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Establish Android port forwarding for COTF network fileserver and Unreal Insights
Change COTF server order to specify localhost first, speeding up connections for platforms that use port forwarding #jira UEVR-2129 #jira UE-112392 #rb Steve.Smith #preflight 606db84d963d84000187880a #lockdown cristina.riveron #ROBOMERGE-SOURCE: CL 15940305 in //UE5/Release-5.0-EarlyAccess/... #ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v787-15839533) [CL 15944803 by jack porter in ue5-main branch]
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@@ -488,6 +488,20 @@ private:
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TcpMessagingModule->AddOutgoingConnection(FString::Printf(TEXT("127.0.0.1:%d"), NewDeviceInfo.HostMessageBusPort));
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}
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// Add reverse port forwarding
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uint16 ReversePortMappings[] = {
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41899, // Network file server, DEFAULT_TCP_FILE_SERVING_PORT in NetworkMessage.h
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1980, // Unreal Insights data collection, TraceInsightsModule.cpp
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0 // end of list
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};
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for (int32 Idx=0; ReversePortMappings[Idx] > 0; Idx++)
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{
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FString DeviceCommand = FString::Printf(TEXT("-s %s reverse tcp:%d tcp:%d"), *NewDeviceInfo.SerialNumber, ReversePortMappings[Idx], ReversePortMappings[Idx]);
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// It doesn't really matter if a mapping already exists. There is no listening local port so no contention between multiple editor instances
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ExecuteAdbCommand(*DeviceCommand, nullptr, nullptr);
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}
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}
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// add the device to the map
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