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166 lines
5.0 KiB
166 lines
5.0 KiB
/** |
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* Service for tracking currently connected players and remembering what |
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* `APlayer` is connected to what `PlayerController` (`PlayerController` |
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* instance is an `Actor` and therefore should not be stores as `APlayer`'s |
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* variable, since `APlayer` is not an `Actor`). |
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* Copyright 2021 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 PlayerService extends Service; |
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// Used to 1-to-1 associate `APlayer` with `PlayerController` object. |
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struct PlayerControllerPair |
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{ |
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var APlayer player; |
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var PlayerController controller; |
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}; |
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// Store all known players along with their `PlayerController`s. |
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var private array<PlayerControllerPair> allPlayers; |
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// Shortcut to `ConnectionEvents`, so that we don't have to write |
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// `class'ConnectionEvents'` every time. |
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var const class<PlayerEvents> events; |
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/** |
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* Creates a new `APlayer` instance for a given `newPlayerController` |
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* controller. |
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* |
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* If given controller is `none` or it's `APLayer` was already created, |
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* - does nothing. |
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* |
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* @param newPlayerController Controller for which we must |
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* create new `APlayer`. |
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* @return `true` if new `APlayer` was created and `false` otherwise. |
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*/ |
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public final function bool RegisterPlayer(PlayerController newPlayerController) |
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{ |
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local int i; |
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local Text textIdHash; |
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local PlayerControllerPair newPair; |
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if (newPlayerController == none) return false; |
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UpdateAllPlayers(); |
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for (i = 0; i < allPlayers.length; i += 1) |
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{ |
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if (allPlayers[i].controller == newPlayerController) { |
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return false; |
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} |
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} |
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// Record new pair in service's data |
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newPair.controller = newPlayerController; |
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newPair.player = APlayer(_.memory.Allocate(class'APlayer', true)); |
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allPlayers[allPlayers.length] = newPair; |
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// Initialize new `APlayer` |
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textIdHash = _.text.FromString(newPlayerController.GetPlayerIDHash()); |
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newPair.player.Initialize(textIdHash); |
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textIdHash.FreeSelf(); |
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// Run events |
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events.static.CallPlayerConnected(newPair.player); |
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return true; |
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} |
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/** |
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* Fetches current array of all player (registered `APLayer`s). |
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* |
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* @return Current array of all player (registered `APLayer`s). Guaranteed to |
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* not contain `none` values. |
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*/ |
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public final function array<APlayer> GetAllPlayers() |
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{ |
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local int i; |
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local array<APlayer> result; |
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for (i = 0; i < allPlayers.length; i += 1) |
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{ |
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if (allPlayers[i].controller != none) { |
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result[result.length] = allPlayers[i].player; |
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} |
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} |
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return result; |
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} |
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/** |
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* Returns `APlayer` associated with a given `PlayerController`. |
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* |
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* @param controller Controller for which we want to find associated player. |
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* @return `APlayer` that is associated with a given `PlayerController`. |
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* Can return `none` if player has already "expired". |
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*/ |
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public final function APlayer GetPlayer(PlayerController controller) |
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{ |
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local int i; |
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if (controller == none) { |
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return none; |
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} |
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for (i = 0; i < allPlayers.length; i += 1) |
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{ |
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if (controller == allPlayers[i].controller) { |
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return allPlayers[i].player; |
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} |
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} |
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return none; |
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} |
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/** |
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* Returns `PlayerController` associated with a given `APlayer`. |
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* |
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* @param player Player for which we want to find associated controller. |
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* @return Controller that is associated with a given player. |
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* Can return `none` if controller has already "expired". |
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*/ |
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public final function PlayerController GetController(APlayer player) |
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{ |
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local int i; |
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if (player == none) { |
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return none; |
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} |
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for (i = 0; i < allPlayers.length; i += 1) |
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{ |
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if (player == allPlayers[i].player) { |
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return allPlayers[i].controller; |
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} |
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} |
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return none; |
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} |
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/** |
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* IMPORTANT: this is a helper function that is not supposed to be |
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* called manually. |
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* |
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* Causes status of all players to update. |
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* See `APlayer.Update()` for details. |
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*/ |
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public final function UpdateAllPlayers() |
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{ |
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local int i; |
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while (i < allPlayers.length) |
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{ |
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if (allPlayers[i].controller == none) |
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{ |
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events.static.CallPlayerDisconnected(allPlayers[i].player); |
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allPlayers.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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defaultproperties |
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{ |
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events = class'PlayerEvents' |
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requiredListeners(0) = class'ConnectionListener_Player' |
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} |