/** * Objects of this class are meant to represent a "server user": * not a particular `PlayerController`, but an entity that server would * recognize to be the same person even after reconnections. * It is supposed to store and recognize various stats and * server privileges. * Copyright 2020 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 APlayer extends AcediaActor; var private User identity; var private PlayerController ownerController; // Shortcut to `ConnectionEvents`, so that we don't have to write // `class'ConnectionEvents'` every time. var const class events; public final function Initialize(PlayerController initOwnerController) { ownerController = initOwnerController; identity = _.users.FetchByIDHash(initOwnerController.GetPlayerIDHash()); events.static.CallPlayerConnected(self); } public final function PlayerController GetController() { return ownerController; } public final function Update() { if (ownerController == none) { events.static.CallPlayerDisconnected(self); Destroy(); } } event Tick(float delta) { Update(); } defaultproperties { events = class'PlayerEvents' }