update style

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GenZmeY 2023-05-14 04:41:54 +03:00
parent 64893b7484
commit 42c844fffd
11 changed files with 584 additions and 584 deletions

112
DEV.md
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@ -2,7 +2,7 @@
**SML compatible mutator development guide**
# Mutator template
## Mutator template
You can use this template to make the mutator compatible with SML.
Here I will use `Example` as mutator name. **Replace it with yours.**
@ -10,64 +10,64 @@ Here I will use `Example` as mutator name. **Replace it with yours.**
**ExampleMut.uc**
```unrealscript
class ExampleMut extends KFMutator;
var private Example Example;
public simulated function bool SafeDestroy()
{
return (bPendingDelete || bDeleteMe || Destroy());
return (bPendingDelete || bDeleteMe || Destroy());
}
public event PreBeginPlay()
{
Super.PreBeginPlay();
if (WorldInfo.NetMode == NM_Client) return;
foreach WorldInfo.DynamicActors(class'Example', Example)
{
break;
}
if (Example == None)
{
Example = WorldInfo.Spawn(class'Example');
}
if (Example == None)
{
`Log("Example: FATAL: Can't Spawn 'Example'");
SafeDestroy();
}
Super.PreBeginPlay();
if (WorldInfo.NetMode == NM_Client) return;
foreach WorldInfo.DynamicActors(class'Example', Example)
{
break;
}
if (Example == None)
{
Example = WorldInfo.Spawn(class'Example');
}
if (Example == None)
{
`Log("Example: FATAL: Can't Spawn 'Example'");
SafeDestroy();
}
}
public function AddMutator(Mutator Mut)
{
if (Mut == Self) return;
if (Mut.Class == Class)
ExampleMut(Mut).SafeDestroy();
else
Super.AddMutator(Mut);
if (Mut == Self) return;
if (Mut.Class == Class)
ExampleMut(Mut).SafeDestroy();
else
Super.AddMutator(Mut);
}
public function NotifyLogin(Controller C)
{
Example.NotifyLogin(C);
Super.NotifyLogin(C);
Example.NotifyLogin(C);
Super.NotifyLogin(C);
}
public function NotifyLogout(Controller C)
{
Example.NotifyLogout(C);
Super.NotifyLogout(C);
Example.NotifyLogout(C);
Super.NotifyLogout(C);
}
static function String GetLocalString(optional int Switch, optional PlayerReplicationInfo RelatedPRI_1, optional PlayerReplicationInfo RelatedPRI_2)
{
return String(class'Example');
return String(class'Example');
}
defaultproperties
@ -82,34 +82,34 @@ class Example extends Info;
public event PreBeginPlay()
{
Super.PreBeginPlay();
Super.PreBeginPlay();
// do some initialization here
// do some initialization here
}
public event PostBeginPlay()
{
Super.PostBeginPlay();
Super.PostBeginPlay();
// do some initialization here
// do some initialization here
}
public function NotifyLogin(Controller C)
{
// Do what you need here when the player log in
// Do what you need here when the player log in
}
public function NotifyLogout(Controller C)
{
// Do what you need here when the player log out
// Do what you need here when the player log out
}
public simulated function vector GetTargetLocation(optional actor RequestedBy, optional bool bRequestAlternateLoc)
{
local Controller C;
C = Controller(RequestedBy);
if (C != None) { bRequestAlternateLoc ? NotifyLogout(C) : NotifyLogin(C); }
return Super.GetTargetLocation(RequestedBy, bRequestAlternateLoc);
local Controller C;
C = Controller(RequestedBy);
if (C != None) { bRequestAlternateLoc ? NotifyLogout(C) : NotifyLogin(C); }
return Super.GetTargetLocation(RequestedBy, bRequestAlternateLoc);
}
defaultproperties
@ -120,21 +120,21 @@ defaultproperties
That's all. You can create new classes and add any code to `Example.uc` (yay!), but refrain from implementing anything else in `ExampleMut.uc` because it will not be used.
# Limitations
## Limitations
❌ Can't make ranked game mode this way;
❌ SML can only emulate [`NotifyLogin(...)`](https://github.com/GenZmeY/KF2-Dev-Scripts/blob/23d1ca3a9a2f62692741e77039f03fe0a913be1d/Engine/Classes/Mutator.uc#L147) and [`NotifyLogout(...)`](https://github.com/GenZmeY/KF2-Dev-Scripts/blob/23d1ca3a9a2f62692741e77039f03fe0a913be1d/Engine/Classes/Mutator.uc#L141), other functions of the [`Mutator`](https://github.com/GenZmeY/KF2-Dev-Scripts/blob/master/Engine/Classes/Mutator.uc) and [`KFMutator`](https://github.com/GenZmeY/KF2-Dev-Scripts/blob/master/KFGame/Classes/KFMutator.uc) classes are not supported - look for workarounds in this case.
