/** * Service for tracking currently connected players and remembering what * `APlayer` is connected to what `PlayerController` (`PlayerController` * instance is an `Actor` and therefore should not be stores as `APlayer`'s * variable, since `APlayer` is not an `Actor`). * Copyright 2021 Anton Tarasenko *------------------------------------------------------------------------------ * This file is part of Acedia. * * Acedia is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, version 3 of the License, or * (at your option) any later version. * * Acedia is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with Acedia. If not, see . */ class PlayerService extends Service; // Used to 1-to-1 associate `APlayer` objects with `PlayerController` actors. struct PlayerControllerPair { var APlayer player; var PlayerController controller; }; // Records of all known pairs var private array allPlayers; protected function Contructor() { SetTimer(1.0, true); } protected function Finalizer() { SetTimer(0.0, false); } /** * Creates a new `APlayer` instance for a given `newPlayerController` * controller. * * If given controller is `none` or it's `APlayer` was already created, * - does nothing. * * @param newPlayerController Controller for which we must * create new `APlayer`. * @return `true` if new `APlayer` was created and `false` otherwise. */ public final function bool RegisterPair( PlayerController newController, APlayer newPlayer) { local int i; local PlayerControllerPair newPair; if (newController == none) return false; if (newPlayer == none) return false; for (i = 0; i < allPlayers.length; i += 1) { if (allPlayers[i].controller == newController) { return false; } if (allPlayers[i].player == newPlayer) { return false; } } // Record new pair in service's data newPair.controller = newController; newPair.player = newPlayer; allPlayers[allPlayers.length] = newPair; return true; } /** * Fetches current array of all players (registered `APlayer`s). * * @return Current array of all players (registered `APlayer`s). Guaranteed to * not contain `none` values. */ public final function array GetAllPlayers() { local int i; local array result; for (i = 0; i < allPlayers.length; i += 1) { if (allPlayers[i].controller != none) { result[result.length] = allPlayers[i].player; } } return result; } /** * Returns `APlayer` associated with a given `PlayerController`. * * @param controller Controller for which we want to find associated player. * @return `APlayer` that is associated with a given `PlayerController`. * Can return `none` if player has already "expired". */ public final function APlayer GetPlayer(Controller controller) { local int i; if (controller == none) { return none; } for (i = 0; i < allPlayers.length; i += 1) { if (controller == allPlayers[i].controller) { return allPlayers[i].player; } } return none; } /** * Returns `PlayerController` associated with a given `APlayer`. * * @param player Player for which we want to find associated controller. * @return Controller that is associated with a given player. * Can return `none` if controller has already "expired". */ public final function PlayerController GetController(APlayer player) { local int i; if (player == none) { return none; } for (i = 0; i < allPlayers.length; i += 1) { if (player == allPlayers[i].player) { return allPlayers[i].controller; } } return none; } /** * IMPORTANT: this is a helper function that is not supposed to be * called manually. * * Causes status of all players to update. * See `APlayer.Update()` for details. */ event Timer() { local int i; while (i < allPlayers.length) { if (allPlayers[i].controller == none || allPlayers[i].player == none) { allPlayers.Remove(i, 1); } else { i += 1; } } } defaultproperties { }