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/**
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* This service tracks current connections to the server
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* as well as their basic information,
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* like IP or steam ID of connecting player.
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* Copyright 2019 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 ConnectionService extends Service;
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// Stores basic information about a connection
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struct Connection
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{
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var public string networkAddress;
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var public string steamID;
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var public PlayerController controllerReference;
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// Reference to `AcediaReplicationInfo` for this client,
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// in case it was created.
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var private AcediaReplicationInfo acediaRI;
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};
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var private array<Connection> activeConnections;
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// Shortcut to `ConnectionEvents`, so that we don't have to write
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// `class'ConnectionEvents'` every time.
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var const class<ConnectionEvents> events;
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// Find all players manually on launch
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protected function OnLaunch()
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{
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local Controller nextController;
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local PlayerController nextPlayerController;
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nextController = level.controllerList;
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while (nextController != none)
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{
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nextPlayerController = PlayerController(nextController);
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if (nextPlayerController != none) {
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RegisterConnection(nextPlayerController);
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}
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nextController = nextController.nextController;
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}
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}
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// Returning `true` guarantees that `controllerToCheck != none`
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// and `controllerToCheck.playerReplicationInfo != none`.
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private function bool IsHumanController(PlayerController controllerToCheck)
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{
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local PlayerReplicationInfo replicationInfo;
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if (controllerToCheck == none) return false;
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if (!controllerToCheck.bIsPlayer) return false;
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// Is this a WebAdmin that did not yet set `bIsPlayer = false`?
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if (MessagingSpectator(controllerToCheck) != none) return false;
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// Check replication info
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replicationInfo = controllerToCheck.playerReplicationInfo;
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if (replicationInfo == none) return false;
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if (replicationInfo.bBot) return false;
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return true;
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}
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// Returns index of the connection corresponding to the given controller.
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// Returns `-1` if no connection correspond to the given controller.
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// Returns `-1` if given controller is equal to `none`.
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private function int GetConnectionIndex(PlayerController controllerToCheck)
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{
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local int i;
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if (controllerToCheck == none) return -1;
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for (i = 0; i < activeConnections.length; i += 1)
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{
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if (activeConnections[i].controllerReference == controllerToCheck) {
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return i;
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}
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}
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return -1;
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}
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// Remove connections with now invalid (`none`) player controller reference.
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private function RemoveBrokenConnections()
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{
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local int i;
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i = 0;
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while (i < activeConnections.length)
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{
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if (activeConnections[i].controllerReference == none)
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{
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if (activeConnections[i].acediaRI != none) {
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activeConnections[i].acediaRI.Destroy();
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}
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events.static.CallPlayerDisconnected(activeConnections[i]);
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activeConnections.Remove(i, 1);
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}
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else {
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i += 1;
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}
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}
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}
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// Return connection, corresponding to a given player controller.
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/**
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* Returns connection corresponding to a given player controller.
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*
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* @param player `PlayerController` for which this method will return
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* a connection.
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* @return `Connection` structure for the given `player`.
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* For `none` returns an "empty connection" structure that has all it's
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* variables set to their default values. Can also potentially return
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* "empty connection" for a valid `PlayerController` if this method was
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* called before `ConnectionService` had the change to register
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* a connection for the given `PlayerController`.
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*/
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public final function Connection GetConnection(PlayerController player)
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{
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local int connectionIndex;
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local Connection emptyConnection;
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connectionIndex = GetConnectionIndex(player);
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if (connectionIndex < 0) return emptyConnection;
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return activeConnections[connectionIndex];
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}
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/**
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* Attempts to register a connection for this player controller.
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* IMPORTANT: Should not be used outside of `ConnectionService` module.
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*
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* @return `true` if connection is registered (even if it was already added).
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*/
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public final function bool RegisterConnection(PlayerController player)
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{
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local Connection newConnection;
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if (!IsHumanController(player)) return false;
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if (GetConnectionIndex(player) >= 0) return true;
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newConnection.controllerReference = player;
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// TODO: move this check to AcediaCore
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/*if (!class'Acedia'.static.GetInstance().IsServerOnly())
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{
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newConnection.acediaRI = Spawn(class'AcediaReplicationInfo', player);
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newConnection.acediaRI.linkOwner = player;
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}*/
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newConnection.networkAddress = player.GetPlayerNetworkAddress();
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newConnection.steamID = player.GetPlayerIDHash();
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activeConnections[activeConnections.length] = newConnection;
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// Remember recorded connections in case someone decides to
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// nuke this service
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default.activeConnections = activeConnections;
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events.static.CallPlayerConnected(newConnection);
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return true;
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}
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/**
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* Returns list of currently active connections.
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*
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* By default can return connections with already disconnected player
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* (can happen if player disconnected during this tick and `ConnectionService`
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* has not yet had an opportunity to handle it as a player disconnecting).
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* This behavior can be changed via `removeBroken` parameter.
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*
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* @param removeBroken Setting this to `true` will cause
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* `ConnectionService` to first try and detect broken connections.
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* Doing so might change the state of `ConnectionService` and might
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* trigger disconnect events. It is recommended to leave this as `false`
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* and manually check if `PlayerController`s are not `none`.
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* @return Array that contains all current connection records.
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*/
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public final function array<Connection> GetActiveConnections(
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optional bool removeBroken)
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{
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if (removeBroken) {
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RemoveBrokenConnections();
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}
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return activeConnections;
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}
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// Check if connections are still active every tick.
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// Should not take any noticeable time when no players are disconnecting.
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event Tick(float delta)
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{
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RemoveBrokenConnections();
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}
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defaultproperties
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{
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events = class'ConnectionEvents'
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requiredListeners(0) = class'MutatorListener_Connection'
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}
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