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- ==== Engine/Source/Runtime/Engine/Classes/AI/Navigation/AvoidanceManager.h (text) ====
- @@ -44,7 +44,7 @@
- float Weight;
- /** Weight is treated as a hard 1.0 while this is active. This is set by code. */
- - float OverrideWeightTime;
- + double OverrideWeightTime; //HOUSE!!!
- /** Group data */
- int32 GroupMask;
- ==== Engine/Source/Runtime/Engine/Classes/Camera/PlayerCameraManager.h (text) ====
- @@ -47,7 +47,7 @@
- /** World time this entry was created. */
- UPROPERTY()
- - float TimeStamp;
- + double TimeStamp; //HOUSE!!!
- /** Camera POV to cache. */
- UPROPERTY()
- @@ -227,10 +227,10 @@
- FVector OriginalColorScale;
- /** Total time for color scale interpolation to complete (when bEnableColorScaling and bEnableColorScaleInterp == true) */
- - float ColorScaleInterpDuration;
- + double ColorScaleInterpDuration; //HOUSE!!!
- /** Time at which interpolation started (when bEnableColorScaling and bEnableColorScaleInterp == true) */
- - float ColorScaleInterpStartTime;
- + double ColorScaleInterpStartTime; //HOUSE!!!
- /** Cached camera properties. */
- UPROPERTY(transient)
- ==== Engine/Source/Runtime/Engine/Classes/Engine/NetDriver.h (text) ====
- @@ -178,7 +178,7 @@
- /** @todo document */
- UPROPERTY(Config)
- - float RelevantTimeout;
- + double RelevantTimeout; //HOUSE!!!
- /** @todo document */
- UPROPERTY(Config)
- @@ -253,7 +253,7 @@
- /** Accumulated time for the net driver, updated by Tick */
- UPROPERTY()
- - float Time;
- + double Time; //HOUSE!!!
- /** Last realtime a tick dispatch occurred. Used currently to try and diagnose timeout issues */
- double LastTickDispatchRealtime;
- ==== Engine/Source/Runtime/Engine/Classes/Engine/NetworkObjectList.h (text) ====
- @@ -36,7 +36,7 @@
- /** Last time this actor was updated for replication via NextUpdateTime
- * @warning: internal net driver time, not related to WorldSettings.TimeSeconds */
- - float LastNetUpdateTime;
- + double LastNetUpdateTime; //HOUSE!!!
- /** Is this object still pending a full net update due to clients that weren't able to replicate the actor at the time of LastNetUpdateTime */
- bool bPendingNetUpdate;
- ==== Engine/Source/Runtime/Engine/Classes/Engine/World.h (text) ====
- @@ -1166,7 +1166,7 @@
- double LastTimeUnbuiltLightingWasEncountered;
- /** Time in seconds since level began play, but IS paused when the game is paused, and IS dilated/clamped. */
- - float TimeSeconds;
- + double TimeSeconds; //HOUSE!!!
- /** Time in seconds since level began play, but IS NOT paused when the game is paused, and IS dilated/clamped. */
- float UnpausedTimeSeconds;
- ==== Engine/Source/Runtime/Engine/Classes/GameFramework/Actor.h (text) ====
- @@ -441,7 +441,7 @@
- /** The time this actor was created, relative to World->GetTimeSeconds().
- * @see UWorld::GetTimeSeconds()
- */
- - float CreationTime;
- + double CreationTime; //HOUSE!!!
- /** Pawn responsible for damage caused by this actor. */
- UPROPERTY(BlueprintReadWrite, replicatedUsing=OnRep_Instigator, meta=(ExposeOnSpawn=true), Category=Actor)
- ==== Engine/Source/Runtime/Engine/Classes/GameFramework/CharacterMovementComponent.h (text) ====
- @@ -2641,13 +2641,13 @@
- FClientAdjustment PendingAdjustment;
- /** Timestamp from the Client of most recent ServerMove() processed for this player */
- - float CurrentClientTimeStamp;
- + double CurrentClientTimeStamp; //HOUSE!!!
- /** Last time server updated client with a move correction */
- - float LastUpdateTime;
- + double LastUpdateTime; //HOUSE!!!
- /** Server clock time when last server move was received from client (does NOT include forced moves on server) */
- - float ServerTimeStampLastServerMove;
- + double ServerTimeStampLastServerMove; //HOUSE!!!
