Все в порядке, но.
Этот текст мало кто будет читать и мы можем написать здесь все, что угодно, например.
Вы живете в неведении. Роботы уже вторглись в нашу жизнь и быстро захватывают мир, но мы встали на светлый путь и боремся за выживание человечества. А если серьезно, то.
В целях обеспечения безопасности сайта от кибератак нам необходимо убедиться, что вы человек. Если данная страница выводится вам часто, есть вероятность, что ваш компьютер заражен или вы используете для доступа IP адрес зараженных компьютеров.
Если это ваш частный компьютер и вы пытаетесь зайти на сайт, например, из дома — мы рекомендуем вам проверить ваш компьютер на наличие вирусов.
Если вы пытаетесь зайти на сайт, например, с работы или открытых сетей — вам необходимо обратиться с системному администратору и сообщить, что о возможном заражении компьютеров в вашей сети.
- © 2005-2023, «4PDA». 4PDA® — зарегистрированный товарный знак.
Shortcut forwarding engine что это
Sigh.. why do i exist anyway.. | I love you Anthony.. never forget that.. my other 99% that ill never see again..
Has anyone here used it and saw a noticeable improvement on an underpowered router? I get around 70megabit with and without it with a 650mhz single core Atheros on wan to lan. Maybe its implementation is bugged on the Tplink 841?
I’m using a TEW-673GRU as my router (it has a single-core CPU running at 680MHz, so it’s not exactly a powerful system; I have the WiFi disabled, though, since it’s only 11n and I instead have a separate 11ac device that acts as my AP), and I have symmetric 1Gbps service from Google Fiber.
My speed tests cap out at around 300 Mbps without SFE. With SFE enabled, I get over 900 Mbps on the same speed test (it’s actually slightly faster than the router provided by Google Fiber—I prefer to use my own device rather than the heavily-dumbed-down and restrictive one from Google).
hmmm safe. what is safe..define level of safe .
What is your router / current build running?
| BrainSlayer wrote: |
| we just do it since we do not like any restrictions enforced by stupid cocaine snorting managers |
[x86_64] Haswell i3-4150/QCA9984/QCA9882 ——> r53775 std
[QUALCOMM] DIR-862L ———————————> r53775 std
▲ ACTIVE / INACTIVE ▼
[QUALCOMM] WNDR4300 v1 —————————> r50485 std
[BROADCOM] DIR-860L A1 —————————-> r50485 std
Sigh.. why do i exist anyway.. | I love you Anthony.. never forget that.. my other 99% that ill never see again..
I have 120Mbps connection with Gigabit LAN router and I can achieve about 100-110Mbps with WireGuard VPN (on PC client) with that configuration, but that router is not considered to be safe and secure.
I chose to double-NAT with LinkSys E2500 running DD-WRT to keep myself more secure. LinkSys E2500 is a 100Mbps LAN router and with SFE disabled and WireGuard, I get about 40-50Mbps maximum speed. With SFE enabled, I get 75-85Mbps.
Is there more information about SFE? If it punches a NAT hole like STUN, ICE, and WebRTC, then it may not be worth it.
| DD-WRT Forum Index -> Atheros WiSOC based Hardware | All times are GMT |
Navigation
Options: Why do I see a message about disabling shortcut forwarding engine?
Disable Shortcut Forwarding Engine to use the Policy Based Routing for the FlashRouters Privacy App.
Navigate to Setup > Basic Setup

- Set Shortcut Forwarding Engine to Disable.
- Click Apply Settings.
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Live Coding

Recompile and patch your game’s binaries at runtime.
On this page
- How to Use Live Coding
- Changing Default Values for Variables With Live Coding
- General Live Coding Settings
- Modules
Unreal Engine (UE) supports Live Coding using an integration of Live++ . Live Coding is a system that can rebuild your application’s C++ code and patch its binaries while the engine is running. This functionality is available during the following scenarios:
- Editing your application in Unreal Editor.
- Running your application with Play In Editor (PIE).
- Running a packaged Desktop build of your application attached to the editor for debugging.
This means that without interrupting playtesting sessions or work in the editor itself, you can make changes to C++ classes, compile, and immediately see those changes take effect. This provides significant benefits for iterative development when using C++ runtime logic, such as gameplay code or frontend user interactions. Although the Hot Reload system is still available as an alternative, Live Coding is significantly faster and more flexible.
How to Use Live Coding
Live Coding is enabled by default for all new Unreal Engine installations. When you open your IDE the Live Coding Console will start automatically but remain hidden. If the console is hidden, it will open when you initiate a Live Coding build.

