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KF2-Dev-Scripts/Engine/Classes/GameReplicationInfo.uc

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2020-12-13 15:01:13 +00:00
//=============================================================================
// GameReplicationInfo.
// Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
//
// Every GameInfo creates a GameReplicationInfo, which is always relevant, to replicate
// important game data to clients (as the GameInfo is not replicated).
//=============================================================================
class GameReplicationInfo extends ReplicationInfo
config(Game)
native(ReplicationInfo)
nativereplication;
/** Class of the server's gameinfo, assigned by GameInfo. */
var repnotify class<GameInfo> GameClass;
/** If true, stop RemainingTime countdown */
var bool bStopCountDown;
/** Match is in progress (replicated) */
var repnotify bool bMatchHasBegun;
/** Match is over (replicated) */
var repnotify bool bMatchIsOver;
//@HSL_BEGIN - JRO - 6/26/2016 - Moving this from KFGameReplicationInfoVersus so it can be used in OnlineSubsystem
/** Indicates that we are in the post-round waiting period */
var repnotify bool bRoundIsOver;
//@HSL_END
//@HSL_BEGIN - JRO - 6/15/2016 - Make sure we're still at full speed before the end of game menu shows up
/** Match is almost over, but not quite */
var bool bWaitingForAAR;
//@HSL_END
/** Used for counting down time in time limited games */
var int RemainingTime, ElapsedTime, RemainingMinute;
/** Replicates scoring goal for this match */
var int GoalScore;
/** Replicates time limit for this match */
var int TimeLimit;
/** Replicated list of teams participating in this match */
var array<TeamInfo > Teams;
/** Name of the server, i.e.: Bob's Server. */
var() globalconfig string ServerName;
/** Match winner. Set by gameinfo when game ends */
var Actor Winner;
/** Array of all PlayerReplicationInfos, maintained on both server and clients (PRIs are always relevant) */
var array<PlayerReplicationInfo> PRIArray;
/** This list mirrors the GameInfo's list of inactive PRI objects */
var array<PlayerReplicationInfo> InactivePRIArray;
`if(`__TW_)
/** Set when the exit cue of the current music track is hit */
var bool bPendingMusicTrackChange;
`endif
cpptext
{
// AActor interface.
INT* GetOptimizedRepList( BYTE* InDefault, FPropertyRetirement* Retire, INT* Ptr, UPackageMap* Map, UActorChannel* Channel );
/**
* Builds a list of components that are hidden for scene capture
*
* @param HiddenComponents the list to add to/remove from
*/
virtual void UpdateHiddenComponentsForSceneCapture(TSet<UPrimitiveComponent*>& HiddenComponents) {}
/**
* Helper to return the default object of the GameInfo class corresponding to this GRI
*/
AGameInfo *GetDefaultGameInfo();
#if __TW_
virtual UBOOL IsUnrankedGame() { return true; }
virtual FString GetGameBalanceCol1() { return TEXT(",,"); }
virtual int GetWaveNum() { return -1; }
virtual int GetWaveMax() { return -1; }
virtual UBOOL GetWon() { return false; }
#endif
}
replication
{
if ( bNetDirty )
bStopCountDown, Winner, bMatchHasBegun, bMatchIsOver, bRoundIsOver;
if ( !bNetInitial && bNetDirty )
RemainingMinute;
if ( bNetInitial )
GameClass, RemainingTime, ElapsedTime, GoalScore, TimeLimit, ServerName;
}
simulated event PostBeginPlay()
{
local PlayerReplicationInfo PRI;
local TeamInfo TI;
if( WorldInfo.NetMode == NM_Client )
{
// clear variables so we don't display our own values if the server has them left blank
ServerName = "";
}
SetTimer(WorldInfo.TimeDilation, true);
WorldInfo.GRI = self;
ForEach DynamicActors(class'PlayerReplicationInfo',PRI)
{
AddPRI(PRI);
}
foreach DynamicActors(class'TeamInfo', TI)
{
if (TI.TeamIndex >= 0)
{
SetTeam(TI.TeamIndex, TI);
}
}
}
simulated event ReplicatedEvent(name VarName)
{
if ( VarName == 'bMatchHasBegun' )
{
if (bMatchHasBegun)
{
WorldInfo.NotifyMatchStarted();
// @todo ib2merge - Chair added this - we could add a boolean to call this or not, set it to true in SwordGRI
// StartMatch();
}
}
else if ( VarName == 'bMatchIsOver' )
{
if ( bMatchIsOver )
{
EndGame();
}
}
else if ( VarName == 'GameClass' )
{
ReceivedGameClass();
}
else
{
Super.ReplicatedEvent(VarName);
}
}
/** Called when the GameClass property is set (at startup for the server, after the variable has been replicated on clients) */
simulated function ReceivedGameClass()
{
local PlayerController PC;
// Tell each PlayerController that the Game class is here
foreach LocalPlayerControllers(class'PlayerController',PC)
{
PC.ReceivedGameClass(GameClass);
}
}
/* Reset()
reset actor to initial state - used when restarting level without reloading.
