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KF2-Dev-Scripts/IpDrv/Classes/OnlinePlaylistManager.uc

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2020-12-13 15:01:13 +00:00
/**
* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
*/
/**
* This class holds the set of playlists that the game exposes, handles
* downloading updates to the playlists via MCP/TitleFiles, and creates the
* game settings objects that make up a playlist
*/
class OnlinePlaylistManager extends Object
native
inherits(FTickableObject)
config(Playlist);
/** Contains a game settings class name to load and instance using the specified URL to override defaults */
struct native ConfiguredGameSetting
{
/** The unique (within the playlist) id for this game setting */
var int GameSettingId;
/** The name of the class to load and instance */
var string GameSettingsClassName;
/** The URL to use to replace settings with (see UpdateFromURL()) */
var string Url;
/** Holds the object that was created for this entry in a playlist */
var transient OnlineGameSettings GameSettings;
};
/** Allows for per playlist inventory swapping */
struct native InventorySwap
{
/** The inventory to replace */
var name Original;
/** The inventory to replace it with */
var string SwapTo;
};
// Defined match types
const PLAYER_MATCH = 0;
const RANKED_MATCH = 1;
const REC_MATCH = 2;
const PRIVATE_MATCH = 3;
/** A playlist contains 1 or more game configurations that players can choose between */
struct native Playlist
{
/** Holds the list of game configurations that are part of this playlist */
var array<ConfiguredGameSetting> ConfiguredGames;
/** The unique id for this playlist */
var int PlaylistId;
/** The load balance id for this playlist */
var int LoadBalanceId;
/** The string to use to lookup the display name for this playlist */
var string LocalizationString;
/** The set of content/maps (or DLC bundles) that must be present in order to play on this playlist */
var array<int> ContentIds;
/** The number of players per team if different from the defaults */
var int TeamSize;
/** The number of teams per match if different from the defaults */
var int TeamCount;
/** The max party size for this playlist if different from the team size */
var int MaxPartySize;
/** The string to use in the UI for this playlist */
var string Name;
/** URL to append to the MP options in GameInfo.InitGame() */
var string Url;
/** The type of match this is (ranked, player, recreational, whatever you want) */
var int MatchType;
/** Whether dedicated server searches are supported with this playlist */
var bool bDisableDedicatedServerSearches;
/** The custom map cycle for this playlist */
var array<name> MapCycle;
/** The list of inventory swaps for the playlist */
var array<InventorySwap> InventorySwaps;
};
/** This is the complete set of playlists available to choose from */
var config array<Playlist> Playlists;
/** The file names to request when downloading a playlist from MCP/TMS/etc */
var array<string> PlaylistFileNames;
/** The set of UIDataStore_GameResource objects to refresh once the download has completed */
var config array<name> DatastoresToRefresh;
/** Used to know when we should finalize the objects */
var int DownloadCount;
/** Incremented when successful to determine whether to update at all */
var int SuccessfulCount;
/** The version number of the playlist that was downloaded */
var config int VersionNumber;
/** Holds the overall and per region playlist population numbers */
struct native PlaylistPopulation
{
/** The unique id for this playlist */
var int PlaylistId;
/** The total across all regions */
var int WorldwideTotal;
/** The total for the player's region */
var int RegionTotal;
};
/** The list of playlists and the number of players in them */
var config array<PlaylistPopulation> PopulationData;
/** The total number of players across all playlists worldwide */
var int WorldwideTotalPlayers;
/** The total number of players across all playlists in the region */
var int RegionTotalPlayers;
/** Cached object ref that we use for accessing the TitleFileInterface */
var transient OnlineTitleFileInterface TitleFileInterface;
/** The name of the population data file to request */
var string PopulationFileName;
/** The next time the playlist population data needs to be sent */
var transient float NextPlaylistPopulationUpdateTime;
/** How often (in seconds) we should update the population data */
var config float PlaylistPopulationUpdateInterval;
/** The lowest number playlist id to report to the backend. Used to turn off "not mp" playlist ids */
var config int MinPlaylistIdToReport;
/** The playlist id that is being played */
var transient int CurrentPlaylistId;
/** The name of the interface to request as our upload object */
var config name EventsInterfaceName;
/** The datacenter id to use for this machine */
var config int DataCenterId;
/** The name of the datacenter file to request */
var string DataCenterFileName;
/** The time of the last download */
var transient float LastPlaylistDownloadTime;
/** How often to refresh the playlists */
var config float PlaylistRefreshInterval;
cpptext
{
// FTickableObject interface
/**
* Returns whether it is okay to tick this object. E.g. objects being loaded in the background shouldn't be ticked
* till they are finalized and unreachable objects cannot be ticked either.