# Tips
## Tips
## Alternative to the InitMutator(...) function
Even though the [`InitMutator(...)`](https://github.com/GenZmeY/KF2-Dev-Scripts/blob/23d1ca3a9a2f62692741e77039f03fe0a913be1d/KFGame/Classes/KFMutator.uc#L22) function is not supported, you can still parse the startup string if you need to:
Refer to [`WorldInfo.GetLocalURL()`](https://github.com/GenZmeY/KF2-Dev-Scripts/blob/23d1ca3a9a2f62692741e77039f03fe0a913be1d/Engine/Classes/WorldInfo.uc#L1315) and get the option from there. It's best to do this in `PreBeginPlay()` or `PostBeginPlay()` of your `Example.uc` (as well as other initializations).
## XP for custom Zeds / Weapons
### XP for custom Zeds / Weapons
While custom weapons and zeds won't make your server unranked, the [`ValidateForXP(...)`](https://github.com/GenZmeY/KF2-Dev-Scripts/blob/23d1ca3a9a2f62692741e77039f03fe0a913be1d/KFGame/Classes/KFGameInfo.uc#L2564) function will not allow you to gain experience if it detects a custom zed or custom damage type.
Therefore, if you want to gain experience - make sure that [`ValidateForXP(...)`](https://github.com/GenZmeY/KF2-Dev-Scripts/blob/23d1ca3a9a2f62692741e77039f03fe0a913be1d/KFGame/Classes/KFGameInfo.uc#L2564) does not receive custom zed classes or custom damage types.
For example you can change your custom weapon to use only default damage types or try changing the `DamageHistory` and/or `MonsterClass` before it gets into [`DistributeMoneyAndXP(...)`](https://github.com/GenZmeY/KF2-Dev-Scripts/blob/23d1ca3a9a2f62692741e77039f03fe0a913be1d/KFGame/Classes/KFGameInfo.uc#L2489).
## Replacing base classes to bypass restrictions
### Replacing base classes to bypass restrictions
In some cases, changing the base classes of the game can help. For example, we cannot make [TAWOD](https://steamcommunity.com/sharedfiles/filedetails/?id=2379769040) and SML compatible because the [PreventDeath(...)](https://github.com/GenZmeY/KF2-TAWOD/blob/master/TAWOD/Classes/TAWODMut.uc#L19) function is not supported. But this can be bypassed by replacing the player's Pawn base class with custom Pawn class:
```unrealscript
WorldInfo.Game.DefaultPawnClass = class'ExamplePawn_Human'; // Put this to `PostBeginPlay()` of your Example.uc
@ -146,13 +146,13 @@ class ExamplePawn_Human extends KFPawn_Human;
public function ThrowWeaponOnDeath()
{
local KFWeapon KFW;
if (InvManager == None) return;
foreach InvManager.InventoryActors(class'KFWeapon', KFW)
if (KFW.bDropOnDeath && KFW.CanThrow())
KFP.TossInventory(KFW);
local KFWeapon KFW;
if (InvManager == None) return;
foreach InvManager.InventoryActors(class'KFWeapon', KFW)
if (KFW.bDropOnDeath && KFW.CanThrow())
KFP.TossInventory(KFW);
}
```

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@ -1,19 +1,19 @@
# KF2-SafeMutLoader
Use non-whitelisted mutators and stay ranked.
# Disclaimer
## Disclaimer
**SML only uses KF2 and UnrealScript features, it doesn't change game executables or RAM or anything like that, so it's not a hack and it doesn't violate [Killing Floor 2 EULA](https://store.steampowered.com/eula/232090_eula_0).**
However, [AccessPlus](https://forums.tripwireinteractive.com/index.php?threads/utility-admin-access-plus-manager.118740) is also not a hack for the same reason, but it is constantly banned in the steam workshop. Why? I dont know.
**So use this at your own risk!**
# Usage (server only)
## Usage (server only)
1. Add SML to your server. There are two ways:
* **without workshop:** download `SML.u` from [releases](https://github.com/GenZmeY/KF2-SafeMutLoader/releases) and put it to `KFGame/BrewedPC`
* **with workshop:** Use the [instructions below](https://github.com/GenZmeY/KF2-SafeMutLoader#build--upload) to build the SML and upload it to your workshop, then subscribe your server to SML
2. Add `SML.Mut` **first** to your list of mutators, example:
```
```text
?Mutator=SML.Mut,UnofficialKFPatch.UKFPMutator,AAL.AALMut,DiscordMessage.DMMutator,YAS.YASMut,CTI.CTIMut,CVC.CVCMut,ZedSpawner.ZedSpawnerMut
```
(add/remove **compatible** mutators you need)
@ -24,7 +24,7 @@ However, [AccessPlus](https://forums.tripwireinteractive.com/index.php?threads/u
⚠️ SML is a server-side mutator, clients never download it. Therefore, no one will know about you using SML if you dont tell yourself (or if you share with the whole world the `BrewedPC` folder where you put the SML, lol).
