@ -1,7 +1,9 @@
/**
* 'BroadcastHandler' class that used by Acedia to catch
* `BroadcastHandler` class that used by Acedia to catch
* broadcasting events. For Acedia to work properly it needs to be added to
* the very beginning of the broadcast handlers' chain.
* However, for compatibility reasons Acedia also supports less invasive
* methods to add it at the cost of some functionality degradation.
* Copyright 2020 Anton Tarasenko
*------------------------------------------------------------------------------
* This file is part of Acedia.
@ -36,32 +38,138 @@ enum InjectionLevel
// effectively disable `BroadcastEvents`.
BHIJ_None,
// `BroadcastEventsObserver` will be places in the broadcast handlers'
// chain as a normal `BroadcastHandler`, which can lead to incorrect
// chain as a normal `BroadcastHandler`
// (through `RegisterBroadcastHandler()` call), which can lead to incorrect
// handling of `HandleText` and `HandleLocalized` events.
BHIJ_Registered,
// `BroadcastEventsObserver` will be injected at the very beginning of
// the broadcast handlers' chain.
// This provides full Acedia's functionality.
// This option provides full Acedia's functionality.
BHIJ_Root
};
var public config const InjectionLevel usedInjectionLevel;
// The way vanilla 'BroadcastHandler' works - it can check if broadcast is
// The way vanilla `BroadcastHandler` works - it can check if broadcast is
// possible for any actor, but for actually sending the text messages it will
// try to extract player's data from it
// and will simply pass 'none' if it can't.
// We remember senders in this array in order to pass real ones to our events.
// Array instead of variable is to account for folded calls
// (when handling of broadcast events leads to another message generation).
// try to extract player's data from it and will simply pass `none` for
// a sender if it can't.
// We remember senders in this array in order to pass real ones to
// our events.
// We use an array instead of a single variable is to account for possible
// folded calls (when handling of broadcast events leads to another
// message generation).
// This is only relevant for `BHIJ_Root` injection level.
var private array<Actor> storedSenders;
// We want to insert our code in some of the functions between
// 'AllowsBroadcast' check and actual broadcasting,
// so we can't just use a 'super.AllowsBroadcast()' call.
// `AllowsBroadcast` check and actual broadcasting,
// so we can't just use a `super.AllowsBroadcast()` call.
// Instead we first manually do this check, then perform our logic and then
// make a super call, but with 'blockAllowsBroadcast' flag set to 'true',
// which causes overloaded 'AllowsBroadcast()' to omit actual checks.
// make a super call, but with `blockAllowsBroadcast` flag set to `true`,
// which causes overloaded `AllowsBroadcast()` to omit checks that we've
// already performed.
var private bool blockAllowsBroadcast;
/*
* In case of `BHIJ_Registered` injection level, we do not get notified
* when a message starts getting broadcasted through `Broadcast()`,
* `BroadcastTeam()` and `AcceptBroadcastLocalized()`.
* Instead we are only notified when a message is broadcasted to
* a particular player, so with 2 players instead of sequence `Broadcast()`,
* `AcceptBroadcastText()`, `AcceptBroadcastText()`
* we get `AcceptBroadcastText()`, `AcceptBroadcastText()`.
* This means that we can only guess when new broadcast was initiated.
* We do this by:
* 1. Recording broadcast instigator (sender) and his message. If any of
* these variables change - we assume it's a new broadcast.
* 2. Recording players that already received that message, - if message is
* resend to one of them - it's a new broadcast
* (of possibly duplicate message).
* 3. All broadcasted messages are sent to all players within 1 tick, so
* any first message within each tick is a start of a new broadcast.
*
* Check logic is implemented in `IsFromNewTextBroadcast()` and
* `IsFromNewLocalizedBroadcast()` methods.
*/
// Are we already already tracking any broadcast? Helps to track for point 3.
var private bool trackingBroadcast;
// Sender of the current broadcast. Helps to track for point 1.
var private Actor currentBroadcastInstigator;
// Players that already received current broadcast. Helps to track for point 2.
var private array<PlayerController> currentBroadcastReceivers;
// Is current broadcast sending a
// text message (`Broadcast()` and `BroadcastTeam()`)
// or localized message (`AcceptBroadcastLocalized()`)?
// Helps to track message for point 1.
var private bool broadcastingLocalizedMessage;
// Variables to stored text message. Helps to track for point 1.
var private string currentTextMessageContent;
var private name currentTextMessageType;
// Variables to stored localized message. Helps to track for point 1.
