );
		Result->Super			= NULL;
		Result->FieldsBase		= 0;
		Result->ClassChecksum	= 0;

		if ( Class->GetSuperClass() )
		{
			Result->Super			= GetClassNetCache( Class->GetSuperClass() );
			Result->FieldsBase		= Result->Super->GetMaxIndex();
			Result->ClassChecksum	= Result->Super->ClassChecksum;
		}

		Result->Fields.Empty( Class->NetFields.Num() );

		TArray< UProperty* > Properties;

		for( int32 i = 0; i < Class->NetFields.Num(); i++ )
		{
			// Add each net field to cache, and assign index/checksum
			UField * Field = Class->NetFields[i];

			UProperty* Property = Cast< UProperty >( Field );
			
			if ( Property != NULL )
			{
				Properties.Add( Property );
			}

			// Get individual checksum
			const uint32 Checksum = GetFieldChecksum( Field, 0 );

			// Get index
			const int32 ThisIndex = Result->GetMaxIndex();

			// Add to cached fields on this class
			Result->Fields.Add( FFieldNetCache( Field, ThisIndex, Checksum ) );
		}

		Result->Fields.Shrink();

		// Add fields to the appropriate hash maps
		for ( TArray< FFieldNetCache >::TIterator It( Result->Fields ); It; ++It )
		{
			Result->FieldMap.Add( It->Field, &*It );

			if ( Result->FieldChecksumMap.Contains( It->FieldChecksum ) )
			{
				UE_LOG( LogCoreNet, Error, TEXT ( "Duplicate checksum: %s, %u" ), *It->Field->GetName(), It->FieldChecksum );
			}

			Result->FieldChecksumMap.Add( It->FieldChecksum, &*It );
		}

		// Initialize class checksum (just use properties for this)
		SortProperties( Properties );

		for ( auto Property : Properties )
		{
			Result->ClassChecksum = GetPropertyChecksum( Property, Result->ClassChecksum );
		}
	}
	return Result;
}