⚠️ SML is incompatible with [AccessPlus](https://github.com/th3-z/kf2-acpp) and other mods based on it. If you need something from there, implement it as an SML compatible mutator using [developer guide](https://github.com/GenZmeY/KF2-SafeMutLoader/blob/master/DEV.md).
# Compatible mutators
## Compatible mutators
🟢 Any whitelisted mutators
🟢 [Admin Auto Login](https://steamcommunity.com/sharedfiles/filedetails/?id=2848836389)
🟢 [Controlled Vote Collector](https://steamcommunity.com/sharedfiles/filedetails/?id=2847465899)
@ -38,10 +38,10 @@ Since KF2 [v1133](https://wiki.killingfloor2.com/index.php?title=Update_1133_(Ki
🟡 [Zed Spawner](https://steamcommunity.com/sharedfiles/filedetails/?id=2811290931)
Since KF2 [v1133](https://wiki.killingfloor2.com/index.php?title=Update_1133_(Killing_Floor_2)) zed preload causes the server to unrank for some reason. Disable it in ZedSpawner settings (`bPreloadContentServer=False`) to stay ranked.
# Making SML-compatible mutators
## Making SML-compatible mutators
See [developer guide](https://github.com/GenZmeY/KF2-SafeMutLoader/blob/master/DEV.md)
# Build & Upload
## Build & Upload
**Note:** If you want to build/test/brew/publish a mutator without git-bash and/or scripts, follow [these instructions](https://tripwireinteractive.atlassian.net/wiki/spaces/KF2SW/pages/26247172/KF2+Code+Modding+How-to) instead of what is described here.
1. Install [Killing Floor 2](https://store.steampowered.com/app/232090/Killing_Floor_2/), Killing Floor 2 - SDK and [git for windows](https://git-scm.com/download/win);
2. open git-bash and go to any folder where you want to store sources:
@ -54,9 +54,9 @@ See [developer guide](https://github.com/GenZmeY/KF2-SafeMutLoader/blob/master/D
`./tools/builder -cbu`
6. Find `SafeMutLoader` in your workshop and change `Visibility` to `Unlisted` so your server can download it (don't use `Public` visibility)
# Contributing
## Contributing
If you make a mod compatible with SML I'll be happy to add it to the list of compatible mutators.
Contact me in any convenient way (for example, create an [issue](https://github.com/GenZmeY/KF2-SafeMutLoader/issues))
# License
[GNU GPLv3](LICENSE)
## License
[![license](https://www.gnu.org/graphics/gplv3-with-text-136x68.png)](LICENSE)

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@ -7,5 +7,5 @@ public function bool IsRankedGame()
defaultproperties
{
}

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@ -1,142 +1,142 @@
class Mut extends KFMutator;
const SML = class'SafeMutLoader';
const OptAC = "AccessControl";
const OptMut = "Mutator";
var private E_LogLevel LogLevel;
public function PreBeginPlay()
{
Super.PreBeginPlay();
LogLevel = SML.static.GetLogLevel();
`Log_Trace();
if (CorrectLoadOrder())
{
ModifyLoad();
}
else
{
`Log_Fatal(SML.static.GetName(Self) @ "must be loaded first.");
}
}
public function AddMutator(Mutator Mut)
{
`Log_Trace();
if (CorrectLoadOrder() || Mut == Self) return;
if (Mut.Class == Class)
{
Mut.Destroy();
}
else
{
Super.AddMutator(Mut);
}
}
private function bool CorrectLoadOrder()
{
`Log_Trace();
return (
WorldInfo.Game.BaseMutator == None ||
WorldInfo.Game.BaseMutator == Self);
}
private function ModifyLoad()
{
local String LoadURL;
local String LoadParams;
local String MutatorsRaw;
local String AccessControlRaw;
local Array<String> Mutators;
local int PrevServerActorsCount;
local int Index;
local GameEngine GameEngine;
`Log_Trace();
LoadURL = WorldInfo.GetLocalURL();
LoadParams = Mid(LoadURL, InStr(LoadURL, "?"));
MutatorsRaw = WorldInfo.Game.ParseOption(LoadParams, OptMut);
AccessControlRaw = WorldInfo.Game.ParseOption(LoadParams, OptAC);
LoadURL = Repl(LoadURL, Subst(OptMut) $ MutatorsRaw, "");
LoadURL = Repl(LoadURL, Subst(OptAC) $ AccessControlRaw, "");
SML.static.ClearMutators();
