181 lines
6.6 KiB
Ucode
181 lines
6.6 KiB
Ucode
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/**
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* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
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*
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* Interface for processing events as they are read out of the game stats stream
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*/
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class GameplayEventsHandler extends Object
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abstract
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config(GameStats)
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native;
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cpptext
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{
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/** The function that does the actual handling of data (override with particular implementation) */
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virtual void HandleEvent(struct FGameEventHeader& GameEvent, class IGameEvent* GameEventData);
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/** Handlers for parsing the game stats stream */
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// Game Event Handling
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virtual void HandleGameStringEvent(struct FGameEventHeader& GameEvent, struct FGameStringEvent* GameEventData) {}
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virtual void HandleGameIntEvent(struct FGameEventHeader& GameEvent, struct FGameIntEvent* GameEventData) {}
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virtual void HandleGameFloatEvent(struct FGameEventHeader& GameEvent, struct FGameFloatEvent* GameEventData) {}
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virtual void HandleGamePositionEvent(struct FGameEventHeader& GameEvent, struct FGamePositionEvent* GameEventData) {}
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// Team Event Handling
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virtual void HandleTeamStringEvent(struct FGameEventHeader& GameEvent, struct FTeamStringEvent* GameEventData) {}
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virtual void HandleTeamIntEvent(struct FGameEventHeader& GameEvent, struct FTeamIntEvent* GameEventData) {}
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virtual void HandleTeamFloatEvent(struct FGameEventHeader& GameEvent, struct FTeamFloatEvent* GameEventData) {}
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// Player Event Handling
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virtual void HandlePlayerIntEvent(struct FGameEventHeader& GameEvent, struct FPlayerIntEvent* GameEventData) {}
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virtual void HandlePlayerFloatEvent(struct FGameEventHeader& GameEvent, struct FPlayerFloatEvent* GameEventData) {}
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virtual void HandlePlayerStringEvent(struct FGameEventHeader& GameEvent, struct FPlayerStringEvent* GameEventData) {}
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virtual void HandlePlayerSpawnEvent(struct FGameEventHeader& GameEvent, struct FPlayerSpawnEvent* GameEventData) {}
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virtual void HandlePlayerLoginEvent(struct FGameEventHeader& GameEvent, struct FPlayerLoginEvent* GameEventData) {}
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virtual void HandlePlayerKillDeathEvent(struct FGameEventHeader& GameEvent, struct FPlayerKillDeathEvent* GameEventData) {}
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virtual void HandlePlayerPlayerEvent(struct FGameEventHeader& GameEvent, struct FPlayerPlayerEvent* GameEventData) {}
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virtual void HandlePlayerLocationsEvent(struct FGameEventHeader& GameEvent, struct FPlayerLocationsEvent* GameEventData) {}
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virtual void HandleWeaponIntEvent(struct FGameEventHeader& GameEvent, struct FWeaponIntEvent* GameEventData) {}
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virtual void HandleDamageIntEvent(struct FGameEventHeader& GameEvent, struct FDamageIntEvent* GameEventData) {}
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virtual void HandleProjectileIntEvent(struct FGameEventHeader& GameEvent, struct FProjectileIntEvent* GameEventData) {}
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/** Access the current session info */
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const FGameSessionInformation& GetSessionInfo() const
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{
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check(Reader);
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return Reader->CurrentSessionInfo;
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}
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/** Returns the metadata associated with the given index */
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virtual const FGameplayEventMetaData& GetEventMetaData(INT EventID) const
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{
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check(Reader);
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return Reader->GetEventMetaData(EventID);
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}
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/** Returns the metadata associated with the given index */
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const FTeamInformation& GetTeamMetaData(INT TeamIndex) const
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{
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check(Reader);
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return Reader->GetTeamMetaData(TeamIndex);
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}
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/** Returns the metadata associated with the given index */
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const FPlayerInformation& GetPlayerMetaData(INT PlayerIndex) const
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{
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check(Reader);
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return Reader->GetPlayerMetaData(PlayerIndex);
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}
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/** Returns the metadata associated with the given index */
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const FPawnClassEventData& GetPawnMetaData(INT PawnClassIndex) const
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{
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check(Reader);
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return Reader->GetPawnMetaData(PawnClassIndex);
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}
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/** Returns the metadata associated with the given index */
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const FWeaponClassEventData& GetWeaponMetaData(INT WeaponClassIndex) const
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{
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check(Reader);
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return Reader->GetWeaponMetaData(WeaponClassIndex);
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}
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/** Returns the metadata associated with the given index */
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const FDamageClassEventData& GetDamageMetaData(INT DamageClassIndex) const
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{
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check(Reader);
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return Reader->GetDamageMetaData(DamageClassIndex);
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}
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/** Returns the metadata associated with the given index */
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const FProjectileClassEventData& GetProjectileMetaData(INT ProjectileClassIndex) const
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{
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check(Reader);
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return Reader->GetProjectileMetaData(ProjectileClassIndex);
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}
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/**
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* Returns the metadata associated with the given index
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* @param ActorIndex the index of the actor being looked up
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* @return the name of the actor at that index
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*/
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const FString& GetActorMetaData(INT ActorIndex) const
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{
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check(Reader);
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return Reader->GetActorMetaData(ActorIndex);
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}
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/**
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* Returns the metadata associated with the given index
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* @param SoundIndex the index of the soundcue being looked up
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* @return the name of the actor at that index
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*/
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const FString& GetSoundMetaData(INT SoundIndex) const
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{
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check(Reader);
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return Reader->GetSoundMetaData(SoundIndex);
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}
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/** Returns whether or not this processor handles this event */
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inline UBOOL IsEventFiltered(int EventID) const
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{
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return (EventIDFilter.FindItemIndex(EventID) != INDEX_NONE);
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}
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}
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/** Array of event types that will be ignored */
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var config array<int> EventIDFilter;
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/** Array of groups to filter, expands out into EventIDFilter above */
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var config array<GameStatGroup> GroupFilter;
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/** Reference to the reader for access to metadata, etc */
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var transient private{protected} GameplayEventsReader Reader;
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/** Set the reader on this handler */
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function SetReader(GameplayEventsReader NewReader)
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{
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Reader = NewReader;
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}
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/** A chance to do something before the stream starts */
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native event PreProcessStream();
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/** A chance to do something after the stream ends */
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event PostProcessStream();
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/** Iterate over all events, checking to see if they should be filtered out by their group */
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event ResolveGroupFilters()
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{
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local int EventIdx, FilterIdx;
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for (EventIdx=0; EventIdx<Reader.SupportedEvents.length; EventIdx++)
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{
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// Are we filtering this stats group at all?
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FilterIdx = GroupFilter.Find('Group', Reader.SupportedEvents[EventIdx].StatGroup.Group);
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if (FilterIdx != INDEX_NONE)
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{
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// Stats filter above the indicated level
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if (Reader.SupportedEvents[EventIdx].StatGroup.Level > GroupFilter[FilterIdx].Level)
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{
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AddFilter(Reader.SupportedEvents[EventIdx].EventID);
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}
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}
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}
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}
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/** Add an event id to ignore while processing */
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function AddFilter(int EventID)
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{
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if (EventIDFilter.Find(EventID) == INDEX_NONE)
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{
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EventIDFilter.AddItem(EventID);
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}
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}
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/** Remove an event id to ignore while processing */
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function RemoveFilter(int EventID)
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{
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EventIDFilter.RemoveItem(EventID);
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}
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