|
|
|
/**
|
|
|
|
* Low-level API that provides set of utility methods for working with
|
|
|
|
* `BroadcastHandler`s.
|
|
|
|
* Copyright 2021 Anton Tarasenko
|
|
|
|
*------------------------------------------------------------------------------
|
|
|
|
* This file is part of Acedia.
|
|
|
|
*
|
|
|
|
* Acedia is free software: you can redistribute it and/or modify
|
|
|
|
* it under the terms of the GNU General Public License as published by
|
|
|
|
* the Free Software Foundation, version 3 of the License, or
|
|
|
|
* (at your option) any later version.
|
|
|
|
*
|
|
|
|
* Acedia is distributed in the hope that it will be useful,
|
|
|
|
* but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
|
|
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
|
|
|
* GNU General Public License for more details.
|
|
|
|
*
|
|
|
|
* You should have received a copy of the GNU General Public License
|
|
|
|
* along with Acedia. If not, see <https://www.gnu.org/licenses/>.
|
|
|
|
*/
|
|
|
|
class BroadcastAPI extends AcediaObject;
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Defines ways to add a new `BroadcastHandler` into the `GameInfo`'s
|
|
|
|
* `BroadcastHandler` linked list.
|
|
|
|
*/
|
|
|
|
enum InjectionLevel
|
|
|
|
{
|
|
|
|
// `BroadcastHandler` will be places in the broadcast handlers'
|
|
|
|
// chain as a normal `BroadcastHandler`
|
|
|
|
// (through `RegisterBroadcastHandler()` call).
|
|
|
|
BHIJ_Registered,
|
|
|
|
// `BroadcastHandler` will not be added at all.
|
|
|
|
BHIJ_None,
|
|
|
|
// `BroadcastEventsObserver` will be injected at the very beginning of
|
|
|
|
// the broadcast handlers' chain.
|
|
|
|
BHIJ_Root
|
|
|
|
};
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Describes propagated localized message.
|
|
|
|
*/
|
|
|
|
struct LocalizedMessage
|
|
|
|
{
|
|
|
|
// Every localized message is described by a class and id.
|
|
|
|
// For example, consider 'KFMod.WaitingMessage':
|
|
|
|
// if passed 'id' is '1',
|
|
|
|
// then it's supposed to be a message about new wave,
|
|
|
|
// but if passed 'id' is '2',
|
|
|
|
// then it's about completing the wave.
|
|
|
|
var class<LocalMessage> class;
|
|
|
|
var int id;
|
|
|
|
// Localized messages in unreal script can be passed along with
|
|
|
|
// optional arguments, described by variables below.
|
|
|
|
var PlayerReplicationInfo relatedPRI1;
|
|
|
|
var PlayerReplicationInfo relatedPRI2;
|
|
|
|
var Object relatedObject;
|
|
|
|
};
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Called before text message is sent to any player, during the check for
|
|
|
|
* whether it is at all allowed to be broadcasted. Corresponds to
|
|
|
|
* the `HandlerAllowsBroadcast()` method from `BroadcastHandler`.
|
|
|
|
* Return `false` to prevent message from being broadcast. If a `false` is
|
|
|
|
* returned, signal propagation will be interrupted.
|
|
|
|
*
|
|
|
|
* Only guaranteed to be called for a message if `BHIJ_Root` was used to
|
|
|
|
* inject `BroadcastEventsObserver`. Otherwise it depends on what other
|
|
|
|
* `BroadcastHandler`s are added to `GameInfo`'s linked list. However for
|
|
|
|
* `BHIJ_Registered` this signal function should be more reliable than
|
|
|
|
* `OnHandleText()`, with the downside of not providing you with
|
|
|
|
* an actual message.
|
|
|
|
*
|
|
|
|
* [Signature]
|
|
|
|
* bool <slot>(Actor broadcaster, int newMessageLength)
|
|
|
|
*
|
|
|
|
* @param broadcaster `Actor` that attempts to broadcast next
|
|
|
|
* text message.
|
|
|
|
* @param newMessageLength Length of the message (amount of code points).
|
|
|
|
* @return `false` if you want to prevent message from being broadcast
|
|
|
|
* and `true` otherwise. `false` returned by one of the handlers overrides
|
|
|
|
* `true` values returned by others.