SML.static.ClearServerActors();
ParseStringIntoArray(MutatorsRaw, Mutators, ",", true);
Index = 0;
while (Index < Mutators.Length)
{
if (SML.static.AddMutator(Mutators[Index]) ||
Mutators[Index] ~= SML.static.GetName(Self))
{
Mutators.Remove(Index, 1);
}
else
{
++Index;
}
}
GameEngine = GameEngine(Class'Engine'.static.GetEngine());
if (GameEngine == None)
{
`Log_Error("GameEngine is None, skip loading server actors");
}
else
{
PrevServerActorsCount = GameEngine.ServerActors.Length;
Index = 0;
while (Index < GameEngine.ServerActors.Length)
{
if (SML.static.AddServerActor(GameEngine.ServerActors[Index]))
{
GameEngine.ServerActors.Remove(Index, 1);
}
else
{
++Index;
}
}
if (GameEngine.ServerActors.Length != PrevServerActorsCount)
{
GameEngine.SaveConfig();
}
}
SML.static.StaticSaveConfig();
JoinArray(Mutators, MutatorsRaw);
LoadURL $= (Subst(OptMut) $ MutatorsRaw);
if (SML.static.WantsToSpawn())
{
LoadURL $= (Subst(OptAC) $ SML.static.GetName());
}
`Log_Info("Loader modified, do server travel...");
WorldInfo.ServerTravel(LoadURL, true);
}
private static function String Subst(String Option)
{
return ("?" $ Option $ "=");
}
defaultproperties
{
class Mut extends KFMutator;
const SML = class'SafeMutLoader';
const OptAC = "AccessControl";
const OptMut = "Mutator";
var private E_LogLevel LogLevel;
public function PreBeginPlay()
{
Super.PreBeginPlay();
LogLevel = SML.static.GetLogLevel();
`Log_Trace();
if (CorrectLoadOrder())
{
ModifyLoad();
}
else
{
`Log_Fatal(SML.static.GetName(Self) @ "must be loaded first.");
}
}
public function AddMutator(Mutator Mut)
{
`Log_Trace();
if (CorrectLoadOrder() || Mut == Self) return;
if (Mut.Class == Class)
{
Mut.Destroy();
}
else
{
Super.AddMutator(Mut);
}
}
private function bool CorrectLoadOrder()
{
`Log_Trace();
return (
WorldInfo.Game.BaseMutator == None ||
WorldInfo.Game.BaseMutator == Self);
}
private function ModifyLoad()
{
local String LoadURL;
local String LoadParams;
local String MutatorsRaw;
local String AccessControlRaw;
local Array<String> Mutators;
local int PrevServerActorsCount;
local int Index;
local GameEngine GameEngine;
`Log_Trace();
LoadURL = WorldInfo.GetLocalURL();
LoadParams = Mid(LoadURL, InStr(LoadURL, "?"));
MutatorsRaw = WorldInfo.Game.ParseOption(LoadParams, OptMut);
AccessControlRaw = WorldInfo.Game.ParseOption(LoadParams, OptAC);
LoadURL = Repl(LoadURL, Subst(OptMut) $ MutatorsRaw, "");
LoadURL = Repl(LoadURL, Subst(OptAC) $ AccessControlRaw, "");
SML.static.ClearMutators();
SML.static.ClearServerActors();
ParseStringIntoArray(MutatorsRaw, Mutators, ",", true);
Index = 0;
while (Index < Mutators.Length)
{
if (SML.static.AddMutator(Mutators[Index]) ||
Mutators[Index] ~= SML.static.GetName(Self))
{
Mutators.Remove(Index, 1);
}
else
{
++Index;
}
}
GameEngine = GameEngine(Class'Engine'.static.GetEngine());
if (GameEngine == None)
{
`Log_Error("GameEngine is None, skip loading server actors");
}
else
{
PrevServerActorsCount = GameEngine.ServerActors.Length;
Index = 0;
while (Index < GameEngine.ServerActors.Length)
{
if (SML.static.AddServerActor(GameEngine.ServerActors[Index]))
{
GameEngine.ServerActors.Remove(Index, 1);
}
else
{
++Index;
}
}
if (GameEngine.ServerActors.Length != PrevServerActorsCount)
{
GameEngine.SaveConfig();
}
}
SML.static.StaticSaveConfig();
JoinArray(Mutators, MutatorsRaw);
LoadURL $= (Subst(OptMut) $ MutatorsRaw);
if (SML.static.WantsToSpawn())
{
LoadURL $= (Subst(OptAC) $ SML.static.GetName());
}
`Log_Info("Loader modified, do server travel...");
WorldInfo.ServerTravel(LoadURL, true);
}
private static function String Subst(String Option)
{
return ("?" $ Option $ "=");
}
defaultproperties
{
}

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@ -1,4 +1,4 @@
[Flags]
AllowDownload=False
ClientOptional=False
ServerSideOnly=True
[Flags]
AllowDownload=False
