UnrealScript library and basis for all Acedia Framework mods
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/**
* Provides a common interface to a connected player connection.
* Copyright 2021 - 2022 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 EPlayer extends EInterface;
// How this `EPlayer` is identified by the server
var private User identity;
// Writer that can be used to write into this player's console
var private ConsoleWriter consoleInstance;
// Remember version to reallocate writer in case someone deallocates it
var private int consoleLifeVersion;
// `PlayerController` reference
var private NativeActorRef controller;
/**
* Describes the player's admin status (as defined by standard KF classes)
*/
enum AdminStatus
{
// Not an admin
AS_None,
// (Publicly visible) admin
AS_Admin,
// Admin with their admin status hidden
AS_SilentAdmin
};
// Stores all the types of signals `EPlayer` might emit
struct PlayerSignals
{
var public PlayerAPI_OnPlayerNameChanging_Signal onNameChanging;
var public PlayerAPI_OnPlayerNameChanged_Signal onNameChanged;
};
// We do not own objects in this structure, but it is created and managed by
// `PlayersAPI` and is expected to be allocated during the whole Acedia run.
var protected PlayerSignals signalsReferences;
protected function Finalizer()
{
_.memory.Free(controller);
_.memory.Free(consoleInstance);
controller = none;
consoleInstance = none;
// No need to deallocate `User` objects, since they are all have unique
// instance for every player on the server
identity = none;
}
/**
* Initializes caller `EPlayer`. Should be called right after `EPlayer`
* was allocated.
*
* Every `EPlayer` must be initialized, using non-initialized `EPlayer`
* instances is invalid.
*
* Initialization can fail if:
* 1. `initController == none`;
* 2. Its id hash (from `GetPlayerIDHash()`) was not properly setup yet
* (not steam id);
* 3. Caller `EPlayer` already was successfully initialized.
*
* @param initController Controller that caller `EPlayer` will correspond to.
* @return `true` if initialization was successful and `false` otherwise.
*/
public final /* unreal */ function bool Initialize(
PlayerController initController,
PlayerSignals playerSignals)
{
local Text idHash;
if (controller != none) return false; // Already initialized!
if (initController == none) return false;
if (identity == none)
{
// Only fetch `User` object if it was not yet setup, which can happen
// if `EPlayer` is making a copy and wants to avoid
// re-fetching `identity`
idHash = _.text.FromString(initController.GetPlayerIDHash());
identity = _.users.FetchByIDHash(idHash);
idHash.FreeSelf();
idHash = none;
}
signalsReferences = playerSignals;
controller = _.unreal.ActorRef(initController);
return true;
}
public function bool IsExistent()
{
if (controller == none) {
return false;
}
return (controller.Get() != none);
}
public function EInterface Copy()
{
local EPlayer playerCopy;
playerCopy = EPlayer(_.memory.Allocate(class'EPlayer'));
if (controller == none)
{
// Should not really happen, since then caller `EPlayer` was
// not initialized
return playerCopy;
}
playerCopy.identity = identity;
playerCopy.Initialize( PlayerController(controller.Get()),
signalsReferences);
return playerCopy;
}
public function bool SameAs(EInterface other)
{
local EPlayer asPlayer;
local NativeActorRef otherController;
if (other == none) return false;
if (controller == none) return false;
asPlayer = EPlayer(other);
if (asPlayer == none) return false;
otherController = asPlayer.controller;
if (otherController == none) return false;
return (controller.Get() == otherController.Get());
}
/**
* Returns color of the caller `EPlayer`'s current team.
*
* Such color is supposed to be defined even for a single-team modes.
*
* @return `Color` structure with the `EPlayer`'s current color.
*/
public final function Color GetTeamColor()
{
return _.color.Red;
}
/**
* Returns location of the caller `EPlayer`.
*
* If caller `EPlayer` has a pawn, then it's location will be returned,
* otherwise a location from which caller `EPlayer` is currently spectating is
* considered caller's location.
*
* @return Location of the caller `EPlayer` has a pawn.
*/
public final function Vector GetLocation()
{
local Pawn myPawn;
local PlayerController myController;
if (controller != none) {
myController = PlayerController(controller.Get());
}
if (myController != none)
{
myPawn = myController.pawn;
if (myPawn != none) {
return myPawn.location;
}
return myController.location;
}
return Vect(0.0, 0.0, 0.0);
}
// `PlayerReplicationInfo` associated with the caller `EPlayer`.
