/**
* Service for tracking currently connected players.
* Besides simply storing all players it also separately stores (caches)
* players belonging to specific groups to make appropriate getters faster.
* 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 PlayerService extends Service;
var private array allPlayers;
private final function RemoveNonePlayers()
{
local int i;
while (i < allPlayers.length)
{
if (allPlayers[i] == none) {
allPlayers.Remove(i, 1);
}
else {
i += 1;
}
}
}
public final function bool RegisterPlayer(PlayerController newPlayerController)
{
local int i;
local APlayer newPlayer;
if (newPlayerController == none) return false;
RemoveNonePlayers();
for (i = 0; i < allPlayers.length; i += 1)
{
if (allPlayers[i] == none) continue;
if (allPlayers[i].GetController() == newPlayerController) {
return false;
}
}
newPlayer = APlayer(_.memory.Allocate(class'APlayer'));
if (newPlayer == none)
{
_.logger.Fatal("Cannot spawn a new instance of `APlayer`."
@ "Acedia will not properly work from now on.");
return false;
}
newPlayer.Initialize(newPlayerController);
allPlayers[allPlayers.length] = newPlayer;
return true;
}
public final function array GetAllPlayers()
{
RemoveNonePlayers();
return allPlayers;
}
public final function UpdateAllPlayers()
{
local int i;
RemoveNonePlayers();
for (i = 0; i < allPlayers.length; i += 1)
{
if (allPlayers[i] != none){
allPlayers[i].Update();
}
}
}
defaultproperties
{
}