ClientOptional=False
ServerSideOnly=True

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@ -1,331 +1,331 @@
class SafeMutLoader extends KFAccessControl
config(SML);
struct CMR
{
var String Mutator;
var String Replacement;
};
var private Array<Actor> ActiveMutators;
var private Array<Actor> ActiveServerActors;
var private Array<CMR> CustomMutReplacements;
var private Array<String> SystemServerActors;
var private config E_LogLevel LogLevel;
var private config Array<String> Mutators;
var private config Array<String> ServerActors;
public function PreBeginPlay()
{
LogLevel = GetLogLevel();
`Log_Trace();
Super.PreBeginPlay();
LoadMutators();
LoadServerActors();
}
public function PostBeginPlay()
{
local KFGI_Access KFGIA;
`Log_Trace();
Super.PostBeginPlay();
RestoreServerActors();
KFGIA = GetKFGIA();
if (KFGIA == None)
{
`Log_Error("Can't check ranked status");
}
else if (KFGIA.IsRankedGame())
{
`Log_Info("Mutators and server actors successfully loaded! Your server is RANKED!");
}
else
{
`Log_Warn("Your server is UNRANKED! Check the mutators and server actors you are using. Maybe some of them are incompatible with SML");
}
}
private function KFGI_Access GetKFGIA()
{
local KFGameInfo KFGI;
if (WorldInfo == None || WorldInfo.Game == None)
{
return None;
}
KFGI = KFGameInfo(WorldInfo.Game);
if (KFGI == None)
{
return None;
}
return new(KFGI) class'KFGI_Access';
}
private function LoadMutators()
{
local String MutString;
local class<Mutator> MutClass;
local class<Actor> ActClass;
local Actor ServerActor;
`Log_Trace();
foreach Mutators(MutString)
{
MutClass = class<Mutator>(DynamicLoadObject(MutString, class'Class'));
if (MutClass == None)
{
`Log_Error("Can't load mutator:" @ MutString);
continue;
}
ActClass = GetMutReplacement(MutClass);
if (ActClass == None)
{
`Log_Warn("Incompatible:" @ MutString @ "(skip)");
continue;
}
ServerActor = WorldInfo.Spawn(ActClass);
if (ServerActor == None)
{
`Log_Error("Can't spawn:" @ MutString);
continue;
}
ActiveMutators.AddItem(ServerActor);
`Log_Info("Loaded:" @ MutString);
}
}
private function LoadServerActors()
{
local String ActorString;
local class<Actor> ActorClass;
local Actor ServerActor;
foreach ServerActors(ActorString)
{
ActorClass = class<Actor>(DynamicLoadObject(ActorString, class'Class'));
if (ActorClass == None)
{
`Log_Error("Can't load server actor:" @ ActorString);
continue;
}
ServerActor = WorldInfo.Spawn(ActorClass);
if (ServerActor == None)
{
`Log_Error("Can't spawn:" @ ActorString);
continue;
}
ActiveServerActors.AddItem(ServerActor);
`Log_Info("Loaded:" @ ActorString);
}
}
private function RestoreServerActors()
{
local GameEngine GameEngine;
local String ActorString;
local int PrevServerActorsCount;
GameEngine = GameEngine(Class'Engine'.static.GetEngine());
if (GameEngine == None)
{
`Log_Error("GameEngine is None! Can't restore ServerActors!");
return;
}
PrevServerActorsCount = GameEngine.ServerActors.Length;
foreach ServerActors(ActorString)
{
if (GameEngine.ServerActors.Find(ActorString) != INDEX_NONE)
{
GameEngine.ServerActors.AddItem(ActorString);
}
}
if (GameEngine.ServerActors.Length != PrevServerActorsCount)
{
GameEngine.SaveConfig();
}
}
public static function bool AddServerActor(String ServerActor)
{
local class<Actor> ActorClass;
if (default.SystemServerActors.Find(ServerActor) != INDEX_NONE)
{
return false;
}
ActorClass = class<Actor>(DynamicLoadObject(ServerActor, class'Class'));
if (ActorClass == None)
{
return false;
}
if (ClassIsChildOf(ActorClass, class'Mutator'))
{
return false;
}
if (default.ServerActors.Find(ServerActor) == INDEX_NONE)
{
default.ServerActors.AddItem(ServerActor);
}
return true;
}
public static function bool AddMutator(String MutString)
{
if (GetMutStringReplacement(MutString) != None)
{
if (default.Mutators.Find(MutString) == INDEX_NONE)
{