*
* @return TRUE if tickable, FALSE otherwise
*/
virtual UBOOL IsTickable() const
{
// We cannot tick objects that are unreachable or are in the process of being loaded in the background.
return !HasAnyFlags(RF_Unreachable | RF_AsyncLoading);
}
/**
* Used to determine if an object should be ticked when the game is paused.
*
* @return always TRUE as networking needs to be ticked even when paused
*/
virtual UBOOL IsTickableWhenPaused() const
{
return TRUE;
}
/**
* Determines whether an update of the playlist population information is needed or not
*
* @param DeltaTime the amount of time that has passed since the last tick
*/
virtual void Tick(FLOAT DeltaTime);
}
/**
* Delegate fired when the playlist has been downloaded and processed
*
* @param bWasSuccessful true if the playlist was read correctly, false if failed
*/
delegate OnReadPlaylistComplete(bool bWasSuccessful);
/**
* Reads the playlist from either MCP or from some form of title storage
*/
function DownloadPlaylist()
{
local OnlineSubsystem OnlineSub;
local int FileIndex;
// Force a reset of the files if we need an update
if (ShouldRefreshPlaylists())
{
Reset();
}
if (SuccessfulCount == 0)
{
OnlineSub = class'GameEngine'.static.GetOnlineSubsystem();
if (OnlineSub != None &&
OnlineSub.Patcher != None)
{
// Request notification of file downloads
OnlineSub.Patcher.AddReadFileDelegate(OnReadTitleFileComplete);
// Reset our counts since we might be re-downloading
DownloadCount = 0;
SuccessfulCount = 0;
// Don't rebuild the list of files when already there
if (PlaylistFileNames.Length == 0)
{
DetermineFilesToDownload();
}
// Iterate the files that we read and request them
for (FileIndex = 0; FileIndex < PlaylistFileNames.Length; FileIndex++)
{
OnlineSub.Patcher.AddFileToDownload(PlaylistFileNames[FileIndex]);
}
// Don't read data center or force update the playlist population interval
// except on the first time we load the data
if (LastPlaylistDownloadTime == 0)
{
// Download the datacenter file now too
if (class'WorldInfo'.static.GetWorldInfo().NetMode != NM_DedicatedServer)
{
ReadDataCenterId();
}
// Force an update of the playlist population data
NextPlaylistPopulationUpdateTime = PlaylistPopulationUpdateInterval;
}
}
else
{
`Log("No online layer present, using defaults for playlist",,'DevMCP');
// Initialize all playlist objects with defaults
FinalizePlaylistObjects();
// Notify the completion
OnReadPlaylistComplete(true);
}
}
else
{
// Notify the completion
OnReadPlaylistComplete(SuccessfulCount == DownloadCount);
}
}
/** Uses the current loc setting and game ini name to build the download list */
native function DetermineFilesToDownload();
/** @return true if the playlists should be refreshed, false otherwise */
native function bool ShouldRefreshPlaylists();
/**
* Notifies us when the download of the playlist file is complete
*
* @param bWasSuccessful true if the download completed ok, false otherwise
* @param FileName the file that was downloaded (or failed to)
*/
function OnReadTitleFileComplete(bool bWasSuccessful,string FileName)
{
local OnlineSubsystem OnlineSub;
local int FileIndex;
for (FileIndex = 0; FileIndex < PlaylistFileNames.Length; FileIndex++)
{
if (PlaylistFileNames[FileIndex] == FileName)
{
// Increment how many we've downloaded
DownloadCount++;
SuccessfulCount += int(bWasSuccessful);
// If they have all been downloaded, rebuild the playlist
if (DownloadCount == PlaylistFileNames.Length)
{
if (SuccessfulCount != DownloadCount)
{
`Log("PlaylistManager: not all files downloaded correctly, using defaults where applicable",,'DevMCP');
}
// Rebuild the playlist and update any objects/ui
