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256 lines
9.2 KiB
256 lines
9.2 KiB
/** |
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* This service tracks current connections to the server |
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* as well as their basic information, |
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* like IP or steam ID of connecting player. |
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* Copyright 2019 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 ConnectionService extends Service; |
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// Stores basic information about a connection |
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struct Connection |
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{ |
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var public PlayerController controllerReference; |
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// Remember these for the time `controllerReference` dies |
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// and becomes `none`. |
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var public string networkAddress; |
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var public string idHash; |
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// Reference to `AcediaReplicationInfo` for this client, |
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// in case it was created. |
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var private AcediaReplicationInfo acediaRI; |
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}; |
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var private array<Connection> activeConnections; |
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var private Connection_Signal onConnectionEstablishedSignal; |
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var private Connection_Signal onConnectionLostSignal; |
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/** |
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* Signal that will be emitted when new player connection is established. |
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* |
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* [Signature] |
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* void <slot>(ConnectionService.Connection newConnection) |
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* |
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* @param newConnection Structure that describes new connection. |
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*/ |
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/* SIGNAL */ |
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public final function Connection_Slot OnConnectionEstablished( |
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AcediaObject receiver) |
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{ |
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return Connection_Slot(onConnectionEstablishedSignal.NewSlot(receiver)); |
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} |
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/** |
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* Signal that will be emitted when the player connection is lost. |
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* |
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* [Signature] |
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* void <slot>(ConnectionService.Connection lostConnection) |
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* |
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* @param newConnection Structure that describes lost connection. |
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*/ |
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/* SIGNAL */ |
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public final function Connection_Slot OnConnectionLost(AcediaObject receiver) |
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{ |
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return Connection_Slot(onConnectionLostSignal.NewSlot(receiver)); |
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} |
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// Clean disconnected and manually find all new players on launch |
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protected function OnLaunch() |
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{ |
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local Controller nextController; |
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local PlayerController nextPlayerController; |
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_.unreal.mutator.OnCheckReplacement(_self).connect = TryAddingController; |
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onConnectionEstablishedSignal = |
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Connection_Signal(_.memory.Allocate(class'Connection_Signal')); |
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onConnectionLostSignal = |
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Connection_Signal(_.memory.Allocate(class'Connection_Signal')); |
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RemoveBrokenConnections(); |
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nextController = level.controllerList; |
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while (nextController != none) |
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{ |
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nextPlayerController = PlayerController(nextController); |
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if (nextPlayerController != none) { |
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RegisterConnection(nextPlayerController); |
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} |
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nextController = nextController.nextController; |
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} |
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} |
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protected function OnShutdown() |
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{ |
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default.activeConnections = activeConnections; |
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_.memory.Free(onConnectionEstablishedSignal); |
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_.memory.Free(onConnectionLostSignal); |
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onConnectionEstablishedSignal = none; |
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onConnectionLostSignal = none; |
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} |
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// Returning `true` guarantees that `controllerToCheck != none` |
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// and `controllerToCheck.playerReplicationInfo != none`. |
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private function bool IsHumanController(PlayerController controllerToCheck) |
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{ |
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local PlayerReplicationInfo replicationInfo; |
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if (controllerToCheck == none) return false; |
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if (!controllerToCheck.bIsPlayer) return false; |
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// Is this a WebAdmin that did not yet set `bIsPlayer = false`? |
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if (MessagingSpectator(controllerToCheck) != none) return false; |
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// Check replication info |
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replicationInfo = controllerToCheck.playerReplicationInfo; |
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if (replicationInfo == none) return false; |
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if (replicationInfo.bBot) return false; |
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return true; |
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} |
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// Returns index of the connection corresponding to the given controller. |
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// Returns `-1` if no connection correspond to the given controller. |
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// Returns `-1` if given controller is equal to `none`. |
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private function int GetConnectionIndex(PlayerController controllerToCheck) |
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{ |
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local int i; |
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if (controllerToCheck == none) return -1; |
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for (i = 0; i < activeConnections.length; i += 1) |
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{ |
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if (activeConnections[i].controllerReference == controllerToCheck) { |
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return i; |
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} |
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} |
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return -1; |
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} |
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// Remove connections with now invalid (`none`) player controller reference. |
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private function RemoveBrokenConnections() |
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{ |
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local int i; |
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i = 0; |