default.Mutators.AddItem(MutString);
}
return true;
}
return false;
}
public static function ClearMutators()
{
default.Mutators.Length = 0;
}
public static function ClearServerActors()
{
default.ServerActors.Length = 0;
}
public static function bool WantsToSpawn()
{
return (default.Mutators.Length > 0);
}
public static function String GetName(optional Object O)
{
if (O == None)
{
return (default.class.GetPackageName() $ "." $ String(default.class));
}
else
{
return (O.class.GetPackageName() $ "." $ String(O.class));
}
}
public static function String GetMutName(class<Mutator> CMut)
{
if (CMut == None) return "";
return CMut.GetPackageName() $ "." $ String(CMut);
}
public function PostLogin(PlayerController C)
{
local Actor A;
`Log_Trace();
if (C != None)
{
foreach ActiveMutators(A)
{
A.GetTargetLocation(C, false);
}
}
Super.PostLogin(C);
}
public function OnClientConnectionClose(Player ClientConnection)
{
local Controller C;
local Actor A;
`Log_Trace();
C = ClientConnection.Actor;
if (C != None)
{
foreach ActiveMutators(A)
{
A.GetTargetLocation(C, true);
}
}
Super.OnClientConnectionClose(ClientConnection);
}
public static function E_LogLevel GetLogLevel()
{
if (default.LogLevel == LL_WrongLevel)
{
default.LogLevel = LL_Info;
StaticSaveConfig();
}
return default.LogLevel;
}
private static function class<Actor> GetMutReplacement(class<Mutator> MutClass)
{
local int Index;
local String Replacement;
if (MutClass == None) return None;
Index = default.CustomMutReplacements.Find('Mutator', GetMutName(MutClass));
if (Index != INDEX_NONE)
{
Replacement = default.CustomMutReplacements[Index].Replacement;
}
else if (MutClass.static.GetLocalString() == "")
{
return None;
}
else
{
Replacement = MutClass.GetPackageName() $ "." $ MutClass.static.GetLocalString();
}
return class<Actor>(DynamicLoadObject(Replacement, class'Class'));
}
private static function class<Actor> GetMutStringReplacement(String MutString)
{
return GetMutReplacement(class<Mutator>(DynamicLoadObject(MutString, class'Class')));
}
defaultproperties
{
CustomMutReplacements.Add({(
Mutator="UnofficialKFPatch.UKFPMutator",
Replacement="UnofficialKFPatch.UKFPReplicationInfo"
)})
CustomMutReplacements.Add({(
Mutator="UnofficialKFPatch.UKFPMutatorNW",
Replacement="UnofficialKFPatch.UKFPReplicationInfo"
)})
SystemServerActors.Add("IpDrv.WebServer")
class SafeMutLoader extends KFAccessControl
config(SML);
struct CMR
{
var String Mutator;
var String Replacement;
};
var private Array<Actor> ActiveMutators;
var private Array<Actor> ActiveServerActors;
var private Array<CMR> CustomMutReplacements;
var private Array<String> SystemServerActors;
var private config E_LogLevel LogLevel;
var private config Array<String> Mutators;
var private config Array<String> ServerActors;
public function PreBeginPlay()
{
LogLevel = GetLogLevel();
`Log_Trace();
Super.PreBeginPlay();
LoadMutators();
LoadServerActors();
}
public function PostBeginPlay()
{
local KFGI_Access KFGIA;
`Log_Trace();
Super.PostBeginPlay();
RestoreServerActors();
KFGIA = GetKFGIA();
if (KFGIA == None)
{
`Log_Error("Can't check ranked status");
}
else if (KFGIA.IsRankedGame())
{
`Log_Info("Mutators and server actors successfully loaded! Your server is RANKED!");
}
else
{
`Log_Warn("Your server is UNRANKED! Check the mutators and server actors you are using. Maybe some of them are incompatible with SML");
}
}
private function KFGI_Access GetKFGIA()
{
local KFGameInfo KFGI;
if (WorldInfo == None || WorldInfo.Game == None)
{
return None;
}
KFGI = KFGameInfo(WorldInfo.Game);
if (KFGI == None)
{
return None;
}
return new(KFGI) class'KFGI_Access';
}
private function LoadMutators()
{
local String MutString;
local class<Mutator> MutClass;
local class<Actor> ActClass;
local Actor ServerActor;
`Log_Trace();
foreach Mutators(MutString)
{