|
|
|
|
*/
|
|
|
|
/* SIGNAL */
|
|
|
|
public final function Broadcast_OnBroadcastCheck_Slot OnBroadcastCheck(
|
|
|
|
AcediaObject receiver)
|
|
|
|
{
|
|
|
|
local Signal signal;
|
|
|
|
local UnrealService service;
|
|
|
|
service = UnrealService(class'UnrealService'.static.Require());
|
|
|
|
signal = service.GetSignal(class'Broadcast_OnBroadcastCheck_Signal');
|
|
|
|
return Broadcast_OnBroadcastCheck_Slot(signal.NewSlot(receiver));
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Called before text message is sent to any player, but after the check
|
|
|
|
* for whether it is at all allowed to be broadcasted. Corresponds to
|
|
|
|
* the `Broadcast()` or `BroadcastTeam()` method from `BroadcastHandler` if
|
|
|
|
* `BHIJ_Root` injection method was used and to `BroadcastText()` for
|
|
|
|
* `BHIJ_Registered`.
|
|
|
|
* Return `false` to prevent message from being broadcast. If `false` is
|
|
|
|
* returned, signal propagation to the remaining handlers will also
|
|
|
|
* be interrupted.
|
|
|
|
*
|
|
|
|
* Only guaranteed to be called for a message if `BHIJ_Root` was used to
|
|
|
|
* inject `BroadcastEventsObserver`. Otherwise:
|
|
|
|
* 1. Whether it gets emitted at all depends on what other
|
|
|
|
* `BroadcastHandler`s are added to `GameInfo`'s linked list;
|
|
|
|
* 2. This event is actually inaccessible for `BroadcastEventsObserver`
|
|
|
|
* and Acedia tries to make a guess on whether it occurred based on
|
|
|
|
* parameters of `BroadcastText()` call - in some cases it can be
|
|
|
|
* called twice for the same message or not be called at all.
|
|
|
|
* Although conditions for that are exotic and unlikely.
|
|
|
|
* If you do not care about actual contents of the `message` and simply want to
|
|
|
|
* detect (and possibly prevent) message broadcast as early as possible,
|
|
|
|
* consider using `OnBroadcastCheck()` signal function instead.
|
|
|
|
*
|
|
|
|
* [Signature]
|
|
|
|
* bool <slot>(Actor sender, out string message, name type, bool teamMessage)
|
|
|
|
*
|
|
|
|
* @param sender `Actor` that attempts to broadcast next text message.
|
|
|
|
* @param message Message that is being broadcasted. Can be changed, but
|
|
|
|
* with `BHIJ_Registered` level of injection such change can actually
|
|
|
|
* affect detection of new broadcasts and lead to weird behavior.
|
|
|
|
* If one of the handler modifies the `message`, then all the handlers
|
|
|
|
* after it will get a modified version.
|
|
|
|
* @param type Type of the message.
|
|
|
|
* @param teamMessage `true` if this message is a message that is being
|
|
|
|
* broadcasted within `sender`'s team. Only works if `BHIJ_Root` injection
|
|
|
|
* method was used, otherwise, always stays `false`.
|
|
|
|
* @return `false` if you want to prevent message from being broadcast
|
|
|
|
* and `true` otherwise. `false` returned by one of the handlers overrides
|
|
|
|
* `true` values returned by others.
|
|
|
|
*/
|
|
|
|
/* SIGNAL */
|
|
|
|
public final function Broadcast_OnHandleText_Slot OnHandleText(
|
|
|
|
AcediaObject receiver)
|
|
|
|
{
|
|
|
|
local Signal signal;
|
|
|
|
local UnrealService service;
|
|
|
|
service = UnrealService(class'UnrealService'.static.Require());
|
|
|
|
signal = service.GetSignal(class'Broadcast_OnHandleText_Signal');
|
|
|
|
return Broadcast_OnHandleText_Slot(signal.NewSlot(receiver));
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Called before text message is sent to a particular player. Corresponds
|
|
|
|
* to the `BroadcastText()` method from `BroadcastHandler`.
|
|
|
|
* Return `false` to prevent message from being broadcast to a
|
|
|
|
* specified player. If `false` is returned, signal propagation to
|
|
|
|
* the remaining handlers will also be interrupted.