var private BroadcastEvents.LocalizedMessage currentLocalizedMessage;
private function bool IsCurrentBroadcastReceiver(PlayerController receiver)
{
local int i;
for (i = 0; i < currentBroadcastReceivers.length; i += 1)
{
if (currentBroadcastReceivers[i] == receiver) {
return true;
}
}
return false;
}
private function bool IsFromNewTextBroadcast(
PlayerReplicationInfo senderPRI,
PlayerController receiver,
string message,
name messageType)
{
local bool isCurrentBroadcastContinuation;
if (usedInjectionLevel != BHIJ_Registered) return false;
isCurrentBroadcastContinuation = trackingBroadcast
&& (senderPRI == currentBroadcastInstigator)
&& (!broadcastingLocalizedMessage)
&& (message == currentTextMessageContent)
&& (currentTextMessageType == currentTextMessageType)
&& !IsCurrentBroadcastReceiver(receiver);
if (isCurrentBroadcastContinuation) {
return false;
}
trackingBroadcast = true;
broadcastingLocalizedMessage = false;
currentBroadcastInstigator = senderPRI;
currentTextMessageContent = message;
currentTextMessageType = messageType;
currentBroadcastReceivers.length = 0;
return true;
}
private function bool IsFromNewLocalizedBroadcast(
Actor sender,
PlayerController receiver,
BroadcastEvents.LocalizedMessage localizedMessage)
{
local bool isCurrentBroadcastContinuation;
if (usedInjectionLevel != BHIJ_Registered) return false;
isCurrentBroadcastContinuation = trackingBroadcast
&& (sender == currentBroadcastInstigator)
&& (broadcastingLocalizedMessage)
&& (localizedMessage == currentLocalizedMessage)
&& !IsCurrentBroadcastReceiver(receiver);
if (isCurrentBroadcastContinuation) {
return false;
}
trackingBroadcast = true;
broadcastingLocalizedMessage = true;
currentBroadcastInstigator = sender;
currentLocalizedMessage = localizedMessage;
currentBroadcastReceivers.length = 0;
return true;
}
// Functions below simply reroute vanilla's broadcast events to
// Acedia's 'BroadcastEvents', while keeping original senders
// and blocking 'AllowsBroadcast()' as described in comments for
@ -85,8 +193,7 @@ public function bool HandlerAllowsBroadcast(Actor broadcaster, int sentTextNum)
function Broadcast(Actor sender, coerce string message, optional name type)
{
local bool canTryToBroadcast;
if (!AllowsBroadcast(sender, Len(message)))
return;
if (!AllowsBroadcast(sender, Len(message))) return;
canTryToBroadcast = class'BroadcastEvents'.static
.CallHandleText(sender, message, type);
if (canTryToBroadcast)
@ -99,16 +206,14 @@ function Broadcast(Actor sender, coerce string message, optional name type)
}
}
function BroadcastTeam
(
function BroadcastTeam(
Controller sender,
coerce string message,
optional name type
)
{
local bool canTryToBroadcast;
if (!AllowsBroadcast(sender, Len(message)))
return;
if (!AllowsBroadcast(sender, Len(message))) return;
canTryToBroadcast = class'BroadcastEvents'.static
.CallHandleText(sender, message, type);
if (canTryToBroadcast)
@ -121,8 +226,7 @@ function BroadcastTeam
}
}
event AllowBroadcastLocalized
(
event AllowBroadcastLocalized(
Actor sender,
class<LocalMessage> message,
optional int switch,
@ -133,8 +237,6 @@ event AllowBroadcastLocalized
{
local bool canTryToBroadcast;
local BroadcastEvents.LocalizedMessage packedMessage;
if (!AllowsBroadcast(sender, Len(message)))
return;
packedMessage.class = message;
packedMessage.id = switch;
packedMessage.relatedPRI1 = relatedPRI1;
@ -150,15 +252,14 @@ event AllowBroadcastLocalized
}
}
function bool AllowsBroadcast(a ctor broadcaster, int len)
function bool AllowsBroadcast(A ctor broadcaster, int len)
{
if (blockAllowsBroadcast)
return true;
return super.AllowsBroadcast(broadcaster, len);
}
function bool AcceptBroadcastText
(
function bool AcceptBroadcastText(
PlayerController receiver,
PlayerReplicationInfo senderPRI,
out string message,
@ -167,26 +268,31 @@ function bool AcceptBroadcastText
{
local bool canBroadcast;
local Actor sender;
if (senderPRI != none)
{
if (senderPRI != none) {
sender = PlayerController(senderPRI.owner);
}
if (sender == none && storedSenders.length > 0)
{
if (sender == none && storedSenders.length > 0) {
sender = storedSenders[storedSenders.length - 1];
}
if (usedInjectionLevel == BHIJ_Registered)
{
if (IsFromNewTextBroadcast(senderPRI, receiver, message, type))
{
class'BroadcastEvents'.static.CallHandleText(sender, message, type);
currentBroadcastReceivers.length = 0;
}
currentBroadcastReceivers[currentBroadcastReceivers.length] = receiver;
}
canBroadcast = class'BroadcastEvents'.static
.CallHandleTextFor(receiver, sender, message, type);
if (!canBroadcast)
{
if (!canBroadcast) {
return false;
}
return super.AcceptBroadcastText(receiver, senderPRI, message, type);
}
function bool AcceptBroadcastLocalized
(
function bool AcceptBroadcastLocalized(
PlayerController receiver,
Actor sender,
class<LocalMessage> message,
@ -203,16 +309,31 @@ function bool AcceptBroadcastLocalized
packedMessage.relatedPRI1 = relatedPRI1;
packedMessage.relatedPRI2 = relatedPRI2;
packedMessage.relatedObject = obj;
if (usedInjectionLevel == BHIJ_Registered)
{
if (IsFromNewLocalizedBroadcast(sender, receiver, packedMessage))
{
class'BroadcastEvents'.static
.CallHandleLocalized(sender, packedMessage);
currentBroadcastReceivers.length = 0;
}
currentBroadcastReceivers[currentBroadcastReceivers.length] = receiver;
}
canBroadcast = class'BroadcastEvents'.static
.CallHandleLocalizedFor(receiver, sender, packedMessage);
if (!canBroadcast)
{
if (!canBroadcast) {
return false;
}
return super.AcceptBroadcastLocalized( receiver, sender, message, switch,
relatedPRI1, relatedPRI2, obj);
}
event Tick(float delta)
{
trackingBroadcast = false;
currentBroadcastReceivers.length = 0;
}
defaultproperties
{
blockAllowsBroadcast = false