// Can return `none` if:
// 1. Caller `EPlayer` has already disconnected;
// 2. It was not properly initialized;
private final function PlayerReplicationInfo GetRI()
{
local PlayerController myController;
if (controller == none) return none;
myController = PlayerController(controller.Get());
if (myController == none) return none;
return myController.playerReplicationInfo;
}
/**
* Returns `PlayerController`, associated with the caller `EPlayer`.
*
* @return `PlayerController`, associated with the caller `EPlayer`.
*/
public final /* unreal */ function PlayerController GetController()
{
if (controller == none) {
return none;
}
return PlayerController(controller.Get());
}
/**
* Returns `User` object that is corresponding to the caller `EPlayer`.
*
* @return `User` corresponding to the caller `EPlayer`. Guarantee to be
* not `none` for correctly initialized `EPlayer` (it remembers `User`
* record even if player has disconnected).
*/
public final function User GetIdentity()
{
return identity;
}
/**
* Returns player's original name - the one he joined the game with.
*
* @return `Text` containing original name of the caller player.
* Guaranteed to not be `none`.
*/
public final function Text GetOriginalName()
{
local ConnectionService service;
local ConnectionService.Connection myConnection;
service = ConnectionService(class'ConnectionService'.static.Require());
myConnection = service.GetConnection(GetController());
return _.text.FromString(myConnection.originalName);
}
/**
* Returns current displayed name of the caller player.
*
* @return `Text` containing current name of the caller player.
* Guaranteed to not be `none`.
*/
public final function Text GetName()
{
local PlayerReplicationInfo myReplicationInfo;
myReplicationInfo = GetRI();
if (myReplicationInfo != none) {
return _.text.FromColoredString(myReplicationInfo.playerName);
}
return P("").Copy();
}
/**
* Set new displayed name for the caller `EPlayer`.
*
* @param newPlayerName New name of the caller `EPlayer`. This value will
* be copied. Passing `none` will result in an empty name.
*/
public final function SetName(BaseText newPlayerName)
{
local Text oldPlayerName;
local PlayerReplicationInfo replicationInfo;
replicationInfo = GetRI();
if (replicationInfo == none) {
return;
}
oldPlayerName = _.text.FromFormattedString(replicationInfo.playerName);
replicationInfo.playerName = CensorPlayerName(oldPlayerName, newPlayerName);
_.memory.Free(oldPlayerName);
}
// Converts `Text` nickname into a suitable `string` representation.
private final function string ConvertTextNameIntoString(BaseText playerName)
{
local string newPlayerNameAsString;
local BaseText.Formatting endingFormatting;
if (playerName == none) {
return "";
}
newPlayerNameAsString = playerName.ToColoredString(,, _.color.white);
// To correctly display nicknames we want to drop default color tag
// at the beginning (the one `ToColoredString()` adds if first character
// has no defined color).
// This is a compatibility consideration with vanilla UIs that use
// color codes from `myReplicationInfo.playerName` for displaying nicknames
// and whose expected behavior can get broken by default color tag.
if (!playerName.GetFormatting(0).isColored) {
newPlayerNameAsString = Mid(newPlayerNameAsString, 4);
}
// This is another compatibility consideration with vanilla UIs: unless
// we restore color to neutral white, Killing Floor will paint any chat
// messages we send in the color our nickname ended with.
endingFormatting = playerName.GetFormatting(playerName.GetLength() - 1);
if ( endingFormatting.isColored
&& !_.color.AreEqual(endingFormatting.color, _.color.white, true))
{
newPlayerNameAsString $= _.color.GetColorTag(_.color.white);
}
return newPlayerNameAsString;
}
// Calls appropriate events to let them modify / "censor" player's new name.