FinalizePlaylistObjects();
// Notify our requester
OnReadPlaylistComplete(SuccessfulCount == DownloadCount);
// Remove the delegates since we are done
OnlineSub = class'GameEngine'.static.GetOnlineSubsystem();
if (OnlineSub != None &&
OnlineSub.Patcher != None)
{
OnlineSub.Patcher.ClearReadFileDelegate(OnReadTitleFileComplete);
}
}
}
}
}
/**
* Uses the configuration data to create the requested objects and then applies any
* specific game settings changes to them
*/
native function FinalizePlaylistObjects();
/**
* Finds the game settings object associated with this playlist and game settings id
*
* @param PlaylistId the playlist we are searching
* @param GameSettingsId the game settings id being searched for
*
* @return the game settings specified or None if not found
*/
function OnlineGameSettings GetGameSettings(int PlaylistId,int GameSettingsId)
{
local int PlaylistIndex;
local int GameIndex;
// Find the matching playlist
PlaylistIndex = Playlists.Find('PlaylistId',PlaylistId);
if (PlaylistIndex != INDEX_NONE)
{
// Search through the registered games for this playlist
for (GameIndex = 0; GameIndex < Playlists[PlaylistIndex].ConfiguredGames.Length; GameIndex++)
{
if (Playlists[PlaylistIndex].ConfiguredGames[GameIndex].GameSettingId == GameSettingsId)
{
return Playlists[PlaylistIndex].ConfiguredGames[GameIndex].GameSettings;
}
}
}
return None;
}
/**
* Determine if any game settings exist for the given playlistid
*
* @param PlaylistId playlist to check for game settings
* @return TRUE if game settings exist for the given id
*/
function bool HasAnyGameSettings(int PlaylistId)
{
local int PlaylistIndex;
local int GameIndex;
// Find the matching playlist
PlaylistIndex = Playlists.Find('PlaylistId',PlaylistId);
if (PlaylistIndex != INDEX_NONE)
{
// Search through the registered games for this playlist
for (GameIndex = 0; GameIndex < Playlists[PlaylistIndex].ConfiguredGames.Length; GameIndex++)
{
if (Playlists[PlaylistIndex].ConfiguredGames[GameIndex].GameSettings != None)
{
return true;
}
}
}
return false;
}
/*
* Determines if this playlist can be found on dedicated servers
*
* @param PlaylistId playlist to check for dedicated server support
*/
function bool PlaylistSupportsDedicatedServers(int PlaylistId)
{
local int PlaylistIndex;
// Find the playlist
PlaylistIndex = Playlists.Find('PlaylistId',PlaylistId);
if (PlaylistIndex != INDEX_NONE)
{
// Search through the registered games for this playlist
return !Playlists[PlaylistIndex].bDisableDedicatedServerSearches;
}
return false;
}
/**
* Finds the team information for the specified playlist and returns it in the out vars
*
* @param PlaylistId the playlist being searched for
* @param TeamSize out var getting the number of players per team
* @param TeamCount out var getting the number of teams per match
* @param MaxPartySize out var getting the number of players per party
*/
function GetTeamInfoFromPlaylist(int PlaylistId,out int TeamSize,out int TeamCount,out int MaxPartySize)
{
local int PlaylistIndex;
TeamSize = 0;
TeamCount = 0;
// Find the playlist
PlaylistIndex = Playlists.Find('PlaylistId',PlaylistId);
if (PlaylistIndex != INDEX_NONE)
{
TeamSize = Playlists[PlaylistIndex].TeamSize;
TeamCount = Playlists[PlaylistIndex].TeamCount;
MaxPartySize = Playlists[PlaylistIndex].MaxPartySize;
// If it wasn't set up for this playlist, use the team size
if (MaxPartySize == 0)
{
MaxPartySize = TeamSize;
}
}
}
/**
* Determine the load balance id for the specified playlist and returns it in the out vars.
* The load balance id can be used to change the match mode during a search.
