UnrealScript library and basis for all Acedia Framework mods
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
 

197 lines
6.8 KiB

/**
* 'BroadcastHandler' class that used by Acedia to catch
* broadcasting events. For Acedia to work properly it needs to be added to
* the very beginning of the broadcast handlers' chain.
* 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 <https://www.gnu.org/licenses/>.
*/
// TODO: make it work from any place in the chain.
class BroadcastHandler extends Engine.BroadcastHandler
dependson(BroadcastEvents);
// The way vanilla 'BroadcastHandler' works - it can check if broadcast is
// possible for any actor, but for actually sending the text messages it will
// try to extract player's data from it
// and will simply pass 'none' if it can't.
// We remember senders in this array in order to pass real ones to our events.
// Array instead of variable is to account for folded calls
// (when handling of broadcast events leads to another message generation).
var private array<Actor> storedSenders;
// We want to insert our code in some of the functions between
// 'AllowsBroadcast' check and actual broadcasting,
// so we can't just use a 'super.AllowsBroadcast()' call.
// Instead we first manually do this check, then perform our logic and then
// make a super call, but with 'blockAllowsBroadcast' flag set to 'true',
// which causes overloaded 'AllowsBroadcast()' to omit actual checks.
var private bool blockAllowsBroadcast;
// Functions below simply reroute vanilla's broadcast events to
// Acedia's 'BroadcastEvents', while keeping original senders
// and blocking 'AllowsBroadcast()' as described in comments for
// 'storedSenders' and 'blockAllowsBroadcast'.
public function bool HandlerAllowsBroadcast(Actor broadcaster, int sentTextNum)
{
local bool canBroadcast;
// Check listeners
canBroadcast = class'BroadcastEvents'.static
.CallCanBroadcast(broadcaster, sentTextNum);
// Check other broadcast handlers (if present)
if (canBroadcast && nextBroadcastHandler != none)
{
canBroadcast = nextBroadcastHandler
.HandlerAllowsBroadcast(broadcaster, sentTextNum);
}
return canBroadcast;
}
function Broadcast(Actor sender, coerce string message, optional name type)
{
local bool canTryToBroadcast;
if (!AllowsBroadcast(sender, Len(message)))
return;
canTryToBroadcast = class'BroadcastEvents'.static
.CallHandleText(sender, message, type);
if (canTryToBroadcast)
{
storedSenders[storedSenders.length] = sender;
blockAllowsBroadcast = true;
super.Broadcast(sender, message, type);
blockAllowsBroadcast = false;
storedSenders.length = storedSenders.length - 1;
}
}
function BroadcastTeam
(
Controller sender,
coerce string message,
optional name type
)
{
local bool canTryToBroadcast;
if (!AllowsBroadcast(sender, Len(message)))
return;
canTryToBroadcast = class'BroadcastEvents'.static
.CallHandleText(sender, message, type);
if (canTryToBroadcast)
{
storedSenders[storedSenders.length] = sender;
blockAllowsBroadcast = true;
super.BroadcastTeam(sender, message, type);
blockAllowsBroadcast = false;
storedSenders.length = storedSenders.length - 1;
}
}
event AllowBroadcastLocalized
(
Actor sender,
class<LocalMessage> message,
optional int switch,
optional PlayerReplicationInfo relatedPRI1,
optional PlayerReplicationInfo relatedPRI2,
optional Object optionalObject
)
{
local bool canTryToBroadcast;
local BroadcastEvents.LocalizedMessage packedMessage;
if (!AllowsBroadcast(sender, Len(message)))
return;
packedMessage.class = message;
packedMessage.id = switch;
packedMessage.relatedPRI1 = relatedPRI1;
packedMessage.relatedPRI2 = relatedPRI2;
packedMessage.relatedObject = optionalObject;
canTryToBroadcast = class'BroadcastEvents'.static
.CallHandleLocalized(sender, packedMessage);
if (canTryToBroadcast)
{
super.AllowBroadcastLocalized( sender, message, switch,
relatedPRI1, relatedPRI2,
optionalObject);
}
}
function bool AllowsBroadcast(actor broadcaster, int len)
{
if (blockAllowsBroadcast)
return true;
return super.AllowsBroadcast(broadcaster, len);
}
function bool AcceptBroadcastText
(
PlayerController receiver,
PlayerReplicationInfo senderPRI,
out string message,
optional name type
)
{
local bool canBroadcast;
local Actor sender;
if (senderPRI != none)
{
sender = PlayerController(senderPRI.owner);
}
if (sender == none && storedSenders.length > 0)
{
sender = storedSenders[storedSenders.length - 1];
}
canBroadcast = class'BroadcastEvents'.static
.CallHandleTextFor(receiver, sender, message, type);
if (!canBroadcast)
{
return false;
}
return super.AcceptBroadcastText(receiver, senderPRI, message, type);
}
function bool AcceptBroadcastLocalized
(
PlayerController receiver,
Actor sender,
class<LocalMessage> message,
optional int switch,
optional PlayerReplicationInfo relatedPRI1,
optional PlayerReplicationInfo relatedPRI2,
optional Object obj
)
{
local bool canBroadcast;
local BroadcastEvents.LocalizedMessage packedMessage;
packedMessage.class = message;
packedMessage.id = switch;
packedMessage.relatedPRI1 = relatedPRI1;
packedMessage.relatedPRI2 = relatedPRI2;
packedMessage.relatedObject = obj;
canBroadcast = class'BroadcastEvents'.static
.CallHandleLocalizedFor(receiver, sender, packedMessage);
if (!canBroadcast)
{
return false;
}
return super.AcceptBroadcastLocalized( receiver, sender, message, switch,
relatedPRI1, relatedPRI2, obj);
}
defaultproperties
{
blockAllowsBroadcast = false
}