userLayladcancel

7,112 Commits over 3,531 Days - 0.08cph!

5 Years Ago
Only log non zero netid Zero out entity data offset if length is zero
5 Years Ago
Get block builder gamemode working again. Fix non background loaded textures not applying to material. Only allow setting of Replicates on entity construction and before spawning Fix movement replication for block builder player Allow gamemodes to stall the loading screen read/write voxel spawn data Fix crash creating voxel map from serailized data Serialize entity spawn data in world state as offset and length into binary blob Allow client players to add blocks to voxel world
5 Years Ago
Don't load cubemaps in background, having issues with it
5 Years Ago
Replace networkable HasOwner with OwnerConnection, we care about the owning connection, not the direct entity owner
5 Years Ago
Also wait for assets loading in background before removing loading screen
5 Years Ago
await for huds to load before removing loading screen
5 Years Ago
Don't send netvar messages to host connection
5 Years Ago
Fix all gamemode compile errors after networking changes Move AssetRef read/write into their own class instead of BinaryReaderWriterEx Spawn menu system hud once and keep it around throughout the lifetime of game, show/hide when needed. Only load menu system addon once at startup instead of every time going back to main menu, makes leaving game faster async delay before starting server so that loading screen can show up straight away before any heavy loading is done Call client rpc directly if the networkable is owned by local connection
5 Years Ago
Remove unreal replication for light entities Make light properties replicated Allow assets to be replicated with asset references Fix NRE in AssetRef Allow asset refs to have their own serialization depending on asset type
5 Years Ago
Add client.connection.status command
5 Years Ago
Handle client disconnect reason (only server timed out for now)
5 Years Ago
Add nameplates to NetTest
5 Years Ago
Add LocalClient class to deal with anything needing UPlayerController (a single player controller only exists on the local client now, not for every client on server) BasePlayer has their own ViewAngles on the managed side but uses control rotation locally, this is so server can know player view angles without having a player controller Orientate test player model with ViewRotation
5 Years Ago
Drop connection if client isn't following protocol
5 Years Ago
Bail from RPC if the networkable doesn't have replication enabled
5 Years Ago
When calling server rpc directly, set rpc client to local
5 Years Ago
Add control rotation back, needed until we remove unreal player controller shite Call server rpc directly if has authority, Call client rpc directly if has no authority, Ignore multicast rpc if has no authority.
5 Years Ago
Player.ControlledByLocalClient handled by us instead of unreal Remove control rotation and location stuff from player Give players a replicated player state property. Send client info last so that client can create a local client object from local player state. Add very basic client side movement replication to test player
5 Years Ago
Use player state as player owner so that IsOwnedBy passes
5 Years Ago
Attach model to test player so I can see where people are
5 Years Ago
Removing testing replicated properties from BaseEntity
5 Years Ago
BasePlayer replicates by default
5 Years Ago
Possess player locally using a client RPC in player state
5 Years Ago
Destroy player on client leave Add/remove player state from world connection list when player state entity initializes or shutsdown
5 Years Ago
Pass an optional reason to Gamemode.OnClientLeave. Handle ClosedByPeer and ProblemDetectedLocally disconnect reasons
5 Years Ago
Destroy player state after Gamemode.OnClientLeave. Add chat messages on client join/leave Call Gamemode.ClientJoined after sending client info and world state so that gamemodes can't send an early RPC
5 Years Ago
Add scoreboard to NetTest Destroy player state when client leaves
5 Years Ago
Cache local player controller so pawns can be possessed on client Keep a seperate IConnection list for clients in authing stage so that player state entities etc aren't spawned until they're let into the game Authed clients spawns a replicated player state entity. Multicast rpc and var replication only sends to authed client list Make player state a public entity so it can be replicated properly Remove EntityClass from SaveData, unused Fix LinePreserve preprocessor error
5 Years Ago
Server sends connecting client info (client id and user id) so that local client can be created Set client username as steam name Set client authority if it was created on server Add chatbox to NetTest so it can be tested through new networking Server renames player name if it's in use, sends the name in client info message (only useful right now for testing multiple clients with same steamid) Send client info for every client on server, not just the connecting client
5 Years Ago
Just destroy replicated entity with DestroyProper for now (forgot that Destroy is Authority only)
5 Years Ago
Server sends all clients (except for host) serialized entity data when a replicated entity is spawned Deserialize entity creation message data on client, attempt to create and spawn Bail instead of throwing exception on recv var for entity that doesn't exist yet (need to stop vars coming in before entity creation) Enable new entity replication again, previous commit fixed the fuckup Send destroy entity message Destroy replicated entity on client when receiving destroy entity message Add test entity that despawns after 5 sec to test entity destroy message
5 Years Ago
Load replicated entity properties and spawn after native initialization so that NetworkRef is valid Serialize entity property with netid instead of uniqueid when sending over network
5 Years Ago
Entity spawn data no longer goes through unreal sockets, handled all in managed Move game messages from ClientConnection to GameClient. Add World.IsListenServer Bypass authority check on world cleanup Ending game while there's a client connection will close the connection and wait for a disconnect event before returning to main menu Create new list to hold entities on world cleanup, main ent list is invalidated when destroying an entity
5 Years Ago
Set client side entities netid to 0, seems to work fine
5 Years Ago
Remove replicate attribute on test entity field, need to make sure world state comes in before replicated vars before that can work
5 Years Ago
Fix Entity.Replicates always setting to true, whoops
5 Years Ago
Add bool to mark entities as required by engine so they don't get cleaned up (really these shouldn't even be put into the ent list) Add a bullshit long number onto networkid for client only entities so they don't conflict with replicated entities for now.
5 Years Ago
When creating replicated entities, create the managed entity class within the replicated scope, create the native class and spawn it outside the scope.
5 Years Ago
Game server ignores any message except steam ticket without the client being authed
5 Years Ago
Ignore socket disconnect events if the connection has invalid userdata (library is calling it twice on timeout, maybe a bug)
5 Years Ago
Refactor game server to identify clients by client id instead of steam id (multiple local clients share steam id, duh) Skip BeginAuthSession for local clients sending ticket across socket, host process will have already been authed Cache connection userdata before closing it so it doesn't get wiped
5 Years Ago
Skip steam auth for local clients for now (having issues with it)
5 Years Ago
Fix multiple steam auth for local steam id
5 Years Ago
Gamemode replicates by default. Init game menu system for remote clients because this wont be replicated.
5 Years Ago
Add generated code to skip RPC and call directly, check is always false for now
5 Years Ago
Entity replicated false by default, world entity true by default (just to keep it how it was before) Log replicates bool in ent_list command
5 Years Ago
Fix Manager.ActorCreated bailing early for native spawned entities
5 Years Ago
Cleanup world and create replicated entities on world state message
5 Years Ago
Attempt to create entities from replicated world state inside a replicated entity creation scope
5 Years Ago
Add replicated mode in entity creation scope (we need to know if an entity is created via replication to set authority and netid) Add create native function to entity that takes a netid that can only be used in replicated entity scope