26 Commits

Author SHA1 Message Date
d3827c9e5a add a delay before checking ranked status 2023-09-11 03:32:30 +03:00
330322dfa0 add UKFP compatibility (again) 2023-09-10 04:24:12 +03:00
256f3df4e8 Merge pull request #6 from GenZmeY/group-names
add mutator group name
2023-06-29 00:56:20 +03:00
2a3a56043e Merge pull request #7 from GenZmeY/readme-startwave
add StartWave to compatible list
2023-06-29 00:56:02 +03:00
d976e94696 add GC before server travel 2023-06-28 01:06:21 +03:00
2f035c60bd add StartWave to compatible list 2023-05-21 01:55:24 +03:00
cb8140f705 add mutator group name 2023-05-14 05:12:21 +03:00
2293ce47e8 add badges 2023-05-14 05:09:44 +03:00
83ef34bf34 Merge pull request #4 from GenZmeY/MegaLinter
Mega linter
2023-05-14 04:52:20 +03:00
cfa8257071 update .editorconfig 2023-05-14 04:46:11 +03:00
42c844fffd update style 2023-05-14 04:41:54 +03:00
64893b7484 add MegaLinter 2023-05-14 04:32:45 +03:00
0a5e62e3e7 add .editorconfig 2023-05-14 04:32:25 +03:00
98194b3917 update build tools 2023-05-14 04:20:07 +03:00
7a6fca9462 fix SafeMutLoader::PostBeginPlay() initialization
- this fixes the players list in steam server browser -> server details.
2023-03-30 01:38:00 +03:00
e2ea9d5f2a Merge branch 'serveractors' 2023-03-02 05:18:04 +03:00
6e048463f6 dont add server actor twice 2023-03-02 05:07:19 +03:00
62f3421cb1 fix webadmin 2023-03-02 03:33:50 +03:00
68de02c9c8 Update README.md
Update information about Unofficial Killing Floor 2 Patch (now fully compatible)
2023-03-02 03:18:47 +03:00
4367cd2b15 add server actors support 2023-03-02 03:01:14 +03:00
f6e1a27d95 Update description.txt 2022-11-27 20:23:02 +03:00
9236bd8387 Update README.md 2022-11-27 20:22:18 +03:00
a9be5a77d6 Update DEV.md 2022-11-27 20:20:48 +03:00
3f6c3552d1 Update DEV.md 2022-11-26 21:22:51 +03:00
e92a146660 Update README.md 2022-11-26 19:26:16 +03:00
22d4c40c53 update unnoficial patch info 2022-11-26 18:34:41 +03:00
15 changed files with 729 additions and 412 deletions

33
.editorconfig Normal file
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@ -0,0 +1,33 @@
root = true
# Global
[*]
indent_style = unset
indent_size = 4
tab_width = 4
end_of_line = lf
charset = utf-8
trim_trailing_whitespace = true
insert_final_newline = unset
# Unreal Engine 3 / Source
[*.uc]
indent_style = tab
[*.{uci,upkg}]
# Unreal Engine 3 / i18n
[*.{chn,cht,cze,dan,deu,dut,esl,esn,fra,frc,hun,int,ita,jpn,kor,pol,por,ptb,rus,tur,ukr}]
charset = utf-16le
# Other
[*.md]
indent_style = space
trim_trailing_whitespace = false
[*.yml]
indent_style = space
indent_size = 2
[*.{txt,cfg,conf}]
indent_style = tab

72
.github/workflows/mega-linter.yml vendored Normal file
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@ -0,0 +1,72 @@
---
name: MegaLinter
permissions: read-all
on:
push:
pull_request:
branches: [master]
env:
APPLY_FIXES: none
APPLY_FIXES_EVENT: pull_request
APPLY_FIXES_MODE: commit
DISABLE: SPELL
concurrency:
group: ${{ github.ref }}-${{ github.workflow }}
cancel-in-progress: true
jobs:
build:
name: MegaLinter
runs-on: ubuntu-latest
steps:
- name: Checkout Code
uses: actions/checkout@v3
with:
token: ${{ secrets.PAT || secrets.GITHUB_TOKEN }}
- name: MegaLinter
id: ml
uses: oxsecurity/megalinter@v6
env:
VALIDATE_ALL_CODEBASE: true
GITHUB_TOKEN: ${{ secrets.GITHUB_TOKEN }}
- name: Archive production artifacts
if: ${{ success() }} || ${{ failure() }}
uses: actions/upload-artifact@v3
with:
name: MegaLinter reports
path: |
megalinter-reports
mega-linter.log
- name: Create Pull Request with applied fixes
id: cpr
if: steps.ml.outputs.has_updated_sources == 1 && (env.APPLY_FIXES_EVENT == 'all' || env.APPLY_FIXES_EVENT == github.event_name) && env.APPLY_FIXES_MODE == 'pull_request' && (github.event_name == 'push' || github.event.pull_request.head.repo.full_name == github.repository)
uses: peter-evans/create-pull-request@v5
with:
