/**
* 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;
}
/**
* Returns `Pawn` associated with a given `APlayer`.
*
* @param player Player for which we want to find associated `Pawn`.
* @return `Pawn` that is associated with a given player.
* Can return `none` if controller has already "expired".
*/
public final function Pawn GetPawn(APlayer player)
{
local Controller controller;
controller = GetController(player);
if (controller != none) {
return controller.pawn;
}
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
{
}