|
|
|
|
*
|
|
|
|
* [Signature]
|
|
|
|
* bool <slot>(
|
|
|
|
* PlayerController receiver,
|
|
|
|
* Actor sender,
|
|
|
|
* string message,
|
|
|
|
* name type)
|
|
|
|
*
|
|
|
|
* @param receiver Player that is about to receive message in question.
|
|
|
|
* @param sender `Actor` that attempts to broadcast next text message.
|
|
|
|
* With `BHIJ_Root` injection level an actual sender `Actor` is passed,
|
|
|
|
* instead of extracted `PlayerReplicationInfo` that is given inside
|
|
|
|
* `BroadcastText()` for `Pawn`s and `Controller`s.
|
|
|
|
* Otherwise returns `PlayerReplicationInfo` provided in
|
|
|
|
* the `BroadcastText()`.
|
|
|
|
* @param message Message that is being broadcasted.
|
|
|
|
* @param type Type of the message.
|
|
|
|
* @return `false` if you want to prevent message from being broadcast
|
|
|
|
* and `true` otherwise. `false` returned by one of the handlers overrides
|
|
|
|
* `true` values returned by others.
|
|
|
|
*/
|
|
|
|
/* SIGNAL */
|
|
|
|
public final function Broadcast_OnHandleTextFor_Slot OnHandleTextFor(
|
|
|
|
AcediaObject receiver)
|
|
|
|
{
|
|
|
|
local Signal signal;
|
|
|
|
local UnrealService service;
|
|
|
|
service = UnrealService(class'UnrealService'.static.Require());
|
|
|
|
signal = service.GetSignal(class'Broadcast_OnHandleTextFor_Signal');
|
|
|
|
return Broadcast_OnHandleTextFor_Slot(signal.NewSlot(receiver));
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Called before localized message is sent to any player. Corresponds to
|
|
|
|
* the `AllowBroadcastLocalized()` method from `BroadcastHandler` if
|
|
|
|
* `BHIJ_Root` injection method was used and to `BroadcastLocalized()` for
|
|
|
|
* `BHIJ_Registered`.
|
|
|
|
* Return `false` to prevent message from being broadcast. If `false` is
|
|
|
|
* returned, signal propagation for remaining handlers will also
|
|
|
|
* be interrupted.
|
|
|
|
*
|
|
|
|
* Only guaranteed to be called for a message if `BHIJ_Root` was used to
|
|
|
|
* inject `BroadcastEventsObserver`. Otherwise:
|
|
|
|
* 1. Whether it gets emitted at all depends on what other
|
|
|
|
* `BroadcastHandler`s are added to `GameInfo`'s linked list;
|
|
|
|
* 2. This event is actually inaccessible for `BroadcastEventsObserver`
|
|
|
|
* and Acedia tries to make a guess on whether it occurred based on
|
|
|
|
* parameters of `BroadcastLocalized()` call - in some cases it can be
|
|
|
|
* called twice for the same message or not be called at all.
|
|
|
|
* Although conditions for that are exotic and unlikely.
|
|
|
|
*
|
|
|
|
* [Signature]
|
|
|
|
* bool <slot>(
|
|
|
|
* Actor sender,
|
|
|
|
* LocalizedMessage packedMessage)
|
|
|
|
*
|
|
|
|
* @param sender `Actor` that attempts to broadcast next text message.
|
|
|
|
* @param packedMessage Message that is being broadcasted, represented as
|
|
|
|
* struct that contains all the normal parameters associate with
|
|
|
|
* localized messages.
|
|
|
|
* @return `false` if you want to prevent message from being broadcast
|
|
|
|
* and `true` otherwise. `false` returned by one of the handlers overrides
|
|
|
|
* `true` values returned by others.
|
|
|
|
*/
|
|
|
|
/* SIGNAL */
|
|
|
|
public final function Broadcast_OnHandleLocalized_Slot OnHandleLocalized(
|
|
|
|
AcediaObject receiver)
|
|
|
|
{
|
|
|
|
local Signal signal;
|
|
|
|
local UnrealService service;
|
|
|
|
service = UnrealService(class'UnrealService'.static.Require());
|
|
|
|
signal = service.GetSignal(class'Broadcast_OnHandleLocalized_Signal');
|
|
|
|
return Broadcast_OnHandleLocalized_Slot(signal.NewSlot(receiver));
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Called before localized message is sent to a particular player.
