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