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/**
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* API that provides functions for working player references (`EPlayer`).
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* Copyright 2021 - 2022 Anton Tarasenko
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*------------------------------------------------------------------------------
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* This file is part of Acedia.
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*
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* Acedia is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, version 3 of the License, or
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* (at your option) any later version.
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*
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* Acedia is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with Acedia. If not, see <https://www.gnu.org/licenses/>.
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*/
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class PlayersAPI extends AcediaObject
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dependson(ConnectionService)
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dependson(Text)
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dependson(EPlayer);
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// Writer that can be used to write into this player's console
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var private ConsoleWriter consoleInstance;
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// Remember version to reallocate writer in case someone deallocates it
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var private int consoleLifeVersion;
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var protected bool connectedToConnectionServer;
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var protected PlayerAPI_OnNewPlayer_Signal onNewPlayerSignal;
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var protected PlayerAPI_OnLostPlayer_Signal onLostPlayerSignal;
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var private EPlayer.PlayerSignals playerSignals;
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protected function Constructor()
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{
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onNewPlayerSignal = PlayerAPI_OnNewPlayer_Signal(
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_.memory.Allocate(class'PlayerAPI_OnNewPlayer_Signal'));
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onLostPlayerSignal = PlayerAPI_OnLostPlayer_Signal(
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_.memory.Allocate(class'PlayerAPI_OnLostPlayer_Signal'));
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playerSignals.onNameChanging = PlayerAPI_OnPlayerNameChanging_Signal(
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_.memory.Allocate(class'PlayerAPI_OnPlayerNameChanging_Signal'));
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playerSignals.onNameChanged = PlayerAPI_OnPlayerNameChanged_Signal(
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_.memory.Allocate(class'PlayerAPI_OnPlayerNameChanged_Signal'));
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}
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protected function Finalizer()
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{
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local ConnectionService service;
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connectedToConnectionServer = false;
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if (class'ConnectionService'.static.IsRunning())
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{
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service = ConnectionService(class'ConnectionService'.static.Require());
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service.OnConnectionEstablished(self).Disconnect();
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service.OnConnectionLost(self).Disconnect();
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}
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_.memory.Free(onNewPlayerSignal);
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_.memory.Free(onLostPlayerSignal);
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_.memory.Free(playerSignals.onNameChanging);
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_.memory.Free(playerSignals.onNameChanged);
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onNewPlayerSignal = none;
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onLostPlayerSignal = none;
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playerSignals.onNameChanging = none;
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playerSignals.onNameChanged = none;
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}
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/**
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* Signal that will be emitted once new player is connected.
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*
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* [Signature]
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* void <slot>(EPlayer newPlayer)
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*
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* @param handle Base `EPlayer` interface for the newly connected player.
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* Each handler will receive its own copy of `EPlayer` that has to
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* be deallocated.
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*/
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/* SIGNAL */
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public function PlayerAPI_OnNewPlayer_Slot OnNewPlayer(
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AcediaObject receiver)
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{
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ConnectToConnectionService();
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return PlayerAPI_OnNewPlayer_Slot(onNewPlayerSignal.NewSlot(receiver));
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}
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/**
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* Signal that will be emitted once player has disconnected.
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*
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* [Signature]
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* void <slot>(User identity)
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*
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* @param identity `User` object that corresponds to
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* the disconnected player.
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*/
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/* SIGNAL */
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public function PlayerAPI_OnLostPlayer_Slot OnLostPlayerHandle(
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AcediaObject receiver)
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{
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ConnectToConnectionService();
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return PlayerAPI_OnLostPlayer_Slot(onLostPlayerSignal.NewSlot(receiver));
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}
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/**
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* Signal that will be emitted once player's name attempt to change.
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*
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* This signal gives all handlers a change to modify mutable `newName`,
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* so the one you are given as a parameter might not be final, since other
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* handlers can modify it after you.
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* If you simply need to see the final version of the changed name -
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* use `OnPlayerNameChanged` instead.
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*
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* [Signature]
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* void <slot>(EPlayer affectedPlayer, Text oldName, MutableText newName)
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*
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* @param affectedPlayer Player, whos name got changed.
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* @param oldName Player's old name.
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* @param newName Player's new name. Can be modified, if you want
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* to make corrections.
