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UnrealEngineUWP/Engine/Source/Runtime/PacketHandlers/PacketHandler/Private/HandlerComponentFactory.cpp

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// Copyright Epic Games, Inc. All Rights Reserved.
Copying //UE4/Dev-Networking to Dev-Main (//UE4/Dev-Main) ========================== MAJOR FEATURES + CHANGES ========================== Change 2814968 on 2016/01/04 by John.Pollard Remove warning per connection when same warning happens at net driver level Change 2815271 on 2016/01/04 by John.Pollard Fix header uploads in replays showing wrong size #rb none #tests Compiled, confirmed correct size Change 2830613 on 2016/01/15 by John.Barrett Added better ability for unit tests to test socket-level netcode Full changes: - Added flag for auto-reconnecting on connection close - Added hook for socket level sends - Added ability to block socket-level sends and pre-PacketHandler LowLevelSend's - Added ability for net connections to force-enable packet handlers, even if presently off in the engine #rb none Change 2830617 on 2016/01/15 by John.Barrett@JC2Q-LT_UE4 Enabled NetcodeUnitTest in Linux, and other minor updates. #rb none Change 2830621 on 2016/01/15 by John.Barrett@JC2Q-LT_UE4 Added 'PacketLimitTest' and 'PacketLimitTest_Oodle' unit tests, for testing/verifying that MaxPacket limits are respected, through testing with Bunches and with raw sends passed through PacketHandlers (such as Oodle). #rb none Change 2832402 on 2016/01/18 by Bart.Bressler@bart.bressler_Dev_Networking Always use the physical platform file when writing out steam_appid.txt, because it has to live next to executable that's being run (CotF builds will output it to the wrong location). #rb josh.markiewicz #tests checked that steam_appid.txt was written to the correct place with both CotF and cooked builds Change 2833728 on 2016/01/19 by Joe.Conley@Joe.Conley_EGJWD5708_Dev-Networking-Minimal Fix for UE-20017 - "Http server headers implemented as TMaps and are overridden". Just changing TMaps to TMultiMaps. Haven't modified the behavior of GetHeader(), which will still return the first header that matches. Change 2844880 on 2016/01/26 by Joe.Conley Fix for UE-20017 Http server headers implemented as TMaps and are overridden Previously had submitted a fix that changes the request and response headers TMap into a MultiMap, but the consensus was that it would be better to leave them as TMaps, but allow appending onto the existing entry for a given request header with an "AppendToHeader" function, and to concatenate entries for the same header name in the response headers. In both cases, entries for the same header name are concatenated with ", ". Mac and iOS already had the desired behavior for responses, just added the AppendToHeader function to their request classes. HTML5 still has no implementation of response headers, filed as separate JIRA issue UE-26047. #platformnotify josh.adams Change 2859343 on 2016/02/08 by Bart.Bressler Default MaxSearchResults in FOnlineSessionSearch objects to 1 instead of 0 - otherwise, the FOnlineAsyncTaskSteamFindServerBase tasks will complete right away without searching for sessions. Also print a warning in the task if this will happen. #codereview josh.markiewicz Change 2862352 on 2016/02/10 by Bart.Bressler Fix demo.SkipTime cvar to work with negative values #rb john.pollard Change 2866624 on 2016/02/14 by John.Barrett Fix plugin commandlet crash. #rb none Change 2866627 on 2016/02/14 by John.Barrett Added NetDriver/PacketHandler ability to send/receive connectionless packets - i.e. packets not associated with a UNetConnection. Removed 'bEnabled' from PacketHandler - PacketHandler is now a default always-on part of the Engine. Added 'CountBits' to LowLevelSend, to support bit-level additions to packets from PacketHandler's, and refactored related code. #codereview John.Pollard Change 2866628 on 2016/02/14 by John.Barrett Added an HMAC (Hash-based Message Authentication Code) generating function, to the SHA-1 code - for use with performing secure net connection handshakes. #rb none Change 2866629 on 2016/02/14 by John.Barrett Added 'stateless handshake' to UE4, allowing a handshake to be performed without any open UNetConnection - making it more difficult for DoS attacks to consume memory resources. #codereview John.Pollard Change 2866630 on 2016/02/14 by John.Barrett Updated Oodle to support new stateless handshake. #rb none Change 2866631 on 2016/02/14 by John.Barrett Updated NetcodeUnitTest to work with new connectionless/stateless handshake changes. Compiles, but netcode presently needs fixing. #rb none Change 2868367 on 2016/02/16 by John.Barrett Updated NetcodeUnitTest to work with stateless handshakes (now fixed connecting). Also fixed further commandlet problems. #rb none Change 2878025 on 2016/02/23 by John.Barrett Immediately stop processing zero-size packets, to prevent CPU utilization during DDoS. Log IP of new connections, post-stateless-challenge (first time we know IP is verified). #codereview john.pollard Change 2883776 on 2016/02/26 by John.Barrett Fixed beacons to work with stateless handshake. Change 2886773 on 2016/02/29 by John.Barrett Made PacketHandler bit overhead align upwards to the next byte - this wastes more bits than necessary, but is required as a temporary fix. Change 2887801 on 2016/03/01 by John.Pollard Use correct default values when initializing shadow state for replication. Fixes issues with certain components and actors that have default values that differ from CDO. [CL 2901490 by John Pollard in Main branch]
2016-03-09 13:54:33 -05:00
#include "HandlerComponentFactory.h"
