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