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86 lines
2.4 KiB
86 lines
2.4 KiB
4 years ago
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/**
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* Service for tracking currently connected players.
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* Besides simply storing all players it also separately stores (caches)
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* players belonging to specific groups to make appropriate getters faster.
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* Copyright 2020 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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var private array<APlayer> allPlayers;
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private final function RemoveNonePlayers()
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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] == none) {
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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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public final function bool RegisterPlayer(PlayerController newPlayerController)
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{
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local int i;
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local APlayer newPlayer;
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if (newPlayerController == none) return false;
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RemoveNonePlayers();
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for (i = 0; i < allPlayers.length; i += 1)
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{
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if (allPlayers[i] == none) continue;
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if (allPlayers[i].GetController() == newPlayerController) {
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return false;
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}
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}
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newPlayer = APlayer(_.memory.Allocate(class'APlayer'));
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if (newPlayer == none)
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{
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_.logger.Fatal("Cannot spawn a new instance of `APlayer`."
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@ "Acedia will not properly work from now on.");
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return false;
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}
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newPlayer.Initialize(newPlayerController);
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allPlayers[allPlayers.length] = newPlayer;
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return true;
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}
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public final function array<APlayer> GetAllPlayers()
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{
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RemoveNonePlayers();
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return allPlayers;
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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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RemoveNonePlayers();
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for (i = 0; i < allPlayers.length; i += 1)
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{
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if (allPlayers[i] != none){
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allPlayers[i].Update();
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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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}
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