token: ${{ secrets.PAT || secrets.GITHUB_TOKEN }}
commit-message: "[MegaLinter] Apply linters automatic fixes"
title: "[MegaLinter] Apply linters automatic fixes"
labels: bot
- name: Create PR output
if: steps.ml.outputs.has_updated_sources == 1 && (env.APPLY_FIXES_EVENT == 'all' || env.APPLY_FIXES_EVENT == github.event_name) && env.APPLY_FIXES_MODE == 'pull_request' && (github.event_name == 'push' || github.event.pull_request.head.repo.full_name == github.repository)
run: |
echo "Pull Request Number - ${{ steps.cpr.outputs.pull-request-number }}"
echo "Pull Request URL - ${{ steps.cpr.outputs.pull-request-url }}"
- name: Prepare commit
if: steps.ml.outputs.has_updated_sources == 1 && (env.APPLY_FIXES_EVENT == 'all' || env.APPLY_FIXES_EVENT == github.event_name) && env.APPLY_FIXES_MODE == 'commit' && github.ref != 'refs/heads/main' && (github.event_name == 'push' || github.event.pull_request.head.repo.full_name == github.repository)
run: sudo chown -Rc $UID .git/
- name: Commit and push applied linter fixes
if: steps.ml.outputs.has_updated_sources == 1 && (env.APPLY_FIXES_EVENT == 'all' || env.APPLY_FIXES_EVENT == github.event_name) && env.APPLY_FIXES_MODE == 'commit' && github.ref != 'refs/heads/main' && (github.event_name == 'push' || github.event.pull_request.head.repo.full_name == github.repository)
uses: stefanzweifel/git-auto-commit-action@v4
with:
branch: ${{ github.event.pull_request.head.ref || github.head_ref || github.ref }}
commit_message: "[MegaLinter] Apply linters fixes"
commit_user_name: megalinter-bot
commit_user_email: nicolas.vuillamy@ox.security

94
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.**
@ -15,59 +15,59 @@ var private Example Example;
public simulated function bool SafeDestroy()
{
return (bPendingDelete || bDeleteMe || Destroy());
return (bPendingDelete || bDeleteMe || Destroy());
}
public event PreBeginPlay()
{
Super.PreBeginPlay();
Super.PreBeginPlay();
if (WorldInfo.NetMode == NM_Client) return;
if (WorldInfo.NetMode == NM_Client) return;
foreach WorldInfo.DynamicActors(class'Example', Example)
{
break;
}
foreach WorldInfo.DynamicActors(class'Example', Example)
{
break;
}
if (Example == None)
{
Example = WorldInfo.Spawn(class'Example');
}
if (Example == None)
{
Example = WorldInfo.Spawn(class'Example');
}
if (Example == None)
{
`Log("Example: FATAL: Can't Spawn 'Example'");
SafeDestroy();
}
if (Example == None)
{
`Log("Example: FATAL: Can't Spawn 'Example'");
SafeDestroy();
}
}
public function AddMutator(Mutator Mut)
{
if (Mut == Self) return;
if (Mut == Self) return;
if (Mut.Class == Class)
Mut.Destroy();
else
Super.AddMutator(Mut);
if (Mut.Class == Class)
ExampleMut(Mut).SafeDestroy();
else
Super.AddMutator(Mut);
}
public function NotifyLogin(Controller C)
{
Example.NotifyLogin(C);
Example.NotifyLogin(C);
Super.NotifyLogin(C);
Super.NotifyLogin(C);
}
public function NotifyLogout(Controller C)
{
Example.NotifyLogout(C);
Example.NotifyLogout(C);
Super.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.Game.ServerOptions`](https://github.com/GenZmeY/KF2-Dev-Scripts/blob/23d1ca3a9a2f62692741e77039f03fe0a913be1d/Engine/Classes/GameInfo.uc#L209) or [`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).
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;
local KFWeapon KFW;
if (InvManager == None) return;
if (InvManager == None) return;
foreach InvManager.InventoryActors(class'KFWeapon', KFW)
if (KFW.bDropOnDeath && KFW.CanThrow())
KFP.TossInventory(KFW);
foreach InvManager.InventoryActors(class'KFWeapon', KFW)
if (KFW.bDropOnDeath && KFW.CanThrow())
KFP.TossInventory(KFW);
}
```

View File

@ -26,7 +26,11 @@
[*]Since [url=https://wiki.killingfloor2.com/index.php?title=Update_1133_(Killing_Floor_2)]KF2 v1133[/url] the content preload causes the server to unrank for some reason. Disable it in CTI settings ([b]bPreloadContent=False[/b]) to stay ranked.