The Live Coding console provides an output log for compilation status. This is separate from the standard Output Log, and only shows Live Coding build information.
To start a build, press CTRL+ALT+F11 on your keyboard while using either your IDE or Unreal Engine. A notification will appear in the lower-right corner of the screen to show the status of your build. You can continue working in the editor or testing your project uninterrupted while the build runs.

If your build succeeds, you will immediately see changes according to your code.
Live Coding is available when Unreal Editor is open, when using PIE, and when attached to a packaged build in your native desktop environment. It is not available when launching on consoles and mobile devices.
Changing Default Values for Variables With Live Coding
When changing default values for variables, values set in the constructor implemented in the .cpp file will not update in existing instances of objects. However, if you change them in your .h file, you will see the change take place.
Configuration
You can find the settings for Live Coding in Editor Preferences > General > Live Coding.

General Live Coding Settings

The General settings control how Live Coding will behave in your development environment.
Enable Live Coding
When enabled, Live Coding is Unreal Editor’s compilation method. If disabled, Unreal Editor falls back to using Hot Reload instead.
Controls how Live Coding behaves when Unreal Editor starts, including whether the console is active or visible.
Controls whether or not Live Coding uses Object Reinstancing. When enabled, instances of objects are replaced so that large-scale changes in their code can take effect. Disabling this setting is not recommended, as these kinds of changes can be unstable without it. See Object Reinstancing With Live Coding for more details.
Automatically Compile Newly Added C++ Classes
When enabled, adding C++ classes will automatically prompt Live Coding to compile them and add them to your application.
Modules

The Modules section designates which modules should be pre-loaded for Live Coding when you run the editor or your application. This makes Live Coding’s performance when iterating on these modules faster, but the more modules that you set to pre-load, the longer it will take for the editor or your game to start.
Modules that are part of Unreal Engine’s source code.
Engine Plugin Modules
Modules associated with plugins in your Engine’s install directory, under Engine/Plugins.
Modules that are part of the current project’s source code. This includes your primary module as well as any additional modules you create in your Source directory.
Project Plugin Modules
Modules associated with plugins located in your project’s directory, under (Project Name)/Plugins.
You should avoid preloading Engine modules unless you are actively iterating on the engine’s source code.
In addition to these sets of modules, you can use the Preload Named Modules array to choose specific modules that you want to load. This is useful if you are working only in a few specific modules within a large project, or if you want to load specific engine modules without loading the entire engine.
For more information about using Modules, refer to the Unreal Engine Modules guide .
Object Reinstancing With Live Coding
Object Reinstancing is an additional system that replaces existing instances of objects throughout the application and the editor. This means those objects can immediately take on any large, structural changes from code compiled through Live Coding. Reinstanced objects will include anything that uses the UCLASS, UFUNCTION, USTRUCT, UENUM, and UDELEGATE macros, as well as objects that Unreal Header Tool generates using those macros, such as Blueprint nodes.
Object Reinstancing is enabled by default. If you disable Object Reinstancing, Live Coding can still easily handle small changes to code such as changes in variable values or minor changes to existing functions. However, large-scale changes to code, such as new functions, new sets of variables, or dramatic re-factors, will behave unpredictably when you attempt to compile them without Object Reinstancing. This will usually result in crashes.
However, when Object Reinstancing is enabled, you need to follow additional steps to clean up pointers. If your code maintains pointers to objects that can be reinstanced, you need to use ReloadReinstancingCompleteDelegate and ReloadCompleteDelegate to update these pointers or invalidate caches so they can be repopulated later.
Hot Reload is more likely to tolerate reinstanced objects being improperly dereferenced, but Live Coding will cause crashes when the editor is being shut down. This is due to the fact that there can only be one version of any given class’s destructor, and lingering instances of objects that haven’t been cleaned up will cause conflicts between the old and new versions of reinstanced objects’ destructors.