|
|
|
|
* Corresponds to the `BroadcastLocalized()` method from `BroadcastHandler`.
|
|
|
|
* Return `false` to prevent message from being broadcast to a
|
|
|
|
* specified player. If `false` is returned, signal propagation to
|
|
|
|
* the remaining handlers will also be interrupted.
|
|
|
|
*
|
|
|
|
* [Signature]
|
|
|
|
* bool <slot>(
|
|
|
|
* PlayerController receiver,
|
|
|
|
* Actor sender,
|
|
|
|
* LocalizedMessage packedMessage)
|
|
|
|
*
|
|
|
|
* @param receiver Player that is about to receive message in question.
|
|
|
|
* @param sender `Actor` that attempts to broadcast next localized
|
|
|
|
* message. Unlike `OnHandleTextFor()`, this parameter always corresponds
|
|
|
|
* to the real sender, regardless of the injection level.
|
|
|
|
* @param packedMessage Message that is being broadcasted, represented as
|
|
|
|
* struct that contains all the normal parameters associate with
|
|
|
|
* localized messages.
|
|
|
|
* @return `false` if you want to prevent message from being broadcast
|
|
|
|
* and `true` otherwise. `false` returned by one of the handlers overrides
|
|
|
|
* `true` values returned by others.
|
|
|
|
*/
|
|
|
|
/* SIGNAL */
|
|
|
|
public final function Broadcast_OnHandleLocalizedFor_Slot OnHandleLocalizedFor(
|
|
|
|
AcediaObject receiver)
|
|
|
|
{
|
|
|
|
local Signal signal;
|
|
|
|
local UnrealService service;
|
|
|
|
service = UnrealService(class'UnrealService'.static.Require());
|
|
|
|
signal = service.GetSignal(class'Broadcast_OnHandleLocalizedFor_Signal');
|
|
|
|
return Broadcast_OnHandleLocalizedFor_Slot(signal.NewSlot(receiver));
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Adds new `BroadcastHandler` class to the current `GameInfo`.
|
|
|
|
* Does nothing if given `BroadcastHandler` class was already added before.
|
|
|
|
*
|
|
|
|
* @param newBHClass Class of `BroadcastHandler` to add.
|
|
|
|
* @return `BroadcastHandler` instance if it was added and `none` otherwise.
|
|
|
|
*/
|
|
|
|
public final function BroadcastHandler Add(
|
|
|
|
class<BroadcastHandler> newBHClass,
|
|
|
|
optional InjectionLevel injectionLevel)
|
|
|
|
{
|
|
|
|
local LevelInfo level;
|
|
|
|
local BroadcastHandler newBroadcastHandler;
|
|
|
|
if (injectionLevel == BHIJ_None) return none;
|
|
|
|
level = _.unreal.GetLevel();
|
|
|
|
if (level == none || level.game == none) return none;
|
|
|
|
if (IsAdded(newBHClass)) return none;
|
|
|
|
|
|
|
|
// For some reason `default.nextBroadcastHandlerClass` variable can be
|
|
|
|
// auto-set after the level switch.
|
|
|
|
// I don't know why, I don't know when exactly, but not resetting it
|
|
|
|
// can lead to certain issues, including infinite recursion crashes.
|
|
|
|
class'BroadcastHandler'.default.nextBroadcastHandlerClass = none;
|
|
|
|
newBroadcastHandler = class'ServerLevelCore'.static
|
|
|
|
.GetInstance()
|
|
|
|
.Spawn(newBHClass);
|
|
|
|
if (injectionLevel == BHIJ_Registered)
|
|
|
|
{
|
|
|
|
// There is guaranteed to be SOME broadcast handler
|
|
|
|
level.game.broadcastHandler
|
|
|
|
.RegisterBroadcastHandler(newBroadcastHandler);
|
|
|
|
return newBroadcastHandler;
|
|
|
|
}
|
|
|
|
// Here `injectionLevel == BHIJ_Root` holds.
|
|
|
|
// Swap out level's first handler with ours
|
|
|
|
// (needs to be done for both actor reference and it's class)
|
|
|
|
newBroadcastHandler.nextBroadcastHandler = level.game.broadcastHandler;
|
|
|
|
newBroadcastHandler.nextBroadcastHandlerClass = level.game.broadcastClass;
|
|
|
|
level.game.broadcastHandler = newBroadcastHandler;
|
|
|
|
level.game.broadcastClass = newBHClass;
|
|
|
|
return newBroadcastHandler;
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Removes given `BroadcastHandler` class from the current `GameInfo`,
|
|
|
|
* if it is active. Does nothing otherwise.
