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443 lines
14 KiB
443 lines
14 KiB
/** |
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* Provides a common interface to a connected player connection. |
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* Copyright 2021 - 2022 Anton Tarasenko |
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*------------------------------------------------------------------------------ |
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* This file is part of Acedia. |
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* |
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* Acedia is free software: you can redistribute it and/or modify |
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* it under the terms of the GNU General Public License as published by |
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* the Free Software Foundation, version 3 of the License, or |
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* (at your option) any later version. |
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* |
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* Acedia is distributed in the hope that it will be useful, |
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* but WITHOUT ANY WARRANTY; without even the implied warranty of |
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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* GNU General Public License for more details. |
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* |
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* You should have received a copy of the GNU General Public License |
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* along with Acedia. If not, see <https://www.gnu.org/licenses/>. |
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*/ |
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class EPlayer extends EInterface; |
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// How this `EPlayer` is identified by the server |
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var private User identity; |
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// Writer that can be used to write into this player's console |
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var private ConsoleWriter consoleInstance; |
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// Remember version to reallocate writer in case someone deallocates it |
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var private int consoleLifeVersion; |
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// `PlayerController` reference |
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var private NativeActorRef controller; |
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/** |
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* Describes the player's admin status (as defined by standard KF classes) |
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*/ |
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enum AdminStatus |
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{ |
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// Not an admin |
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AS_None, |
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// (Publicly visible) admin |
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AS_Admin, |
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// Admin with their admin status hidden |
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AS_SilentAdmin |
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}; |
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// Stores all the types of signals `EPlayer` might emit |
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struct PlayerSignals |
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{ |
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var public PlayerAPI_OnPlayerNameChanging_Signal onNameChanging; |
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var public PlayerAPI_OnPlayerNameChanged_Signal onNameChanged; |
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}; |
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// We do not own objects in this structure, but it is created and managed by |
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// `PlayersAPI` and is expected to be allocated during the whole Acedia run. |
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var protected PlayerSignals signalsReferences; |
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protected function Finalizer() |
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{ |
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_.memory.Free(controller); |
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_.memory.Free(consoleInstance); |
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controller = none; |
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consoleInstance = none; |
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// No need to deallocate `User` objects, since they are all have unique |
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// instance for every player on the server |
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identity = none; |
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} |
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/** |
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* Initializes caller `EPlayer`. Should be called right after `EPlayer` |
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* was allocated. |
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* |
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* Every `EPlayer` must be initialized, using non-initialized `EPlayer` |
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* instances is invalid. |
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* |
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* Initialization can fail if: |
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* 1. `initController == none`; |
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* 2. Its id hash (from `GetPlayerIDHash()`) was not properly setup yet |
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* (not steam id); |
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* 3. Caller `EPlayer` already was successfully initialized. |
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* |
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* @param initController Controller that caller `EPlayer` will correspond to. |
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* @return `true` if initialization was successful and `false` otherwise. |
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*/ |
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public final /* unreal */ function bool Initialize( |
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PlayerController initController, |
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PlayerSignals playerSignals) |
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{ |
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local Text idHash; |
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if (controller != none) return false; // Already initialized! |
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if (initController == none) return false; |
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if (identity == none) |
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{ |
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// Only fetch `User` object if it was not yet setup, which can happen |
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// if `EPlayer` is making a copy and wants to avoid |
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// re-fetching `identity` |
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idHash = _.text.FromString(initController.GetPlayerIDHash()); |
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identity = _.users.FetchByIDHash(idHash); |
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idHash.FreeSelf(); |
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idHash = none; |
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} |
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signalsReferences = playerSignals; |
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controller = _.unreal.ActorRef(initController); |
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return true; |
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} |
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public function bool IsExistent() |
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{ |
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if (controller == none) { |
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return false; |
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} |
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return (controller.Get() != none); |
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} |
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public function EInterface Copy() |
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{ |
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local EPlayer playerCopy; |
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playerCopy = EPlayer(_.memory.Allocate(class'EPlayer')); |
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if (controller == none) |
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{ |
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// Should not really happen, since then caller `EPlayer` was |
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// not initialized |
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return playerCopy; |
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} |
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playerCopy.identity = identity; |
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playerCopy.Initialize( PlayerController(controller.Get()), |
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signalsReferences); |
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return playerCopy; |
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} |
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public function bool SameAs(EInterface other) |
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{ |
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local EPlayer asPlayer; |
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local NativeActorRef otherController; |
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if (other == none) return false; |
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if (controller == none) return false; |
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asPlayer = EPlayer(other); |
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if (asPlayer != none) return false; |
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otherController = asPlayer.controller; |
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if (otherController == none) return false; |
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return (controller.Get() == otherController.Get()); |
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} |
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/** |
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* Returns location of the caller `EPlayer`. |
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* |
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* If caller `EPlayer` has a pawn, then it's location will be returned, |
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* otherwise a location from which caller `EPlayer` is currently spectating is |