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*/
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/* SIGNAL */
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public function PlayerAPI_OnPlayerNameChanging_Slot OnPlayerNameChanging(
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AcediaObject receiver)
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{
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return PlayerAPI_OnPlayerNameChanging_Slot(playerSignals.onNameChanging
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.NewSlot(receiver));
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}
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/**
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* Signal that will be emitted once player's name is changed.
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*
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* This signal simply notifies you of the changed name, if you wish to alter it
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* after change caused by someone else, use `OnPlayerNameChanging` instead.
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*
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* [Signature]
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* void <slot>(EPlayer affectedPlayer, Text oldName, Text newName)
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*
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* @param affectedPlayer Player, whos name got changed.
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* @param oldName Player's old name.
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* @param newName Player's new name.
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*/
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/* SIGNAL */
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public function PlayerAPI_OnPlayerNameChanged_Slot OnPlayerNameChanged(
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AcediaObject receiver)
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{
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return PlayerAPI_OnPlayerNameChanged_Slot(playerSignals.onNameChanged
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.NewSlot(receiver));
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}
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/**
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* Return `ConsoleWriter` that can be used to write into every player's
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* console.
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*
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* Provided that returned object is never deallocated - method returns
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* the same object with each call, otherwise can allocate new instance of
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* `ConsoleWriter`.
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*
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* @return `ConsoleWriter` that can be used to write into every player's
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* console. Returned object should not be deallocated, but it is
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* guaranteed to be valid for non-disconnected players.
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*/
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public final function ConsoleWriter Console()
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{
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if ( consoleInstance == none
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|| consoleInstance.GetLifeVersion() != consoleLifeVersion)
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{
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consoleInstance = _.console.ForAll();
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consoleLifeVersion = consoleInstance.GetLifeVersion();
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}
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// Set everybody as a target in case someone messed with this setting
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return consoleInstance.ForAll();
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}
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private final function ConnectToConnectionService()
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{
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local ConnectionService service;
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if (connectedToConnectionServer) {
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return;
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}
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service = ConnectionService(class'ConnectionService'.static.Require());
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service.OnConnectionEstablished(self).connect = AnnounceNewPlayer;
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service.OnConnectionLost(self).connect = AnnounceLostPlayer;
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connectedToConnectionServer = true;
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}
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private final function AnnounceNewPlayer(
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ConnectionService.Connection newConnection)
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{
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if (onNewPlayerSignal == none) {
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return;
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}
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onNewPlayerSignal.Emit(FromController(newConnection.controllerReference));
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}
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private final function AnnounceLostPlayer(
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ConnectionService.Connection lostConnection)
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{
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local Text idHash;
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local User lostIdentity;
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if (onLostPlayerSignal == none) {
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return;
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}
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idHash = _.text.FromString(lostConnection.idHash);
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lostIdentity = _.users.FetchByIDHash(idHash);
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_.memory.Free(idHash);
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idHash = none;
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onLostPlayerSignal.Emit(lostIdentity);
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}
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/**
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* Creates `EPlayer` instance from passed `PlayerController` reference.
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* Can fail if passed parameter is not `controller`.
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*
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* @param controller `PlayerController` for which to create
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* `EPlayer` instance. Should not be `none`.
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* @return Instance of `EPlayer` that refers to passed `controller`.
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* Returns `none` iff `controller == none`.
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*/
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public final /* unreal */ function EPlayer FromController(
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PlayerController controller)
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{
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local EPlayer result;
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result = EPlayer(_.memory.Allocate(class'EPlayer'));
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result.Initialize(controller, playerSignals);
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return result;
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}
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/**
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* Fetches current array of all players.
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*
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* @return Current array of all players.
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* Guaranteed to not contain `none` values.
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*/
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public final function array<EPlayer> GetAll()
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{
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local int i;
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local array<EPlayer> result;
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local ConnectionService service;
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local array<ConnectionService.Connection> activeConnections;
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local PlayerController nextControllerReference;
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service = ConnectionService(class'ConnectionService'.static.Require());
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activeConnections = service.GetActiveConnections();
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for (i = 0; i < activeConnections.length; i += 1)
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{
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nextControllerReference = activeConnections[i].controllerReference;
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if (nextControllerReference != none) {
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result[result.length] = FromController(nextControllerReference);
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}
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}
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return result;
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}
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defaultproperties
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{
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}
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