- /** (DEPRECATED) How long server will wait for client move update before setting position */
- DEPRECATED(4.12, "MaxResponseTime has been renamed to MaxMoveDeltaTime for clarity in what it does and will be removed, use MaxMoveDeltaTime instead.")
- @@ -2659,7 +2659,7 @@
- * if needed.
- * Note: This was previously named MaxResponseTime, but has been renamed to reflect what it does more accurately
- */
- - float MaxMoveDeltaTime;
- + double MaxMoveDeltaTime; //HOUSE!!!
- /** Force client update on the next ServerMoveHandleClientError() call. */
- uint32 bForceClientUpdate:1;
- ==== Engine/Source/Runtime/Engine/Classes/GameFramework/GameNetworkManager.h (text) ====
- @@ -37,7 +37,7 @@
- /** Last time netspeed was updated for server (by client entering or leaving) */
- UPROPERTY()
- - float LastNetSpeedUpdateTime;
- + double LastNetSpeedUpdateTime; //HOUSE!!!
- /** Total available bandwidth for listen server, split dynamically across net connections */
- UPROPERTY(globalconfig)
- ==== Engine/Source/Runtime/Engine/Classes/GameFramework/PlayerController.h (text) ====
- @@ -257,7 +257,7 @@
- /** Used to make sure the client is kept synchronized when in a spectator state */
- UPROPERTY()
- - float LastSpectatorStateSynchTime;
- + double LastSpectatorStateSynchTime; //HOUSE!!!
- /** Last location synced on the server for a spectator. */
- UPROPERTY(Transient)
- @@ -1665,7 +1665,7 @@
- private:
- /** Used to delay calling ClientRestart() again when it hasn't been appropriately acknowledged. */
- - float LastRetryPlayerTime;
- + double LastRetryPlayerTime; //HOUSE
- /** Set during SpawnActor once and never again to indicate the intent of this controller instance (SERVER ONLY) */
- UPROPERTY()
- ==== Engine/Source/Runtime/Engine/Private/AI/Navigation/AvoidanceManager.cpp (text) ====
- @@ -313,7 +313,7 @@
- FVector ReturnVelocity = inAvoidanceData.Velocity * DeltaTime;
- float MaxSpeed = ReturnVelocity.Size2D();
- - float CurrentTime;
- + double CurrentTime; //HOUSE!!!
- UWorld* MyWorld = Cast<UWorld>(GetOuter());
- if (MyWorld)
- ==== Engine/Source/Runtime/Engine/Private/NetworkDriver.cpp (text) ====
- @@ -865,7 +865,7 @@
- NumValidConnections++;
- const float HalfTimeout = Connection->GetTimeoutValue() * TimeoutPercentThreshold;
- - const float DeltaTimeSinceLastMessage = Time - Connection->LastReceiveTime;
- + const double DeltaTimeSinceLastMessage = Time - Connection->LastReceiveTime; //HOUSE!!!
- if (DeltaTimeSinceLastMessage > HalfTimeout)
- {
- NumLaggingConnections++;
- @@ -892,7 +892,7 @@
- if (ensure(ServerConnection))
- {
- const float HalfTimeout = ServerConnection->GetTimeoutValue() * TimeoutPercentThreshold;
- - const float DeltaTimeSinceLastMessage = Time - ServerConnection->LastReceiveTime;
- + const double DeltaTimeSinceLastMessage = Time - ServerConnection->LastReceiveTime; //HOUSE!!!
- if (DeltaTimeSinceLastMessage > HalfTimeout)
- {
- // We have exceeded half our timeout. We are lagging.
- @@ -1187,7 +1187,7 @@
- const double CurrentRealtime = FPlatformTime::Seconds();
- - const float DeltaRealtime = CurrentRealtime - LastTickDispatchRealtime;
- + const double DeltaRealtime = CurrentRealtime - LastTickDispatchRealtime; //HOUSE!!!
- LastTickDispatchRealtime = CurrentRealtime;
- @@ -2460,7 +2460,7 @@
- FActorPriority::FActorPriority(UNetConnection* InConnection, UActorChannel* InChannel, FNetworkObjectInfo* InActorInfo, const TArray<struct FNetViewer>& Viewers, bool bLowBandwidth)
- : ActorInfo(InActorInfo), Channel(InChannel), DestructionInfo(NULL)
- {
- - float Time = Channel ? (InConnection->Driver->Time - Channel->LastUpdateTime) : InConnection->Driver->SpawnPrioritySeconds;
- + double Time = Channel ? (InConnection->Driver->Time - Channel->LastUpdateTime) : InConnection->Driver->SpawnPrioritySeconds; //HOUSE!!!