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* considered caller's location. |
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* |
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* @return Location of the caller `EPlayer` has a pawn. |
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*/ |
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public final function Vector GetLocation() |
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{ |
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local Pawn myPawn; |
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local PlayerController myController; |
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if (controller != none) { |
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myController = PlayerController(controller.Get()); |
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} |
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if (myController != none) |
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{ |
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myPawn = myController.pawn; |
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if (myPawn != none) { |
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return myPawn.location; |
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} |
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return myController.location; |
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} |
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return Vect(0.0, 0.0, 0.0); |
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} |
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// `PlayerReplicationInfo` associated with the caller `EPlayer`. |
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// Can return `none` if: |
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// 1. Caller `EPlayer` has already disconnected; |
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// 2. It was not properly initialized; |
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private final function PlayerReplicationInfo GetRI() |
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{ |
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local PlayerController myController; |
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if (controller == none) return none; |
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myController = PlayerController(controller.Get()); |
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if (myController == none) return none; |
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return myController.playerReplicationInfo; |
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} |
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/** |
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* Returns `PlayerController`, associated with the caller `EPlayer`. |
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* |
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* @return `PlayerController`, associated with the caller `EPlayer`. |
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*/ |
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public final /* unreal */ function PlayerController GetController() |
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{ |
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if (controller == none) { |
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return none; |
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} |
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return PlayerController(controller.Get()); |
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} |
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/** |
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* Returns `User` object that is corresponding to the caller `EPlayer`. |
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* |
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* @return `User` corresponding to the caller `EPlayer`. Guarantee to be |
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* not `none` for correctly initialized `EPlayer` (it remembers `User` |
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* record even if player has disconnected). |
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*/ |
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public final function User GetIdentity() |
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{ |
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return identity; |
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} |
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/** |
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* Returns current displayed name of the caller player. |
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* |
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* @return `Text` containing current name of the caller player. |
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* Guaranteed to not be `none`. Returned object is not managed by caller |
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* `EPlayer` and should be manually deallocated. |
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*/ |
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public final function Text GetName() |
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{ |
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local PlayerReplicationInfo myReplicationInfo; |
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myReplicationInfo = GetRI(); |
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if (myReplicationInfo != none) { |
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return _.text.FromColoredString(myReplicationInfo.playerName); |
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} |
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return P("").Copy(); |
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} |
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/** |
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* Set new displayed name for the caller `EPlayer`. |
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* |
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* @param newPlayerName New name of the caller `EPlayer`. This value will |
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* be copied. Passing `none` will result in an empty name. |
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*/ |
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public final function SetName(Text newPlayerName) |
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{ |
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local Text oldPlayerName; |
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local PlayerReplicationInfo replicationInfo; |
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replicationInfo = GetRI(); |
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if (replicationInfo == none) { |
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return; |
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} |
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if (ConvertTextNameIntoString(newPlayerName) == replicationInfo.playerName) |
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{ |
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return; |
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} |
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oldPlayerName = _.text.FromFormattedString(replicationInfo.playerName); |
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replicationInfo.playerName = CensorPlayerName(oldPlayerName, newPlayerName); |
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_.memory.Free(oldPlayerName); |
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} |
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// Converts `Text` nickname into a suitable `string` representation. |
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private final function string ConvertTextNameIntoString(Text playerName) |
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{ |
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local string newPlayerNameAsString; |
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local Text.Formatting endingFormatting; |
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if (playerName == none) { |
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return ""; |
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} |
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newPlayerNameAsString = playerName.ToColoredString(,, _.color.white); |
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// To correctly display nicknames we want to drop default color tag |
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// at the beginning (the one `ToColoredString()` adds if first character |
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// has no defined color). |
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// This is a compatibility consideration with vanilla UIs that use |
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// color codes from `myReplicationInfo.playerName` for displaying nicknames |
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// and whose expected behavior can get broken by default color tag. |
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if (!playerName.GetFormatting(0).isColored) { |
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newPlayerNameAsString = Mid(newPlayerNameAsString, 4); |
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} |
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// This is another compatibility consideration with vanilla UIs: unless |
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// we restore color to neutral white, Killing Floor will paint any chat |
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// messages we send in the color our nickname ended with. |
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endingFormatting = playerName.GetFormatting(playerName.GetLength() - 1); |
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if ( endingFormatting.isColored |
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&& !_.color.AreEqual(endingFormatting.color, _.color.white, true)) |
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{ |
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newPlayerNameAsString $= _.color.GetColorTag(_.color.white); |
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} |
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return newPlayerNameAsString; |
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} |
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// Calls appropriate events to let them modify / "censor" player's new name. |
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private final function string CensorPlayerName( |
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Text oldPlayerName, |
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Text newPlayerName) |
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{ |
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local string result; |
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local Text censoredName; |
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local MutableText mutablePlayerName; |
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if (newPlayerName == none) { |
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return ""; |
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} |
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mutablePlayerName = newPlayerName.MutableCopy(); |
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// Let signal handlers alter the name |
