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/**
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* Service for the needs of `UnrealAPI`. Mainly tasked with creating API's
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* `Signal`s.
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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 UnrealService extends Service;
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struct SignalRecord
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{
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var class<Signal> signalClass;
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var Signal instance;
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};
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var private array<SignalRecord> serviceSignals;
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var private Unreal_OnTick_Signal onTickSignal;
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var private AcediaGameRules gameRules;
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protected function OnLaunch()
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{
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local BroadcastEventsObserver broadcastObserver;
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CreateSignals();
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// Create broadcast handler
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broadcastObserver = BroadcastEventsObserver(_.unreal.broadcasts.Add(
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class'BroadcastEventsObserver',
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class'BroadcastEventsObserver'.default.usedInjectionLevel));
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if (broadcastObserver != none) {
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broadcastObserver.Initialize(self);
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}
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// Create game rules
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gameRules = AcediaGameRules(_.unreal.gameRules.Add(class'AcediaGameRules'));
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if (gameRules != none) {
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gameRules.Initialize(self);
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}
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}
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protected function OnShutdown()
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{
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local int i;
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if (gameRules != none) {
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gameRules.Cleanup();
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}
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_.unreal.broadcasts.Remove(class'BroadcastEventsObserver');
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_.unreal.gameRules.Remove(class'AcediaGameRules');
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for (i = 0; i < serviceSignals.length; i += 1) {
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_.memory.Free(serviceSignals[i].instance);
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}
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_.memory.Free(onTickSignal);
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serviceSignals.length = 0;
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onTickSignal = none;
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}
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private final function CreateSignals()
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{
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local int i;
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onTickSignal = Unreal_OnTick_Signal(
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_.memory.Allocate(class'Unreal_OnTick_Signal'));
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for (i = 0; i < serviceSignals.length; i += 1)
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{
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if (serviceSignals[i].instance != none) continue;
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if (serviceSignals[i].signalClass == none) continue;
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serviceSignals[i].instance =
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Signal(_.memory.Allocate(serviceSignals[i].signalClass));
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}
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}
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public final function Signal GetSignal(class<Signal> requiredClass)
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{
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local int i;
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if (requiredClass == class'Unreal_OnTick_Signal') {
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return onTickSignal;
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}
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for (i = 0; i < serviceSignals.length; i += 1)
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{
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if (serviceSignals[i].signalClass == requiredClass) {
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return serviceSignals[i].instance;
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}
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}
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return none;
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}
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public event Tick(float delta)
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{
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local float dilationCoefficient;
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if (onTickSignal != none)
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{
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dilationCoefficient = level.timeDilation / 1.1;
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onTickSignal.Emit(delta, dilationCoefficient);
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}
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}
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defaultproperties
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{
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serviceSignals(0) = (signalClass=class'GameRules_OnFindPlayerStart_Signal')
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serviceSignals(1) = (signalClass=class'GameRules_OnHandleRestartGame_Signal')
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serviceSignals(2) = (signalClass=class'GameRules_OnCheckEndGame_Signal')
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serviceSignals(3) = (signalClass=class'GameRules_OnCheckScore_Signal')
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serviceSignals(4) = (signalClass=class'GameRules_OnOverridePickupQuery_Signal')
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serviceSignals(5) = (signalClass=class'GameRules_OnNetDamage_Signal')
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serviceSignals(6) = (signalClass=class'Broadcast_OnBroadcastCheck_Signal')
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serviceSignals(7) = (signalClass=class'Broadcast_OnHandleLocalized_Signal')
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serviceSignals(8) = (signalClass=class'Broadcast_OnHandleLocalizedFor_Signal')
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serviceSignals(9) = (signalClass=class'Broadcast_OnHandleText_Signal')
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serviceSignals(10) = (signalClass=class'Broadcast_OnHandleTextFor_Signal')
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serviceSignals(11) = (signalClass=class'Mutator_OnCheckReplacement_Signal')
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serviceSignals(12) = (signalClass=class'Mutator_OnMutate_Signal')
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serviceSignals(13) = (signalClass=class'Mutator_OnModifyLogin_Signal')
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}
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