MutClass = class<Mutator>(DynamicLoadObject(MutString, class'Class'));
if (MutClass == None)
{
`Log_Error("Can't load mutator:" @ MutString);
continue;
}
ActClass = GetMutReplacement(MutClass);
if (ActClass == None)
{
`Log_Warn("Incompatible:" @ MutString @ "(skip)");
continue;
}
ServerActor = WorldInfo.Spawn(ActClass);
if (ServerActor == None)
{
`Log_Error("Can't spawn:" @ MutString);
continue;
}
ActiveMutators.AddItem(ServerActor);
`Log_Info("Loaded:" @ MutString);
}
}
private function LoadServerActors()
{
local String ActorString;
local class<Actor> ActorClass;
local Actor ServerActor;
foreach ServerActors(ActorString)
{
ActorClass = class<Actor>(DynamicLoadObject(ActorString, class'Class'));
if (ActorClass == None)
{
`Log_Error("Can't load server actor:" @ ActorString);
continue;
}
ServerActor = WorldInfo.Spawn(ActorClass);
if (ServerActor == None)
{
`Log_Error("Can't spawn:" @ ActorString);
continue;
}
ActiveServerActors.AddItem(ServerActor);
`Log_Info("Loaded:" @ ActorString);
}
}
private function RestoreServerActors()
{
local GameEngine GameEngine;
local String ActorString;
local int PrevServerActorsCount;
GameEngine = GameEngine(Class'Engine'.static.GetEngine());
if (GameEngine == None)
{
`Log_Error("GameEngine is None! Can't restore ServerActors!");
return;
}
PrevServerActorsCount = GameEngine.ServerActors.Length;
foreach ServerActors(ActorString)
{
if (GameEngine.ServerActors.Find(ActorString) != INDEX_NONE)
{
GameEngine.ServerActors.AddItem(ActorString);
}
}
if (GameEngine.ServerActors.Length != PrevServerActorsCount)
{
GameEngine.SaveConfig();
}
}
public static function bool AddServerActor(String ServerActor)
{
local class<Actor> ActorClass;
if (default.SystemServerActors.Find(ServerActor) != INDEX_NONE)
{
return false;
}
ActorClass = class<Actor>(DynamicLoadObject(ServerActor, class'Class'));
if (ActorClass == None)
{
return false;
}
if (ClassIsChildOf(ActorClass, class'Mutator'))
{
return false;
}
if (default.ServerActors.Find(ServerActor) == INDEX_NONE)
{
default.ServerActors.AddItem(ServerActor);
}
return true;
}
public static function bool AddMutator(String MutString)
{
if (GetMutStringReplacement(MutString) != None)
{
if (default.Mutators.Find(MutString) == INDEX_NONE)
{
default.Mutators.AddItem(MutString);
}
return true;
}
return false;
}
public static function ClearMutators()
{
default.Mutators.Length = 0;
}
public static function ClearServerActors()
{
default.ServerActors.Length = 0;
}
public static function bool WantsToSpawn()
{
return (default.Mutators.Length > 0);
}
public static function String GetName(optional Object O)
{
if (O == None)
{
return (default.class.GetPackageName() $ "." $ String(default.class));
}
else
{
return (O.class.GetPackageName() $ "." $ String(O.class));
}
}
public static function String GetMutName(class<Mutator> CMut)
{
if (CMut == None) return "";
return CMut.GetPackageName() $ "." $ String(CMut);
}
public function PostLogin(PlayerController C)
{
local Actor A;
`Log_Trace();
if (C != None)
{
foreach ActiveMutators(A)
{
A.GetTargetLocation(C, false);
}
}
Super.PostLogin(C);
}
public function OnClientConnectionClose(Player ClientConnection)
{
local Controller C;
local Actor A;
`Log_Trace();
C = ClientConnection.Actor;
if (C != None)
{
foreach ActiveMutators(A)
{
A.GetTargetLocation(C, true);
}
}
Super.OnClientConnectionClose(ClientConnection);
}
public static function E_LogLevel GetLogLevel()
{
if (default.LogLevel == LL_WrongLevel)
{
default.LogLevel = LL_Info;
StaticSaveConfig();
}
return default.LogLevel;
}
private static function class<Actor> GetMutReplacement(class<Mutator> MutClass)
{
local int Index;
local String Replacement;
if (MutClass == None) return None;
Index = default.CustomMutReplacements.Find('Mutator', GetMutName(MutClass));
if (Index != INDEX_NONE)
{