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signalsReferences.onNameChanging |
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.Emit(self, oldPlayerName, mutablePlayerName); |
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censoredName = mutablePlayerName.Copy(); |
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signalsReferences.onNameChanged.Emit(self, oldPlayerName, censoredName); |
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// Returns "censored" result |
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result = ConvertTextNameIntoString(censoredName); |
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_.memory.Free(mutablePlayerName); |
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_.memory.Free(censoredName); |
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return result; |
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} |
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// TODO: replace this, it has no place here |
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// ^ works as a temporary solution before we add pawn wrappers |
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public final function EInventory GetInventory() |
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{ |
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local EKFInventory inventory; |
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if (controller != none && controller.Get() != none) |
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{ |
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inventory = EKFInventory(_.memory.Allocate(class'EKFInventory')); |
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inventory.Initialize(self); |
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return inventory; |
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} |
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return none; |
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} |
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/** |
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* Returns admin status of the caller player. |
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* Disconnected players are never admins. |
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* |
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* Different from `IsAdmin()` since this method allows to distinguish between |
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* different types of admin login (like silent admins). |
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* |
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* @return Admin status of the caller `EPlayer`. |
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*/ |
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public final function AdminStatus GetAdminStatus() |
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{ |
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local PlayerReplicationInfo myReplicationInfo; |
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myReplicationInfo = GetRI(); |
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if (myReplicationInfo == none) { |
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return AS_None; |
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} |
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if (myReplicationInfo.bAdmin) { |
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return AS_Admin; |
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} |
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if (myReplicationInfo.bSilentAdmin) { |
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return AS_SilentAdmin; |
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} |
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return AS_None; |
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} |
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/** |
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* Checks if caller player has admin rights. |
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* Disconnected players never have admin rights. |
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* |
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* Different from `GetAdminStatus()` since this method simply checks admin |
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* rights, without distinguishing between different types of admin login |
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* (like silent admins). |
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* |
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* @return `true` if player has admin rights and `false` otherwise. |
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*/ |
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public final function bool IsAdmin() |
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{ |
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return (GetAdminStatus() != AS_None); |
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} |
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/** |
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* Changes admin status of the caller `EPlayer`. |
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* Can only fail if caller `EPlayer` has already disconnected. |
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* |
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* @param newAdminStatus New admin status of the `EPlayer`. |
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*/ |
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public final function SetAdminStatus(AdminStatus newAdminStatus) |
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{ |
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local PlayerReplicationInfo myReplicationInfo; |
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myReplicationInfo = GetRI(); |
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if (myReplicationInfo == none) { |
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return; |
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} |
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switch (newAdminStatus) |
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{ |
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case AS_Admin: |
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myReplicationInfo.bAdmin = true; |
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myReplicationInfo.bSilentAdmin = false; |
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break; |
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case AS_SilentAdmin: |
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myReplicationInfo.bAdmin = false; |
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myReplicationInfo.bSilentAdmin = true; |
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break; |
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default: |
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myReplicationInfo.bAdmin = false; |
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myReplicationInfo.bSilentAdmin = false; |
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} |
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} |
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/** |
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* Returns current amount of money caller `EPlayer` has. |
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* |
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* @return Amount of money `EPlayer` has. If player has already disconnected |
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* method will return `0`. |
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*/ |
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public final function int GetDosh() |
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{ |
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local PlayerReplicationInfo myReplicationInfo; |
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myReplicationInfo = GetRI(); |
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if (myReplicationInfo == none) { |
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return 0; |
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} |
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return myReplicationInfo.score; |
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} |
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/** |
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* Sets amount of money that caller `EPlayer` will have. |
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* |
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* @param newDoshAmount New amount of money that caller `EPlayer` must have. |
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*/ |
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public final function SetDosh(int newDoshAmount) |
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{ |
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local PlayerReplicationInfo myReplicationInfo; |
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myReplicationInfo = GetRI(); |
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if (myReplicationInfo == none) { |
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return; |
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} |
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myReplicationInfo.score = newDoshAmount; |
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} |
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/** |
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* Return `ConsoleWriter` that can be used to write into this player's console. |
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* |
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* Provided that returned object is never deallocated - returns the same object |
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* with each call, otherwise can allocate new instance of `ConsoleWriter`. |
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* |
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* @return `ConsoleWriter` that can be used to write into this player's |
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* console. Returned object should not be deallocated, but it is |
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* guaranteed to be valid for non-disconnected players. |
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*/ |
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public final function /* borrow */ ConsoleWriter BorrowConsole() |
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{ |
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if ( consoleInstance == none |
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|| consoleInstance.GetLifeVersion() != consoleLifeVersion) |
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{ |
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consoleInstance = _.console.For(self); |
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consoleLifeVersion = consoleInstance.GetLifeVersion(); |
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} |
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// Set us as target in case someone messed with this setting |
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return consoleInstance.ForPlayer(self); |
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} |
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defaultproperties |
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{ |
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usesObjectPool = false |
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} |