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KF2-Dev-Scripts/GameFramework/Classes/GameCheatManager.uc

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2020-12-13 15:01:13 +00:00
//=============================================================================
// GameCheatManager
// Object within gameplayercontroller that manages "cheat" commands
// only spawned in single player mode
// Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
//=============================================================================
class GameCheatManager extends CheatManager within GamePlayerController
config(Game)
native;
/** Debug camera - used to have independent camera without stopping gameplay */
var DebugCameraController DebugCameraControllerRef;
var class<DebugCameraController> DebugCameraControllerClass;
var config string DebugCameraControllerClassName;
function PatchDebugCameraController()
{
local class<DebugCameraController> TempCameraControllerClass;
if (DebugCameraControllerClassName != "")
{
TempCameraControllerClass = class<DebugCameraController>(DynamicLoadObject(DebugCameraControllerClassName, class'Class'));
if (TempCameraControllerClass != None)
{
DebugCameraControllerClass = TempCameraControllerClass;
}
}
}
/**
* Toggle between debug camera/player camera without locking gameplay and with locking
* local player controller input.
*/
exec function ToggleDebugCamera(optional bool bDrawDebugText = true)
{
local PlayerController PC;
local DebugCameraController DCC;
foreach WorldInfo.AllControllers(class'PlayerController', PC)
{
if ( PC.bIsPlayer && PC.IsLocalPlayerController() )
{
DCC = DebugCameraController(PC);
if( DCC!=none && DCC.OriginalControllerRef==none )
{
//dcc are disabled, so we are looking for normal player controller
continue;
}
break;
}
}
if( DCC!=none && DCC.OriginalControllerRef!=none )
{
DCC.DisableDebugCamera();
DCC.Destroy();
DCC = None;
}
else if( PC!=none )
{
EnableDebugCamera(bDrawDebugText);
}
}
/**
* Teleport the player's pawn to the location of the debug camera (and, by default, toggle the debug camera off).
* If not in the "Debug Camera" mode, print an error message and give up.
*/
exec function TeleportPawnToCamera(optional bool bToggleDebugCameraOff = true)
{
local PlayerController PC;
local DebugCameraController DCC;
local vector ViewLocation;
local rotator ViewRotation;
foreach WorldInfo.AllControllers(class'PlayerController', PC)
{
if ( PC.bIsPlayer && PC.IsLocalPlayerController() )
{
DCC = DebugCameraController(PC);
if( DCC!=none && DCC.OriginalControllerRef==none )
{
//dcc are disabled, so we are looking for normal player controller
continue;
}
break;
}
}
if ((DCC != none) && (DCC.OriginalControllerRef!=none))
{
if (DCC.OriginalControllerRef.Pawn != None)
{
GetPlayerViewPoint(ViewLocation, ViewRotation);
DCC.OriginalControllerRef.Pawn.SetLocation(ViewLocation);
DCC.OriginalControllerRef.Pawn.SetRotation(ViewRotation);
}
if (bToggleDebugCameraOff)
ToggleDebugCamera();
}
else
{
ClientMessage("TeleportPawnToCamera should be used in conjunction with the ToggleDebugCamera command. Failed.");
}
}
/**
* Switch controller to debug camera without locking gameplay and with locking
* local player controller input
*/
function EnableDebugCamera(bool bEnableDebugText)
{
local Player P;
local vector eyeLoc;
local rotator eyeRot;
local float CameraFOVAngle;
P = Player;
if( P!= none && Pawn != none && IsLocalPlayerController() )
{
PatchDebugCameraController();
if( DebugCameraControllerRef!=None )
{
DebugCameraControllerRef.Destroy();
}
CameraFOVAngle = GetFOVAngle();
DebugCameraControllerRef = Spawn(DebugCameraControllerClass);
DebugCameraControllerRef.PlayerInput = none;
DebugCameraControllerRef.OriginalPlayer = P;
DebugCameraControllerRef.OriginalControllerRef = outer;
GetPlayerViewPoint(eyeLoc,eyeRot);
DebugCameraControllerRef.SetLocation(eyeLoc);
DebugCameraControllerRef.SetRotation(eyeRot);
DebugCameraControllerRef.bDrawDebugText=bEnableDebugText;
P.SwitchController( DebugCameraControllerRef );
DebugCameraControllerRef.OnActivate( outer );
// Make sure the camera gets created and set it up.