Replacement = default.CustomMutReplacements[Index].Replacement;
}
else if (MutClass.static.GetLocalString() == "")
{
return None;
}
else
{
Replacement = MutClass.GetPackageName() $ "." $ MutClass.static.GetLocalString();
}
return class<Actor>(DynamicLoadObject(Replacement, class'Class'));
}
private static function class<Actor> GetMutStringReplacement(String MutString)
{
return GetMutReplacement(class<Mutator>(DynamicLoadObject(MutString, class'Class')));
}
defaultproperties
{
CustomMutReplacements.Add({(
Mutator="UnofficialKFPatch.UKFPMutator",
Replacement="UnofficialKFPatch.UKFPReplicationInfo"
)})
CustomMutReplacements.Add({(
Mutator="UnofficialKFPatch.UKFPMutatorNW",
Replacement="UnofficialKFPatch.UKFPReplicationInfo"
)})
SystemServerActors.Add("IpDrv.WebServer")
}

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@ -1,20 +1,20 @@
class _Logger extends Object
abstract;
enum E_LogLevel
{
LL_WrongLevel,
LL_None,
LL_Fatal,
LL_Error,
LL_Warning,
LL_Info,
LL_Debug,
LL_Trace,
LL_All
};
defaultproperties
{
}
class _Logger extends Object
abstract;
enum E_LogLevel
{
LL_WrongLevel,
LL_None,
LL_Fatal,
LL_Error,
LL_Warning,
LL_Info,
LL_Debug,
LL_Trace,
LL_All
};
defaultproperties
{
}

View File

@ -1,2 +1,2 @@
// Constants
`define NO_CONFIG 0
// Constants
`define NO_CONFIG 0

View File

@ -1,3 +1,3 @@
// Imports
`include(Logger.uci)
`include(Constants.uci)
// Imports
`include(Logger.uci)
`include(Constants.uci)

View File

@ -1,15 +1,15 @@
// Logger
`define Log_Tag 'SML'
`define LocationStatic "`{ClassName}::" $ GetFuncName()
`define Log_Base(msg, cond) `log(`msg `if(`cond), `cond`{endif}, `Log_Tag)
`define Log_Fatal(msg) `log("FATAL:" @ `msg, (LogLevel >= LL_Fatal), `Log_Tag)
`define Log_Error(msg) `log("ERROR:" @ `msg, (LogLevel >= LL_Error), `Log_Tag)
`define Log_Warn(msg) `log("WARN:" @ `msg, (LogLevel >= LL_Warning), `Log_Tag)
`define Log_Info(msg) `log("INFO:" @ `msg, (LogLevel >= LL_Info), `Log_Tag)
`define Log_Debug(msg) `log("DEBUG:" @ `msg, (LogLevel >= LL_Debug), `Log_Tag)
`define Log_Trace(msg) `log("TRACE:" @ `Location `if(`msg) @ `msg`{endif}, (LogLevel >= LL_Trace), `Log_Tag)
`define Log_TraceStatic(msg) `log("TRACE:" @ `LocationStatic `if(`msg) @ `msg`{endif}, (LogLevel >= LL_Trace), `Log_Tag)
// Logger
`define Log_Tag 'SML'
`define LocationStatic "`{ClassName}::" $ GetFuncName()
`define Log_Base(msg, cond) `log(`msg `if(`cond), `cond`{endif}, `Log_Tag)
`define Log_Fatal(msg) `log("FATAL:" @ `msg, (LogLevel >= LL_Fatal), `Log_Tag)
`define Log_Error(msg) `log("ERROR:" @ `msg, (LogLevel >= LL_Error), `Log_Tag)
`define Log_Warn(msg) `log("WARN:" @ `msg, (LogLevel >= LL_Warning), `Log_Tag)
`define Log_Info(msg) `log("INFO:" @ `msg, (LogLevel >= LL_Info), `Log_Tag)
`define Log_Debug(msg) `log("DEBUG:" @ `msg, (LogLevel >= LL_Debug), `Log_Tag)
`define Log_Trace(msg) `log("TRACE:" @ `Location `if(`msg) @ `msg`{endif}, (LogLevel >= LL_Trace), `Log_Tag)
`define Log_TraceStatic(msg) `log("TRACE:" @ `LocationStatic `if(`msg) @ `msg`{endif}, (LogLevel >= LL_Trace), `Log_Tag)

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@ -7,7 +7,7 @@ StripSource="True"
# Mutators to be compiled
# Specify them with a space as a separator,
# Mutators will be compiled in the specified order
# Mutators will be compiled in the specified order
PackageBuildOrder="SML"
@ -16,7 +16,7 @@ PackageBuildOrder="SML"
# Packages you want to brew using @peelz's patched KFEditor.
# Useful for cases where regular brew doesn't put *.upk inside the package.
# Specify them with a space as a separator,
# The order doesn't matter
# The order doesn't matter
PackagePeelzBrew=""
@ -24,7 +24,7 @@ PackagePeelzBrew=""
# Mutators that will be uploaded to the workshop
# Specify them with a space as a separator,
# The order doesn't matter
# The order doesn't matter
PackageUpload="SML"