*/
function Reset()
{
Super.Reset();
Winner = None;
}
simulated event Timer()
{
if ( (WorldInfo.Game == None) || WorldInfo.Game.MatchIsInProgress() )
{
ElapsedTime++;
}
if ( WorldInfo.NetMode == NM_Client )
{
// sync remaining time with server once a minute
if ( RemainingMinute != 0 )
{
RemainingTime = RemainingMinute;
RemainingMinute = 0;
}
}
if ( (RemainingTime > 0) && !bStopCountDown )
{
RemainingTime--;
if ( WorldInfo.NetMode != NM_Client )
{
if ( RemainingTime % 60 == 0 )
{
RemainingMinute = RemainingTime;
}
}
}
SetTimer(WorldInfo.TimeDilation, true);
}
/**
* Checks to see if two actors are on the same team.
*
* @return true if they are, false if they aren't
*/
simulated native function bool OnSameTeam(Actor A, Actor B);
simulated function AddPRI(PlayerReplicationInfo PRI)
{
local int i;
// Determine whether it should go in the active or inactive list
if (!PRI.bIsInactive)
{
// make sure no duplicates
for (i=0; i<PRIArray.Length; i++)
{
if (PRIArray[i] == PRI)
return;
}
PRIArray[PRIArray.Length] = PRI;
}
else
{
// Add once only
if (InactivePRIArray.Find(PRI) == INDEX_NONE)
{
InactivePRIArray[InactivePRIArray.Length] = PRI;
}
}
}
simulated function RemovePRI(PlayerReplicationInfo PRI)
{
local int i;
for (i=0; i<PRIArray.Length; i++)
{
if (PRIArray[i] == PRI)
{
PRIArray.Remove(i,1);
return;
}
}
}
/**
* Assigns the specified TeamInfo to the location specified.
*
* @param Index location in the Teams array to place the new TeamInfo.
* @param TI the TeamInfo to assign
*/
simulated function SetTeam( int Index, TeamInfo TI )
{
//`log(GetFuncName()@`showvar(Index)@`showvar(TI));
if ( Index >= 0 )
{
Teams[Index] = TI;
}
}
/**
* Called on the server when the match has begin
*
* Network - Server and Client (Via ReplicatedEvent)
*/
simulated function StartMatch()
{
bMatchHasBegun = true;
}
/**
* Called on the server when the match is over
*
* Network - Server and Client (Via ReplicatedEvent)
*/
simulated function EndGame()
{
bMatchIsOver = true;
}
/** Is the current gametype a multiplayer game? */
simulated function bool IsMultiplayerGame()
{
return (WorldInfo.NetMode != NM_Standalone);
}
/** Is the current gametype a coop multiplayer game? */
simulated function bool IsCoopMultiplayerGame()
{
return FALSE;
}
/** Should players show gore? */
simulated event bool ShouldShowGore()
{
return TRUE;
}
//@HSL_BEGIN - BWJ - 6-8-16 - Playfab hooks for server
simulated event PlayerReplicationInfo GetPRIByPlayfabId( const string InPlayfabPlayerId )
{
local int i;
if( InPlayfabPlayerId != "" )
{
for( i = 0; i < PRIArray.Length; i++ )
{
if( PRIArray[i].PlayfabPlayerId == InPlayfabPlayerId )
{
return PRIArray[i];
}
}
}
return none;
}
//@HSL_END
//@HSL_BEGIN - AGM - 7-16-15 - Support for checking for valid stats session
simulated event bool IsStatsSessionValid();
//@HSL_END
defaultproperties
{
TickGroup=TG_DuringAsyncWork
bStopCountDown=true
RemoteRole=ROLE_SimulatedProxy
bAlwaysRelevant=True
}