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/**
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* Service for tracking currently connected players and remembering what
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* `APlayer` is connected to what `PlayerController` (`PlayerController`
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* instance is an `Actor` and therefore should not be stores as `APlayer`'s
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* variable, since `APlayer` is not an `Actor`).
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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 PlayerService extends Service;
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// Used to 1-to-1 associate `APlayer` with `PlayerController` object.
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struct PlayerControllerPair
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{
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var APlayer player;
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var PlayerController controller;
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};
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// Store all known players along with their `PlayerController`s.
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var private array<PlayerControllerPair> allPlayers;
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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<PlayerEvents> events;
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/**
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* Creates a new `APlayer` instance for a given `newPlayerController`
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* controller.
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*
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* If given controller is `none` or it's `APLayer` was already created,
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* - does nothing.
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*
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* @param newPlayerController Controller for which we must
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* create new `APlayer`.
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* @return `true` if new `APlayer` was created and `false` otherwise.
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*/
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public final function bool RegisterPlayer(PlayerController newPlayerController)
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{
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local int i;
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local Text textIdHash;
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local PlayerControllerPair newPair;
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if (newPlayerController == none) return false;
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UpdateAllPlayers();
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for (i = 0; i < allPlayers.length; i += 1)
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{
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if (allPlayers[i].controller == newPlayerController) {
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return false;
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}
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}
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// Record new pair in service's data
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newPair.controller = newPlayerController;
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newPair.player = APlayer(_.memory.Allocate(class'APlayer', true));
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allPlayers[allPlayers.length] = newPair;
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// Initialize new `APlayer`
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textIdHash = _.text.FromString(newPlayerController.GetPlayerIDHash());
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newPair.player.Initialize(textIdHash);
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textIdHash.FreeSelf();
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// Run events
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events.static.CallPlayerConnected(newPair.player);
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return true;
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}
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/**
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* Fetches current array of all player (registered `APLayer`s).
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*
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* @return Current array of all player (registered `APLayer`s). Guaranteed to
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* not contain `none` values.
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*/
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public final function array<APlayer> GetAllPlayers()
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{
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local int i;
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local array<APlayer> result;
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for (i = 0; i < allPlayers.length; i += 1)
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{
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if (allPlayers[i].controller != none) {
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result[result.length] = allPlayers[i].player;
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}
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}
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return result;
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}
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/**
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* Returns `APlayer` associated with a given `PlayerController`.
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*
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* @param controller Controller for which we want to find associated player.
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* @return `APlayer` that is associated with a given `PlayerController`.
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* Can return `none` if player has already "expired".
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*/
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public final function APlayer GetPlayer(PlayerController controller)
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{
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local int i;
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if (controller == none) {
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return none;
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}
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for (i = 0; i < allPlayers.length; i += 1)
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{
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if (controller == allPlayers[i].controller) {
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return allPlayers[i].player;
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}
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}
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return none;
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}
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/**
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* Returns `PlayerController` associated with a given `APlayer`.
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*
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* @param player Player for which we want to find associated controller.
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* @return Controller that is associated with a given player.
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* Can return `none` if controller has already "expired".
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*/
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public final function PlayerController GetController(APlayer player)
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{
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local int i;
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if (player == none) {
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return none;
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}
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for (i = 0; i < allPlayers.length; i += 1)
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{
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if (player == allPlayers[i].player) {
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return allPlayers[i].controller;
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}
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}
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return none;
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}
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/**
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* IMPORTANT: this is a helper function that is not supposed to be
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* called manually.
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*
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* Causes status of all players to update.
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* See `APlayer.Update()` for details.
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*/
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public final function UpdateAllPlayers()
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{
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local int i;
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while (i < allPlayers.length)
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{
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if (allPlayers[i].controller == none)
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{
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events.static.CallPlayerDisconnected(allPlayers[i].player);
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allPlayers.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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defaultproperties
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{
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events = class'PlayerEvents'
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requiredListeners(0) = class'ConnectionListener_Player'
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}
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