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3209340 on 2016/11/23 by Ben.Marsh Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h. Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms. * Every header now includes everything it needs to compile. * There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first. * There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h. * Every .cpp file includes its matching .h file first. * This helps validate that each header is including everything it needs to compile. * No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more. * You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there. * There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible. * No engine code explicitly includes a precompiled header any more. * We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies. * PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files. Tool used to generate this transform is at Engine\Source\Programs\IncludeTool. [CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00
Copying //UE4/Dev-Networking to Dev-Main (//UE4/Dev-Main) ========================== MAJOR FEATURES + CHANGES ========================== Change 2814968 on 2016/01/04 by John.Pollard Remove warning per connection when same warning happens at net driver level Change 2815271 on 2016/01/04 by John.Pollard Fix header uploads in replays showing wrong size #rb none #tests Compiled, confirmed correct size Change 2830613 on 2016/01/15 by John.Barrett Added better ability for unit tests to test socket-level netcode Full changes: - Added flag for auto-reconnecting on connection close - Added hook for socket level sends - Added ability to block socket-level sends and pre-PacketHandler LowLevelSend's - Added ability for net connections to force-enable packet handlers, even if presently off in the engine #rb none Change 2830617 on 2016/01/15 by John.Barrett@JC2Q-LT_UE4 Enabled NetcodeUnitTest in Linux, and other minor updates. #rb none Change 2830621 on 2016/01/15 by John.Barrett@JC2Q-LT_UE4 Added 'PacketLimitTest' and 'PacketLimitTest_Oodle' unit tests, for testing/verifying that MaxPacket limits are respected, through testing with Bunches and with raw sends passed through PacketHandlers (such as Oodle). #rb none Change 2832402 on 2016/01/18 by Bart.Bressler@bart.bressler_Dev_Networking Always use the physical platform file when writing out steam_appid.txt, because it has to live next to executable that's being run (CotF builds will output it to the wrong location). #rb josh.markiewicz #tests checked that steam_appid.txt was written to the correct place with both CotF and cooked builds Change 2833728 on 2016/01/19 by Joe.Conley@Joe.Conley_EGJWD5708_Dev-Networking-Minimal Fix for UE-20017 - "Http server headers implemented as TMaps and are overridden". Just changing TMaps to TMultiMaps. Haven't modified the behavior of GetHeader(), which will still return the first header that matches. Change 2844880 on 2016/01/26 by Joe.Conley Fix for UE-20017 Http server headers implemented as TMaps and are overridden Previously had submitted a fix that changes the request and response headers TMap into a MultiMap, but the consensus was that it would be better to leave them as TMaps, but allow appending onto the existing entry for a given request header with an "AppendToHeader" function, and to concatenate entries for the same header name in the response headers. In both cases, entries for the same header name are concatenated with ", ". Mac and iOS already had the desired behavior for responses, just added the AppendToHeader function to their request classes. HTML5 still has no implementation of response headers, filed as separate JIRA issue UE-26047. #platformnotify josh.adams Change 2859343 on 2016/02/08 by Bart.Bressler Default MaxSearchResults in FOnlineSessionSearch objects to 1 instead of 0 - otherwise, the FOnlineAsyncTaskSteamFindServerBase tasks will complete right away without searching for sessions. Also print a warning in the task if this will happen. #codereview josh.markiewicz Change 2862352 on 2016/02/10 by Bart.Bressler Fix demo.SkipTime cvar to work with negative values #rb john.pollard Change 2866624 on 2016/02/14 by John.Barrett Fix plugin commandlet crash. #rb none Change 2866627 on 2016/02/14 by John.Barrett Added NetDriver/PacketHandler ability to send/receive connectionless packets - i.e. packets not associated with a UNetConnection. Removed 'bEnabled' from PacketHandler - PacketHandler is now a default always-on part of the Engine. Added 'CountBits' to LowLevelSend, to support bit-level additions to packets from PacketHandler's, and refactored related code. #codereview John.Pollard Change 2866628 on 2016/02/14 by John.Barrett Added an HMAC (Hash-based Message Authentication Code) generating function, to the SHA-1 code - for use with performing secure net connection handshakes. #rb none Change 2866629 on 2016/02/14 by John.Barrett Added 'stateless handshake' to UE4, allowing a handshake to be performed without any open UNetConnection - making it more difficult for DoS attacks to consume memory resources. #codereview John.Pollard Change 2866630 on 2016/02/14 by John.Barrett Updated Oodle to support new stateless handshake. #rb none Change 2866631 on 2016/02/14 by John.Barrett Updated NetcodeUnitTest to work with new connectionless/stateless handshake changes. Compiles, but netcode presently needs fixing. #rb none Change 2868367 on 2016/02/16 by John.Barrett Updated NetcodeUnitTest to work with stateless handshakes (now fixed connecting). Also fixed further commandlet problems. #rb none Change 2878025 on 2016/02/23 by John.Barrett Immediately stop processing zero-size packets, to prevent CPU utilization during DDoS. Log IP of new connections, post-stateless-challenge (first time we know IP is verified). #codereview john.pollard Change 2883776 on 2016/02/26 by John.Barrett Fixed beacons to work with stateless handshake. Change 2886773 on 2016/02/29 by John.Barrett Made PacketHandler bit overhead align upwards to the next byte - this wastes more bits than necessary, but is required as a temporary fix. Change 2887801 on 2016/03/01 by John.Pollard Use correct default values when initializing shadow state for replication. Fixes issues with certain components and actors that have default values that differ from CDO. [CL 2901490 by John Pollard in Main branch]
2016-03-09 13:54:33 -05:00
/**
* UHandlerComponentFactory
*/
UHandlerComponentFactory::UHandlerComponentFactory(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
}