add server actors support

This commit is contained in:
GenZmeY 2023-03-02 03:01:14 +03:00
parent f6e1a27d95
commit 4367cd2b15
3 changed files with 182 additions and 8 deletions

View File

@ -0,0 +1,11 @@
class KFGI_Access extends Object within KFGameInfo;
public function bool IsRankedGame()
{
return !IsUnrankedGame();
}
defaultproperties
{
}

View File

@ -32,9 +32,13 @@ public function AddMutator(Mutator Mut)
if (CorrectLoadOrder() || Mut == Self) return;
if (Mut.Class == Class)
{
Mut.Destroy();
}
else
{
Super.AddMutator(Mut);
}
}
private function bool CorrectLoadOrder()
@ -53,7 +57,9 @@ private function ModifyLoad()
local String MutatorsRaw;
local String AccessControlRaw;
local Array<String> Mutators;
local int PrevServerActorsCount;
local int Index;
local GameEngine GameEngine;
`Log_Trace();
@ -66,6 +72,7 @@ private function ModifyLoad()
LoadURL = Repl(LoadURL, Subst(OptAC) $ AccessControlRaw, "");
SML.static.ClearMutators();
SML.static.ClearServerActors();
ParseStringIntoArray(MutatorsRaw, Mutators, ",", true);
Index = 0;
@ -81,6 +88,35 @@ private function ModifyLoad()
++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);

View File

@ -7,23 +7,69 @@ struct CMR
var String Replacement;
};
var private Array<Actor> ServerActors;
var private Array<Actor> ActiveMutators;
var private Array<Actor> ActiveServerActors;
var private Array<CMR> CustomMutReplacements;
var private config E_LogLevel LogLevel;
var private config Array<String> Mutators;
var private config Array<String> ServerActors;
public function PreBeginPlay()
{
`Log_Trace();
LogLevel = GetLogLevel();
LoadActors();
`Log_Trace();
Super.PreBeginPlay();
LoadMutators();
LoadServerActors();
}
private function LoadActors()
public function PostBeginPlay()
{
local KFGI_Access KFGIA;
`Log_Trace();
Super.PreBeginPlay();
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;
@ -55,11 +101,87 @@ private function LoadActors()
continue;
}
ServerActors.AddItem(ServerActor);
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;
ActorClass = class<Actor>(DynamicLoadObject(ServerActor, class'Class'));
if (ActorClass == None)
{
return false;
}
if (ClassIsChildOf(ActorClass, class'Mutator'))
{
return false;
}
default.ServerActors.AddItem(ServerActor);
return true;
}
public static function bool AddMutator(String MutString)
{
if (GetMutStringReplacement(MutString) != None)
@ -79,6 +201,11 @@ 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);
@ -111,7 +238,7 @@ public function PostLogin(PlayerController C)
if (C != None)
{
foreach ServerActors(A)
foreach ActiveMutators(A)
{
A.GetTargetLocation(C, false);
}
@ -130,7 +257,7 @@ public function OnClientConnectionClose(Player ClientConnection)
C = ClientConnection.Actor;
if (C != None)
{
foreach ServerActors(A)
foreach ActiveMutators(A)
{
A.GetTargetLocation(C, true);
}