DebugCameraControllerRef.GetPlayerViewPoint(eyeLoc,eyeRot);
if ( DebugCameraControllerRef.PlayerCamera != None )
{
DebugCameraControllerRef.PlayerCamera.SetFOV( CameraFOVAngle );
DebugCameraControllerRef.PlayerCamera.UpdateCamera(0.0);
}
else
{
DebugCameraControllerRef.FOVAngle = CameraFOVAngle;
}
}
}
/**
* Simple function to illustrate the use of the HttpRequest system.
*/
exec function TestHttp(string Verb, string Payload, string URL, optional bool bSendParallelRequest)
{
local HttpRequestInterface R;
// create the request instance using the factory (which handles
// determining the proper type to create based on config).
R = class'HttpFactory'.static.CreateRequest();
// always set a delegate instance to handle the response.
R.OnProcessRequestComplete = OnRequestComplete;
`log("Created request");
// you can make many requests from one request object.
R.SetURL(URL);
// Default verb is GET
if (Len(Verb) > 0)
{
R.SetVerb(Verb);
}
else
{
`log("No Verb given, using the defaults.");
}
// Default Payload is empty
if (Len(Payload) > 0)
{
R.SetContentAsString(Payload);
}
else
{
`log("No payload given.");
}
`log("Creating request for URL:"@URL);
// there is currently no way to distinguish keys that are empty from keys that aren't there.
`log("Key1 ="@R.GetURLParameter("Key1"));
`log("Key2 ="@R.GetURLParameter("Key2"));
`log("Key3NoValue ="@R.GetURLParameter("Key3NoValue"));
`log("NonexistentKey ="@R.GetURLParameter("NonexistentKey"));
// A header will not necessarily be present if you don't set one. Platform implementations
// may add things like Content-Length when you send the request, but won't necessarily
// be available in the Header.
`log("NonExistentHeader ="@R.GetHeader("NonExistentHeader"));
`log("CustomHeaderName ="@R.GetHeader("CustomHeaderName"));
`log("ContentType ="@R.GetContentType());
`log("ContentLength ="@R.GetContentLength());
`log("URL ="@R.GetURL());
`log("Verb ="@R.GetVerb());
// multiple ProcessRequest calls can be made from the same instance if desired.
if (!R.ProcessRequest())
{
`log("ProcessRequest failed. Unsuppress DevHttpRequest to see more details.");
}
else
{
`log("Request sent");
}
// send off a parallel request for testing.
if (bSendParallelRequest)
{
if (!class'HttpFactory'.static.CreateRequest()
.SetURL("http://www.epicgames.com")
.SetVerb("GET")
.SetHeader("Test", "Value")
.SetProcessRequestCompleteDelegate(OnRequestComplete)
.ProcessRequest())
{
`log("ProcessRequest for parallel request failed. Unsuppress DevHttpRequest to see more details.");
}
else
{
`log("Parallel Request sent");
}
}
}
/** Delegate to use for HttpResponses. */
function OnRequestComplete(HttpRequestInterface OriginalRequest, HttpResponseInterface Response, bool bDidSucceed)
{
local array<String> Headers;
local String Header;
local String Payload;
local int PayloadIndex;
`log("Got response!!!!!!! Succeeded="@bDidSucceed);
`log("URL="@OriginalRequest.GetURL());
// if we didn't succeed, we can't really trust the payload, so you should always really check this.
if (Response != None)
{
`log("ResponseURL="@Response.GetURL());
`log("Response Code="@Response.GetResponseCode());
Headers = Response.GetHeaders();
foreach Headers(Header)
{
`log("Header:"@Header);
}
// GetContentAsString will make a copy of the payload to add the NULL terminator,
// then copy it again to convert it to TCHAR, so this could be fairly inefficient.
// This call also assumes the payload is UTF8 right now, as truly determining the encoding
// is content-type dependent.
// You also can't trust the content-length as you don't always get one. You should instead
// always trust the length of the content payload you receive.
Payload = Response.GetContentAsString();
if (Len(Payload) > 1024)
{
PayloadIndex = 0;
`log("Payload:");
while (PayloadIndex < Len(Payload))
{
`log(" "@Mid(Payload, PayloadIndex, 1024));
PayloadIndex = PayloadIndex + 1024;
}
}
else
{
`log("Payload:"@Payload);
}
}
}
defaultproperties
{
}