private final function string CensorPlayerName(
BaseText oldPlayerName,
BaseText newPlayerName)
{
local string result;
local Text censoredName;
local MutableText mutablePlayerName;
if (newPlayerName == none) {
return "";
}
mutablePlayerName = newPlayerName.MutableCopy();
// Let signal handlers alter the name
signalsReferences.onNameChanging
.Emit(self, oldPlayerName, mutablePlayerName);
censoredName = mutablePlayerName.Copy();
signalsReferences.onNameChanged.Emit(self, oldPlayerName, censoredName);
// Returns "censored" result
result = ConvertTextNameIntoString(censoredName);
_.memory.Free(mutablePlayerName);
_.memory.Free(censoredName);
return result;
}
// TODO: replace this, it has no place here
// ^ works as a temporary solution before we add pawn wrappers
public final function EInventory GetInventory()
{
local EKFInventory inventory;
if (controller != none && controller.Get() != none)
{
inventory = EKFInventory(_.memory.Allocate(class'EKFInventory'));
inventory.Initialize(self);
return inventory;
}
return none;
}
/**
* Returns admin status of the caller player.
* Disconnected players are never admins.
*
* Different from `IsAdmin()` since this method allows to distinguish between
* different types of admin login (like silent admins).
*
* @return Admin status of the caller `EPlayer`.
*/
public final function AdminStatus GetAdminStatus()
{
local PlayerReplicationInfo myReplicationInfo;
myReplicationInfo = GetRI();
if (myReplicationInfo == none) {
return AS_None;
}
if (myReplicationInfo.bAdmin) {
return AS_Admin;
}
if (myReplicationInfo.bSilentAdmin) {
return AS_SilentAdmin;
}
return AS_None;
}
/**
* Checks if caller player has admin rights.
* Disconnected players never have admin rights.
*
* Different from `GetAdminStatus()` since this method simply checks admin
* rights, without distinguishing between different types of admin login
* (like silent admins).
*
* @return `true` if player has admin rights and `false` otherwise.
*/
public final function bool IsAdmin()
{
return (GetAdminStatus() != AS_None);
}
/**
* Changes admin status of the caller `EPlayer`.
* Can only fail if caller `EPlayer` has already disconnected.
*
* @param newAdminStatus New admin status of the `EPlayer`.
*/
public final function SetAdminStatus(AdminStatus newAdminStatus)
{
local PlayerReplicationInfo myReplicationInfo;
myReplicationInfo = GetRI();
if (myReplicationInfo == none) {
return;
}
switch (newAdminStatus)
{
case AS_Admin:
myReplicationInfo.bAdmin = true;
myReplicationInfo.bSilentAdmin = false;
break;
case AS_SilentAdmin:
myReplicationInfo.bAdmin = false;
myReplicationInfo.bSilentAdmin = true;
break;
default:
myReplicationInfo.bAdmin = false;
myReplicationInfo.bSilentAdmin = false;
}
}
/**
* Returns current amount of money caller `EPlayer` has.
*
* @return Amount of money `EPlayer` has. If player has already disconnected
* method will return `0`.
*/
public final function int GetDosh()
{
local PlayerReplicationInfo myReplicationInfo;
myReplicationInfo = GetRI();
if (myReplicationInfo == none) {
return 0;
}
return myReplicationInfo.score;
}
/**
* Sets amount of money that caller `EPlayer` will have.
*
* @param newDoshAmount New amount of money that caller `EPlayer` must have.
*/
public final function SetDosh(int newDoshAmount)
{
local PlayerReplicationInfo myReplicationInfo;
myReplicationInfo = GetRI();
if (myReplicationInfo == none) {
return;
}
myReplicationInfo.score = newDoshAmount;
}
/**
* Return `ConsoleWriter` that can be used to write into this player's console.
*
* Provided that returned object is never deallocated - returns the same object
2 years ago
* with each call. If somebody does deallocate it - method will allocate new
* instance of `ConsoleWriter`.
*
* @return `ConsoleWriter` that can be used to write into this player's
* console. Returned object should not be deallocated, but it is
* guaranteed to be valid for non-disconnected players.
*/
public final function /* borrow */ ConsoleWriter BorrowConsole()
{
if ( consoleInstance == none
|| consoleInstance.GetLifeVersion() != consoleLifeVersion)
{
consoleInstance = _.console.For(self);
consoleLifeVersion = consoleInstance.GetLifeVersion();
}
// Set us as target in case someone messed with this setting
return consoleInstance.ForPlayer(self);
}
defaultproperties
{
usesObjectPool = false
}