*
* @param PlaylistId the playlist being searched for
* @param LoadBalanceId out var getting the id for load balancing
*/
function GetLoadBalanceIdFromPlaylist(int PlaylistId,out int LoadBalanceId)
{
local int PlaylistIndex;
LoadBalanceId = 0;
// Find the playlist
PlaylistIndex = Playlists.Find('PlaylistId',PlaylistId);
if (PlaylistIndex != INDEX_NONE)
{
LoadBalanceId = Playlists[PlaylistIndex].LoadBalanceId;
}
}
/**
* Determine if the given playlist entry is arbitrated or not
*
* @param PlaylistId the playlist being searched for
*
* @return TRUE if the playlist is arbitrated
*/
function bool IsPlaylistArbitrated(int PlaylistId)
{
local int PlaylistIndex;
// Find the playlist
PlaylistIndex = Playlists.Find('PlaylistId',PlaylistId);
if (PlaylistIndex != INDEX_NONE)
{
return Playlists[PlaylistIndex].MatchType == RANKED_MATCH;
}
return false;
}
/**
* Determine if the given playlist entry is arbitrated or not
*
* @param PlaylistId the playlist being searched for
*
* @return the match type for the playlist
*/
function int GetMatchType(int PlaylistId)
{
local int PlaylistIndex;
// Find the playlist
PlaylistIndex = Playlists.Find('PlaylistId',PlaylistId);
if (PlaylistIndex != INDEX_NONE)
{
return Playlists[PlaylistIndex].MatchType;
}
return -1;
}
/**
* Finds the specified playlist and returns any additional URL options
*
* @param PlaylistId the playlist being searched for
*
* @return the URL string associated with this playlist
*/
function string GetUrlFromPlaylist(int PlaylistId)
{
local int PlaylistIndex;
// Find the playlist
PlaylistIndex = Playlists.Find('PlaylistId',PlaylistId);
if (PlaylistIndex != INDEX_NONE)
{
return Playlists[PlaylistIndex].Url;
}
return "";
}
/**
* Finds the specified playlist and returns the map cycle for it
*
* @param PlaylistId the playlist being searched for
* @param MapCycle the out var that gets the map cycle
*/
function GetMapCycleFromPlaylist(int PlaylistId,out array<name> MapCycle)
{
local int PlaylistIndex;
// Find the playlist
PlaylistIndex = Playlists.Find('PlaylistId',PlaylistId);
if (PlaylistIndex != INDEX_NONE)
{
// Don't overwrite if there isn't one specified
if (Playlists[PlaylistIndex].MapCycle.Length > 0)
{
MapCycle = Playlists[PlaylistIndex].MapCycle;
}
}
}
/**
* Searches for a per playlist inventory swap
*
* @param PlaylistId the playlist we are checking for swaps in
* @param SourceInventory the source item we are checking for swapping
*
* @return the swapped item or the original if not found
*/
function class<Inventory> GetInventorySwapFromPlaylist(int PlaylistId,class<Inventory> SourceInventory)
{
local int PlaylistIndex;
local int SwapIndex;
// Find the playlist
PlaylistIndex = Playlists.Find('PlaylistId',PlaylistId);
if (PlaylistIndex != INDEX_NONE)
{
SwapIndex = Playlists[PlaylistIndex].InventorySwaps.Find('Original',SourceInventory.Name);
if (SwapIndex != INDEX_NONE)
{
return class<Inventory>(DynamicLoadObject(Playlists[PlaylistIndex].InventorySwaps[SwapIndex].SwapTo,class'class'));
}
}
return SourceInventory;
}
/**
* Finds the specified playlist and return the content ids in the out var
*
* @param PlaylistId the playlist being searched for
* @param ContentIds the list to set the content ids in
*/
function GetContentIdsFromPlaylist(int PlaylistId,out array<int> ContentIds)
{
local int PlaylistIndex;
// Find the matching playlist
PlaylistIndex = Playlists.Find('PlaylistId',PlaylistId);
if (PlaylistIndex != INDEX_NONE)
{
ContentIds = Playlists[PlaylistIndex].ContentIds;
}
}
/**
* Allows the playlists to be re-requested from the server
*/
function Reset()
{
local OnlineSubsystem OnlineSub;
DownloadCount = 0;
SuccessfulCount = 0;
// Clear out any cached file contents if present
OnlineSub = class'GameEngine'.static.GetOnlineSubsystem();
if (OnlineSub != None &&
OnlineSub.Patcher != None)
{
OnlineSub.Patcher.ClearCachedFiles();
}
}
/**
* Reads the player population data for playlists by region
*/
function ReadPlaylistPopulation()
{
local OnlineSubsystem OnlineSub;
// Get the object to download with the first time
if (TitleFileInterface == None)
{
OnlineSub = class'GameEngine'.static.GetOnlineSubsystem();
if (OnlineSub != None)
{
// Ask for the interface by name
TitleFileInterface = OnlineSub.TitleFileInterface;
}
}
if (TitleFileInterface != None)
{
// Force an update of this information
TitleFileInterface.ClearDownloadedFile(PopulationFileName);
// Set the callback for notifications of files completing
