/**
* Service for the needs of `UnrealAPI`. Mainly tasked with creating API's
* `Signal`s.
* 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 UnrealService extends Service;
struct SignalRecord
{
var class signalClass;
var Signal instance;
};
var private array serviceSignals;
var private Unreal_OnTick_Signal onTickSignal;
var private AcediaGameRules gameRules;
protected function OnLaunch()
{
local BroadcastEventsObserver broadcastObserver;
CreateSignals();
// Create broadcast handler
broadcastObserver = BroadcastEventsObserver(_.unreal.broadcasts.Add(
class'BroadcastEventsObserver',
class'BroadcastEventsObserver'.default.usedInjectionLevel));
if (broadcastObserver != none) {
broadcastObserver.Initialize(self);
}
// Create game rules
gameRules = AcediaGameRules(_.unreal.gameRules.Add(class'AcediaGameRules'));
if (gameRules != none) {
gameRules.Initialize(self);
}
}
protected function OnShutdown()
{
local int i;
if (gameRules != none) {
gameRules.Cleanup();
}
_.unreal.broadcasts.Remove(class'BroadcastEventsObserver');
_.unreal.gameRules.Remove(class'AcediaGameRules');
for (i = 0; i < serviceSignals.length; i += 1) {
_.memory.Free(serviceSignals[i].instance);
}
_.memory.Free(onTickSignal);
serviceSignals.length = 0;
onTickSignal = none;
}
private final function CreateSignals()
{
local int i;
onTickSignal = Unreal_OnTick_Signal(
_.memory.Allocate(class'Unreal_OnTick_Signal'));
for (i = 0; i < serviceSignals.length; i += 1)
{
if (serviceSignals[i].instance != none) continue;
if (serviceSignals[i].signalClass == none) continue;
serviceSignals[i].instance =
Signal(_.memory.Allocate(serviceSignals[i].signalClass));
}
}
public final function Signal GetSignal(class requiredClass)
{
local int i;
if (requiredClass == class'Unreal_OnTick_Signal') {
return onTickSignal;
}
for (i = 0; i < serviceSignals.length; i += 1)
{
if (serviceSignals[i].signalClass == requiredClass) {
return serviceSignals[i].instance;
}
}
return none;
}
public event Tick(float delta)
{
local float dilationCoefficient;
if (onTickSignal != none)
{
dilationCoefficient = level.timeDilation / 1.1;
onTickSignal.Emit(delta, dilationCoefficient);
}
}
defaultproperties
{
serviceSignals(0) = (signalClass=class'GameRules_OnFindPlayerStart_Signal')
serviceSignals(1) = (signalClass=class'GameRules_OnHandleRestartGame_Signal')
serviceSignals(2) = (signalClass=class'GameRules_OnCheckEndGame_Signal')
serviceSignals(3) = (signalClass=class'GameRules_OnCheckScore_Signal')
serviceSignals(4) = (signalClass=class'GameRules_OnOverridePickupQuery_Signal')
serviceSignals(5) = (signalClass=class'GameRules_OnNetDamage_Signal')
serviceSignals(6) = (signalClass=class'Broadcast_OnBroadcastCheck_Signal')
serviceSignals(7) = (signalClass=class'Broadcast_OnHandleLocalized_Signal')
serviceSignals(8) = (signalClass=class'Broadcast_OnHandleLocalizedFor_Signal')
serviceSignals(9) = (signalClass=class'Broadcast_OnHandleText_Signal')
serviceSignals(10) = (signalClass=class'Broadcast_OnHandleTextFor_Signal')
serviceSignals(11) = (signalClass=class'Mutator_OnCheckReplacement_Signal')
serviceSignals(12) = (signalClass=class'Mutator_OnMutate_Signal')
}