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/**
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* API that provides functions for working player references (`APlayer`).
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* Copyright 2021 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(Text);
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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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protected function Constructor()
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{
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local ConnectionService service;
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service = ConnectionService(class'ConnectionService'.static.Require());
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service.OnConnectionEstablished(self).connect = MakePlayer;
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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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service = ConnectionService(class'ConnectionService'.static.Require());
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service.OnConnectionEstablished(self).Disconnect();
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}
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private final function MakePlayer(ConnectionService.Connection newConnection)
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{
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local APlayer newPlayer;
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local Text textIdHash;
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local PlayerService service;
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// Make new player controller and link it to `newConnection`
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newPlayer = APlayer(_.memory.Allocate(class'APlayer'));
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service = PlayerService(class'PlayerService'.static.Require());
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service.RegisterPair(newConnection.controllerReference, newPlayer);
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// Initialize new `APlayer`
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textIdHash = _.text.FromString(newConnection.idHash);
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newPlayer.Initialize(textIdHash);
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textIdHash.FreeSelf();
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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 - returns the same object
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* with each call, otherwise can allocate new instance of `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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/**
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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<APlayer> GetAll()
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{
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local PlayerService service;
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local array<APlayer> emptyResult;
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service = PlayerService(class'PlayerService'.static.GetInstance());
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if (service != none) {
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return service.GetAllPlayers();
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}
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return emptyResult;
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}
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defaultproperties
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{
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}
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