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while (i < activeConnections.length) |
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{ |
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if (activeConnections[i].controllerReference == none) |
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{ |
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if (activeConnections[i].acediaRI != none) { |
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activeConnections[i].acediaRI.Destroy(); |
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} |
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onConnectionLostSignal.Emit(activeConnections[i]); |
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activeConnections.Remove(i, 1); |
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} |
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else { |
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i += 1; |
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} |
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} |
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} |
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/** |
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* Returns connection corresponding to a given player controller. |
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* |
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* @param player `PlayerController` for which this method will return |
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* a connection. |
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* @return `Connection` structure for the given `player`. |
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* For `none` returns an "empty connection" structure that has all it's |
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* variables set to their default values. Can also potentially return |
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* "empty connection" for a valid `PlayerController` if this method was |
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* called before `ConnectionService` had the change to register |
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* a connection for the given `PlayerController`. |
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*/ |
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public final function Connection GetConnection(PlayerController player) |
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{ |
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local int connectionIndex; |
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local Connection emptyConnection; |
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connectionIndex = GetConnectionIndex(player); |
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if (connectionIndex < 0) { |
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return emptyConnection; |
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} |
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return activeConnections[connectionIndex]; |
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} |
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/** |
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* Attempts to register a connection for this player controller. |
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* IMPORTANT: Should not be used outside of `ConnectionService` module. |
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* |
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* @param player `PlayerController` for which caller service will |
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* have to track a connection. |
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* @return `true` if connection is registered (even if it was already added). |
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*/ |
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public final function bool RegisterConnection(PlayerController player) |
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{ |
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local Connection newConnection; |
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if (!IsHumanController(player)) return false; |
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if (GetConnectionIndex(player) >= 0) return true; |
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newConnection.controllerReference = player; |
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newConnection.idHash = player.GetPlayerIDHash(); |
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newConnection.networkAddress = player.GetPlayerNetworkAddress(); |
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activeConnections[activeConnections.length] = newConnection; |
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// Remember recorded connections in case someone decides to |
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// nuke this service |
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default.activeConnections = activeConnections; |
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onConnectionEstablishedSignal.Emit(newConnection); |
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return true; |
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} |
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/** |
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* Returns list of currently active connections. |
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* |
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* By default can return connections with already disconnected player |
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* (can happen if player disconnected during this tick and `ConnectionService` |
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* has not yet had an opportunity to handle it as a player disconnecting). |
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* This behavior can be changed via `removeBroken` parameter. |
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* |
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* @param removeBroken Setting this to `true` will cause |
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* `ConnectionService` to first try and detect broken connections. |
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* Doing so might change the state of `ConnectionService` and might |
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* trigger disconnect events. It is recommended to leave this as `false` |
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* and manually check if `PlayerController`s are not `none`. |
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* @return Array that contains all current connection records. |
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*/ |
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public final function array<Connection> GetActiveConnections( |
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optional bool removeBroken) |
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{ |
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if (removeBroken) { |
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RemoveBrokenConnections(); |
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} |
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return activeConnections; |
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} |
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function bool TryAddingController(Actor other, out byte isSuperRelevant) |
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{ |
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// We are looking for `KFSteamStatsAndAchievements` instead of |
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// `PlayerController` because, by the time they it's created, |
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// controller should have a valid reference to `PlayerReplicationInfo`, |
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// as well as valid network address and IDHash (steam id). |
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// However, neither of those are properly initialized at the point when |
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// `CheckReplacement` is called for `PlayerController`. |
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// |
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// Since `KFSteamStatsAndAchievements` |
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// is created soon after (at the same tick) |
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// for each new `PlayerController`, |
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// we will be detecting new users right after server |
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// detected and properly initialized them. |
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if (KFSteamStatsAndAchievements(other) != none) { |
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RegisterConnection(PlayerController(other.owner)); |
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} |
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return true; |
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} |
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// Check if connections are still active every tick. |
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// Should not take any noticeable time when no players are disconnecting. |
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event Tick(float delta) |
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{ |
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RemoveBrokenConnections(); |
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} |
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defaultproperties |
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{ |
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} |