- // take the highest priority of the viewers on this connection
- Priority = 0;
- for (int32 i = 0; i < Viewers.Num(); i++)
- @@ -2538,7 +2538,7 @@
- //@note: we cannot add Connection->IsNetReady(0) here to check for saturation, as if that's the case we still want to figure out the list of relevant actors
- // to reset their NetUpdateTime so that they will get sent as soon as the connection is no longer saturated
- AActor* OwningActor = Connection->OwningActor;
- - if ( OwningActor != NULL && Connection->State == USOCK_Open && ( Connection->Driver->Time - Connection->LastReceiveTime < 1.5f ) )
- + if ( OwningActor != NULL && Connection->State == USOCK_Open && ( Connection->Driver->Time - Connection->LastReceiveTime < 1.5 ) ) //HOUSE!!!
- {
- check( World == OwningActor->GetWorld() );
- @@ -3269,7 +3269,7 @@
- PriorityActors[k]->ActorInfo->bPendingNetUpdate = true;
- if ( Channel != NULL )
- {
- - Channel->RelevantTime = Time + 0.5f * FMath::SRand();
- + Channel->RelevantTime = Time + 0.5 * FMath::SRand(); //HOUSE!!!
- }
- }
- }
- ==== Engine/Source/Runtime/Engine/Private/PacketHandlers/StatelessConnectHandlerComponent.cpp (text) ====
- @@ -119,7 +119,7 @@
- * Defines
- */
- -#define HANDSHAKE_PACKET_SIZE_BITS 194
- +#define HANDSHAKE_PACKET_SIZE_BITS 226 //HOUSE!!!
- // The number of seconds between secret value updates, and the random variance applied to this
- @@ -163,7 +163,7 @@
- // In order to prevent DRDoS reflection amplification attacks, clients must pad the packet to match server handshake packet size
- uint8 SecretIdPad = 0;
- - uint8 PacketSizeFiller[24];
- + uint8 PacketSizeFiller[28]; //HOUSE!!!
- InitialPacket.WriteBit(SecretIdPad);
- @@ -211,7 +211,7 @@
- {
- FBitWriter ChallengePacket(HANDSHAKE_PACKET_SIZE_BITS + 1 /* Termination bit */);
- uint8 bHandshakePacket = 1;
- - float Timestamp = (Driver != nullptr ? Driver->Time : -1.f);
- + double Timestamp = (Driver != nullptr ? Driver->Time : -1.); //HOUSE!!!
- uint8 Cookie[20];
- GenerateCookie(ClientAddress, ActiveSecret, Timestamp, Cookie);
- @@ -260,7 +260,7 @@
- }
- }
- -void StatelessConnectHandlerComponent::SendChallengeResponse(uint8 InSecretId, float InTimestamp, uint8 InCookie[20])
- +void StatelessConnectHandlerComponent::SendChallengeResponse(uint8 InSecretId, double InTimestamp, uint8 InCookie[24]) //HOUSE!!!
- {
- UNetConnection* ServerConn = (Driver != nullptr ? Driver->ServerConnection : NULL);
- @@ -348,7 +348,7 @@
- if (bHandshakePacket)
- {
- uint8 SecretId = 0;
- - float Timestamp = 1.f;
- + double Timestamp = 1.; //HOUSE!!!
- uint8 Cookie[20];
- bHandshakePacket = ParseHandshakePacket(Packet, SecretId, Timestamp, Cookie);
- @@ -416,7 +416,7 @@
- if (bHandshakePacket)
- {
- uint8 SecretId = 0;
- - float Timestamp = 1.f;
- + double Timestamp = 1.; //HOUSE!!!
- uint8 Cookie[20];
- bHandshakePacket = ParseHandshakePacket(Packet, SecretId, Timestamp, Cookie);
- @@ -435,8 +435,8 @@
- else if (Driver != nullptr)
- {
- bool bChallengeSuccess = false;
- - float CookieDelta = Driver->Time - Timestamp;
- - float SecretDelta = Timestamp - LastSecretUpdateTimestamp;
- + double CookieDelta = Driver->Time - Timestamp; //HOUSE!!!
- + double SecretDelta = Timestamp - LastSecretUpdateTimestamp; //HOUSE!!!