TitleFileInterface.AddReadTitleFileCompleteDelegate(OnReadPlaylistPopulationComplete);
// Request the playlist population numbers
TitleFileInterface.ReadTitleFile(PopulationFileName);
}
else
{
`warn("Cannot download playlist population due to missing TitleFileInterface object");
}
}
/**
* Notifies us when the download of a file is complete
*
* @param bWasSuccessful true if the download completed ok, false otherwise
* @param FileName the file that was downloaded (or failed to)
*/
function OnReadPlaylistPopulationComplete(bool bWasSuccessful,string FileName)
{
local array<byte> FileData;
if (FileName == PopulationFileName)
{
if (bWasSuccessful)
{
// Read the contents so that they can be processed
if (TitleFileInterface.GetTitleFileContents(FileName,FileData))
{
ParsePlaylistPopulationData(FileData);
}
}
else
{
`Log("Failed to download the file ("$FileName$") from TitleFileInterface",,'DevMCP');
}
// Notify any listener
OnPlaylistPopulationDataUpdated();
}
}
/**
* Tells the listener when playlist population data was updated
*/
delegate OnPlaylistPopulationDataUpdated();
/**
* Converts the data into the structure used by the playlist manager
*
* @param Data the data that was downloaded
*/
native function ParsePlaylistPopulationData(const out array<byte> Data);
/**
* Finds the population information for the specified playlist and returns it in the out vars
*
* @param PlaylistId the playlist being searched for
* @param WorldwideTotal out var getting the number of players worldwide
* @param RegionTotal out var getting the number of players in this region
*/
function GetPopulationInfoFromPlaylist(int PlaylistId,out int WorldwideTotal,out int RegionTotal)
{
local int PlaylistIndex;
WorldwideTotal = 0;
RegionTotal = 0;
// Find the playlist
PlaylistIndex = PopulationData.Find('PlaylistId',PlaylistId);
if (PlaylistIndex != INDEX_NONE)
{
WorldwideTotal = PopulationData[PlaylistIndex].WorldwideTotal;
RegionTotal = PopulationData[PlaylistIndex].RegionTotal;
}
}
/**
* Called once enough time has elapsed that a playlist update is required
*
* @param NumPlayers the numbers of players to report (easier to get at in native)
*/
event SendPlaylistPopulationUpdate(int NumPlayers)
{
local OnlineEventsInterface EventsInterface;
local OnlineSubsystem OnlineSub;
OnlineSub = class'GameEngine'.static.GetOnlineSubsystem();
if (OnlineSub != None)
{
EventsInterface = OnlineEventsInterface(OnlineSub.GetNamedInterface(EventsInterfaceName));
// Always send population data if requested (dedicated might have NumPlayers=0 but we want the heartbeat)
if (EventsInterface != None)
{
`Log("Updating playlist population with PlaylistId="$CurrentPlaylistId$" and NumPlayers="$NumPlayers,,'DevMCP');
// Send this to the network backend
EventsInterface.UpdatePlaylistPopulation(CurrentPlaylistId,NumPlayers);
}
}
}
/**
* Asks the network backend which datacenter this machine is to use
*/
function ReadDataCenterId()
{
local OnlineSubsystem OnlineSub;
// Get the object to download with the first time
if (TitleFileInterface == None)
{
OnlineSub = class'GameEngine'.static.GetOnlineSubsystem();
if (OnlineSub != None)
{
// Ask for the interface by name
TitleFileInterface = OnlineSub.TitleFileInterface;
}
}
if (TitleFileInterface != None)
{
// Set the callback for notifications of files completing
TitleFileInterface.AddReadTitleFileCompleteDelegate(OnReadDataCenterIdComplete);
// Request the datacenter id
TitleFileInterface.ReadTitleFile(DataCenterFileName);
}
else
{
`warn("Cannot download datacenter id due to missing TitleFileInterface object");
}
}
/**
* Notifies us when the download of a file is complete
*
* @param bWasSuccessful true if the download completed ok, false otherwise
* @param FileName the file that was downloaded (or failed to)
*/
function OnReadDataCenterIdComplete(bool bWasSuccessful,string FileName)
{
local array<byte> FileData;
if (bWasSuccessful)
{
if (FileName == DataCenterFileName)
{
// Read the contents so that they can be processed
if (TitleFileInterface.GetTitleFileContents(FileName,FileData))
{
ParseDataCenterId(FileData);
}
}
}
else
{
`Log("Failed to download the file ("$FileName$") from TitleFileInterface",,'DevMCP');
}
}
/**
* Converts the data into the datacenter id
*
* @param Data the data that was downloaded
*/
native function ParseDataCenterId(const out array<byte> Data);
defaultproperties
{
PopulationFileName="PlaylistPopulationData.ini"
DataCenterFileName="DataCenter.Id"
}