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86 lines
2.4 KiB
86 lines
2.4 KiB
/** |
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* Service for tracking currently connected players. |
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* Besides simply storing all players it also separately stores (caches) |
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* players belonging to specific groups to make appropriate getters faster. |
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* Copyright 2020 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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var private array<APlayer> allPlayers; |
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private final function RemoveNonePlayers() |
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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] == none) { |
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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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public final function bool RegisterPlayer(PlayerController newPlayerController) |
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{ |
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local int i; |
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local APlayer newPlayer; |
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if (newPlayerController == none) return false; |
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RemoveNonePlayers(); |
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for (i = 0; i < allPlayers.length; i += 1) |
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{ |
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if (allPlayers[i] == none) continue; |
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if (allPlayers[i].GetController() == newPlayerController) { |
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return false; |
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} |
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} |
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newPlayer = APlayer(_.memory.Allocate(class'APlayer')); |
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if (newPlayer == none) |
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{ |
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_.logger.Fatal("Cannot spawn a new instance of `APlayer`." |
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@ "Acedia will not properly work from now on."); |
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return false; |
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} |
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newPlayer.Initialize(newPlayerController); |
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allPlayers[allPlayers.length] = newPlayer; |
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return true; |
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} |
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public final function array<APlayer> GetAllPlayers() |
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{ |
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RemoveNonePlayers(); |
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return allPlayers; |
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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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RemoveNonePlayers(); |
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for (i = 0; i < allPlayers.length; i += 1) |
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{ |
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if (allPlayers[i] != none){ |
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allPlayers[i].Update(); |
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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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} |