[/list]
🟢 [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2891475864]Discord Link [Edited][/url]
🟢 [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2875147606]Unofficial Killing Floor 2 Patch[/url]
🟢 [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2864857909]Looted Trader Inventory[/url]
🟡 [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2875147606]Unofficial Killing Floor 2 Patch[/url]
[list]
[*]Settings are not available (config and start parameters are ignored), patch will work with default settings
[/list]
🟢 [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2521826524]Yet Another Scoreboard[/url]
🟡 [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2811290931]Zed Spawner[/url]
[list]

View File

@ -1,19 +1,26 @@
# KF2-SafeMutLoader
[![Downloads](https://img.shields.io/github/downloads/GenZmeY/KF2-SafeMutLoader/total)](https://github.com/GenZmeY/KF2-SafeMutLoader/releases)
[![MegaLinter](https://github.com/GenZmeY/KF2-SafeMutLoader/actions/workflows/mega-linter.yml/badge.svg?branch=master)](https://github.com/GenZmeY/KF2-SafeMutLoader/actions/workflows/mega-linter.yml)
[![GitHub tag (latest by date)](https://img.shields.io/github/v/tag/GenZmeY/KF2-SafeMutLoader)](https://github.com/GenZmeY/KF2-SafeMutLoader/releases)
[![GitHub](https://img.shields.io/github/license/GenZmeY/KF2-SafeMutLoader)](LICENSE)
## Description
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 to build the SML and upload it to your workshop, then subscribe your server to SML
* **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 +31,7 @@ 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)
@ -32,15 +39,18 @@ However, [AccessPlus](https://forums.tripwireinteractive.com/index.php?threads/u
Purchasing a DLC weapon will unrank the server if currently there is no player with the purchased DLC. This can be bypassed by replacing all DLC weapons with their clones.
Since KF2 [v1133](https://wiki.killingfloor2.com/index.php?title=Update_1133_(Killing_Floor_2)) the content preload causes the server to unrank for some reason. Disable it in CTI settings (`bPreloadContent=False`) to stay ranked.
🟢 [Discord Link [Edited]](https://steamcommunity.com/sharedfiles/filedetails/?id=2891475864)
🟢 [Looted Trader Inventory](https://steamcommunity.com/sharedfiles/filedetails/?id=2864857909)
🟡 [StartWave](https://github.com/GenZmeY/KF2-StartWave)
`mutate startwave X` command not working.
🟢 [Unofficial Killing Floor 2 Patch](https://steamcommunity.com/sharedfiles/filedetails/?id=2875147606)
🟢 [Yet Another Scoreboard](https://steamcommunity.com/sharedfiles/filedetails/?id=2521826524)
🟡 [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:
@ -53,9 +63,9 @@ 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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@ -0,0 +1,11 @@
class KFGI_Access extends Object within KFGameInfo;
public function bool IsRankedGame()
{
return !IsUnrankedGame();
}
defaultproperties
{
}

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@ -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);
@ -93,6 +129,7 @@ private function ModifyLoad()
`Log_Info("Loader modified, do server travel...");
WorldInfo.ServerTravel(LoadURL, true);
WorldInfo.ForceGarbageCollection(true);
}
private static function String Subst(String Option)
@ -102,5 +139,5 @@ private static function String Subst(String Option)
defaultproperties
{
GroupNames.Add("AccessControl")
}

View File

@ -7,23 +7,77 @@ 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 Array<String> SystemServerActors;
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()
{
`Log_Trace();
Super.PostBeginPlay();
RestoreServerActors();
SetTimer(2.0f, false, nameof(CheckStatus));
}
private function CheckStatus()
{
local KFGI_Access KFGIA;
`Log_Trace();
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 +109,96 @@ 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;
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)
@ -79,6 +218,11 @@ 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 +255,7 @@ public function PostLogin(PlayerController C)
if (C != None)
{
foreach ServerActors(A)
foreach ActiveMutators(A)
{
A.GetTargetLocation(C, false);
}
@ -130,7 +274,7 @@ public function OnClientConnectionClose(Player ClientConnection)
C = ClientConnection.Actor;
if (C != None)
{
foreach ServerActors(A)
foreach ActiveMutators(A)
{
A.GetTargetLocation(C, true);
}
@ -181,6 +325,9 @@ private static function class<Actor> GetMutStringReplacement(String MutString)
defaultproperties
{
// Looks like this method is no longer needed to load UKFP
// But I'll leave this commented just in case
/*
CustomMutReplacements.Add({(
Mutator="UnofficialKFPatch.UKFPMutator",
Replacement="UnofficialKFPatch.UKFPReplicationInfo"
@ -189,4 +336,7 @@ defaultproperties
Mutator="UnofficialKFPatch.UKFPMutatorNW",
Replacement="UnofficialKFPatch.UKFPReplicationInfo"
)})
*/
SystemServerActors.Add("IpDrv.WebServer")
}

2
tools

Submodule tools updated: 88b35bd7eb...fb458ac61f