- bool bValidCookieLifetime = CookieDelta > 0.0 && (MAX_COOKIE_LIFETIME - CookieDelta) > 0.f;
- bool bValidSecretIdTimestamp = (SecretId == ActiveSecret) ? (SecretDelta >= 0.f) : (SecretDelta <= 0.f);
- @@ -474,7 +474,7 @@
- #endif
- }
- -bool StatelessConnectHandlerComponent::ParseHandshakePacket(FBitReader& Packet, uint8& OutSecretId, float& OutTimestamp,
- +bool StatelessConnectHandlerComponent::ParseHandshakePacket(FBitReader& Packet, uint8& OutSecretId, double& OutTimestamp, //HOUSE!!!
- uint8 (&OutCookie)[20])
- {
- bool bValidPacket = false;
- @@ -494,7 +494,7 @@
- return bValidPacket;
- }
- -void StatelessConnectHandlerComponent::GenerateCookie(FString ClientAddress, uint8 SecretId, float Timestamp, uint8 (&OutCookie)[20])
- +void StatelessConnectHandlerComponent::GenerateCookie(FString ClientAddress, uint8 SecretId, double Timestamp, uint8 (&OutCookie)[20]) //HOUSE!!!
- {
- // @todo #JohnB: Add cpu stats tracking, like what Oodle does upon compression
- // NOTE: Being serverside, will only show up in .uprof, not on any 'stat' commands. Still necessary though.
- ==== Engine/Source/Runtime/Engine/Private/PlayerCameraManager.cpp (text) ====
- @@ -883,7 +883,7 @@
- // update color scale interpolation
- if (bEnableColorScaleInterp)
- {
- - float BlendPct = FMath::Clamp((GetWorld()->TimeSeconds - ColorScaleInterpStartTime) / ColorScaleInterpDuration, 0.f, 1.0f);
- + float BlendPct = FMath::Clamp((GetWorld()->TimeSeconds - ColorScaleInterpStartTime) / ColorScaleInterpDuration, 0., 1.0); //HOUSE!!!
- ColorScale = FMath::Lerp(OriginalColorScale, DesiredColorScale, BlendPct);
- // if we've maxed
- if (BlendPct == 1.0f)
- ==== Engine/Source/Runtime/Engine/Public/PacketHandlers/StatelessConnectHandlerComponent.h (text) ====
- @@ -60,7 +60,7 @@
- * @param InTimestamp The timestamp value to send
- * @param InCookie The cookie value to send
- */
- - void SendChallengeResponse(uint8 InSecretId, float InTimestamp, uint8 InCookie[20]);
- + void SendChallengeResponse(uint8 InSecretId, double InTimestamp, uint8 InCookie[20]); //HOUSE!!!
- /**
- @@ -122,7 +122,7 @@
- * @param OutCookie A unique identifier, generated by the server, which the client must reply with (or 0, for initial packet)
- * @return Whether or not the handshake packet was parsed successfully
- */
- - bool ParseHandshakePacket(FBitReader& Packet, uint8& OutSecretId, float& OutTimestamp, uint8 (&OutCookie)[20]);
- + bool ParseHandshakePacket(FBitReader& Packet, uint8& OutSecretId, double& OutTimestamp, uint8 (&OutCookie)[20]); //HOUSE!!!
- /**
- * Takes the client address plus server timestamp, and outputs a deterministic cookie value
- @@ -132,7 +132,7 @@
- * @param TimeStamp The serverside timestamp
- * @param OutCookie Outputs the generated cookie value.
- */
- - void GenerateCookie(FString ClientAddress, uint8 SecretId, float Timestamp, uint8 (&OutCookie)[20]);
- + void GenerateCookie(FString ClientAddress, uint8 SecretId, double Timestamp, uint8 (&OutCookie)[20]); //HOUSE!!!
- /**
- * Generates a new HandshakeSecret value
- @@ -154,7 +154,7 @@
- uint8 ActiveSecret;
- /** The time of the last secret value update */
- - float LastSecretUpdateTimestamp;
- + double LastSecretUpdateTimestamp; //HOUSE!!!
- /** The last address to successfully complete the handshake challenge */
- FString LastChallengeSuccessAddress;
- @@ -173,7 +173,7 @@
- uint8 LastSecretId;
- /** The Timestamp value of the last challenge response sent */
- - float LastTimestamp;
- + double LastTimestamp; //HOUSE!!!
- /** The Cookie value of the last challenge response sent */
- uint8 LastCookie[20];
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