|
|
|
|
*
|
|
|
|
* @param BHClassToRemove Class of `BroadcastHandler` to try and remove.
|
|
|
|
* @return `true` if `BHClassToRemove` was removed and `false` otherwise
|
|
|
|
* (if they were not active in the first place).
|
|
|
|
*/
|
|
|
|
public final function bool Remove(class<BroadcastHandler> BHClassToRemove)
|
|
|
|
{
|
|
|
|
local LevelInfo level;
|
|
|
|
local BroadcastHandler previousBH, currentBH;
|
|
|
|
level = _.unreal.GetLevel();
|
|
|
|
if (level == none || level.game == none) {
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
currentBH = level.game.broadcastHandler;
|
|
|
|
if (currentBH == none) {
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
// Special case of our `BroadcastHandler` being inserted in the root
|
|
|
|
if (currentBH == BHClassToRemove)
|
|
|
|
{
|
|
|
|
level.game.broadcastHandler = currentBH.nextBroadcastHandler;
|
|
|
|
level.game.broadcastClass = currentBH.nextBroadcastHandlerClass;
|
|
|
|
currentBH.Destroy();
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
// And after the root
|
|
|
|
previousBH = currentBH;
|
|
|
|
currentBH = currentBH.nextBroadcastHandler;
|
|
|
|
while (currentBH != none)
|
|
|
|
{
|
|
|
|
if (currentBH.class != BHClassToRemove)
|
|
|
|
{
|
|
|
|
previousBH = currentBH;
|
|
|
|
currentBH = currentBH.nextBroadcastHandler;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
previousBH.nextBroadcastHandler =
|
|
|
|
currentBH.nextBroadcastHandler;
|
|
|
|
previousBH.default.nextBroadcastHandlerClass =
|
|
|
|
currentBH.default.nextBroadcastHandlerClass;
|
|
|
|
previousBH.nextBroadcastHandlerClass =
|
|
|
|
currentBH.nextBroadcastHandlerClass;
|
|
|
|
currentBH.default.nextBroadcastHandlerClass = none;
|
|
|
|
currentBH.Destroy();
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Finds given class of `BroadcastHandler` if it's currently active in
|
|
|
|
* `GameInfo`. Returns `none` otherwise.
|
|
|
|
*
|
|
|
|
* @param BHClassToFind Class of `BroadcastHandler` to find.
|
|
|
|
* @return `BroadcastHandler` instance of given class `BHClassToFind`, that is
|
|
|
|
* added to `GameInfo`'s linked list and `none` if no such
|
|
|
|
* `BroadcastHandler` is currently in the list.
|
|
|
|
*/
|
|
|
|
public final function BroadcastHandler FindInstance(
|
|
|
|
class<BroadcastHandler> BHClassToFind)
|
|
|
|
{
|
|
|
|
local BroadcastHandler BHIter;
|
|
|
|
if (BHClassToFind == none) {
|
|
|
|
return none;
|
|
|
|
}
|
|
|
|
BHIter = _.unreal.GetGameType().broadcastHandler;
|
|
|
|
while (BHIter != none)
|
|
|
|
{
|
|
|
|
if (BHIter.class == BHClassToFind) {
|
|
|
|
return BHIter;
|
|
|
|
}
|
|
|
|
BHIter = BHIter.nextBroadcastHandler;
|
|
|
|
}
|
|
|
|
return none;
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Checks if given class of `BroadcastHandler` is currently active in
|
|
|
|
* `GameInfo`.
|
|
|
|
*
|
|
|
|
* @param rulesClassToCheck Class of rules to check for.
|
|
|
|
* @return `true` if `GameRules` are active and `false` otherwise.
|
|
|
|
*/
|
|
|
|
public final function bool IsAdded(class<BroadcastHandler> BHClassToFind)
|
|
|
|
{
|
|
|
|
return (FindInstance(BHClassToFind) != none);
|
|
|
|
}
|
|
|
|
|
|
|
|
defaultproperties
|
|
|
|
{
|
|
|
|
}
|