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341 lines
13 KiB
341 lines
13 KiB
/** |
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* `BroadcastHandler` class that used by Acedia to catch |
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* broadcasting events. For Acedia to work properly it needs to be added to |
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* the very beginning of the broadcast handlers' chain. |
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* However, for compatibility reasons Acedia also supports less invasive |
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* methods to add it at the cost of some functionality degradation. |
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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 BroadcastEventsObserver extends Engine.BroadcastHandler |
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dependson(BroadcastEvents) |
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config(AcediaSystem); |
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/** |
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* Forcing Acedia's own `BroadcastHandler` is rather invasive and might be |
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* undesired, since it can lead to incompatibilities with some mutators. |
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* To alleviate this issue Acedia allows server admins to control how it's |
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* `BroadcastHandler` is injected. Do note however that anything other than |
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* `BHIJ_Root` can lead to issues with Acedia's features. |
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*/ |
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enum InjectionLevel |
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{ |
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// `BroadcastEventsObserver` will not be added at all, which will |
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// effectively disable `BroadcastEvents`. |
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BHIJ_None, |
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// `BroadcastEventsObserver` will be places in the broadcast handlers' |
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// chain as a normal `BroadcastHandler` |
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// (through `RegisterBroadcastHandler()` call), which can lead to incorrect |
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// handling of `HandleText()` and `HandleLocalized()` events. |
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BHIJ_Registered, |
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// `BroadcastEventsObserver` will be injected at the very beginning of |
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// the broadcast handlers' chain. |
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// This option provides full Acedia's functionality. |
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BHIJ_Root |
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}; |
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var public config const InjectionLevel usedInjectionLevel; |
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// The way vanilla `BroadcastHandler` works - it can check if broadcast is |
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// possible for any actor, but for actually sending the text messages it will |
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// try to extract player's data from it and will simply pass `none` for |
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// a sender if it can't. |
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// We remember senders in this array in order to pass real ones to |
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// our events. |
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// We use an array instead of a single variable is to account for possible |
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// folded calls (when handling of broadcast events leads to another |
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// message generation). |
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// This is only relevant for `BHIJ_Root` injection level. |
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var private array<Actor> storedSenders; |
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|
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// We want to insert our code in some of the functions between |
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// `AllowsBroadcast` check and actual broadcasting, |
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// so we can't just use a `super.AllowsBroadcast()` call. |
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// Instead we first manually do this check, then perform our logic and then |
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// make a super call, but with `blockAllowsBroadcast` flag set to `true`, |
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// which causes overloaded `AllowsBroadcast()` to omit checks that we've |
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// already performed. |
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var private bool blockAllowsBroadcast; |
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|
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/* |
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* In case of `BHIJ_Registered` injection level, we do not get notified |
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* when a message starts getting broadcasted through `Broadcast()`, |
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* `BroadcastTeam()` and `AcceptBroadcastLocalized()`. |
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* Instead we are only notified when a message is broadcasted to |
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* a particular player, so with 2 players instead of sequence `Broadcast()`, |
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* `AcceptBroadcastText()`, `AcceptBroadcastText()` |
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* we get `AcceptBroadcastText()`, `AcceptBroadcastText()`. |
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* This means that we can only guess when new broadcast was initiated. |
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* We do this by: |
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* 1. Recording broadcast instigator (sender) and his message. If any of |
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* these variables change - we assume it's a new broadcast. |
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* 2. Recording players that already received that message, - if message is |
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* resend to one of them - it's a new broadcast |
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* (of possibly duplicate message). |
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* 3. All broadcasted messages are sent to all players within 1 tick, so |
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* any first message within each tick is a start of a new broadcast. |
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* |
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* Check logic is implemented in `IsFromNewTextBroadcast()` and |
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* `IsFromNewLocalizedBroadcast()` methods. |
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*/ |
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// Are we already already tracking any broadcast? Helps to track for point 3. |
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var private bool trackingBroadcast; |
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// Sender of the current broadcast. Helps to track for point 1. |
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var private Actor currentBroadcastInstigator; |
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// Players that already received current broadcast. Helps to track for point 2. |
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var private array<PlayerController> currentBroadcastReceivers; |
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// Is current broadcast sending a |
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// text message (`Broadcast()` and `BroadcastTeam()`) |
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// or localized message (`AcceptBroadcastLocalized()`)? |
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// Helps to track message for point 1. |
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var private bool broadcastingLocalizedMessage; |
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// Variables to stored text message. Helps to track for point 1. |
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var private string currentTextMessageContent; |
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var private name currentTextMessageType; |
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// Variables to stored localized message. Helps to track for point 1. |
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var private BroadcastEvents.LocalizedMessage currentLocalizedMessage; |
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private function bool IsCurrentBroadcastReceiver(PlayerController receiver) |
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{ |
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local int i; |
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for (i = 0; i < currentBroadcastReceivers.length; i += 1) |
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{ |
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if (currentBroadcastReceivers[i] == receiver) { |
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return true; |
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} |
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} |
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return false; |
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} |
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private function bool IsFromNewTextBroadcast( |
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PlayerReplicationInfo senderPRI, |
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PlayerController receiver, |
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string message, |
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name messageType) |
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{ |
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local bool isCurrentBroadcastContinuation; |
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if (usedInjectionLevel != BHIJ_Registered) return false; |
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isCurrentBroadcastContinuation = trackingBroadcast |
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&& (senderPRI == currentBroadcastInstigator) |
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&& (!broadcastingLocalizedMessage) |
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&& (message == currentTextMessageContent) |
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&& (currentTextMessageType == currentTextMessageType) |
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&& !IsCurrentBroadcastReceiver(receiver); |
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if (isCurrentBroadcastContinuation) { |
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return false; |
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} |
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trackingBroadcast = true; |
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broadcastingLocalizedMessage = false; |
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currentBroadcastInstigator = senderPRI; |
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currentTextMessageContent = message; |
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currentTextMessageType = messageType; |
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currentBroadcastReceivers.length = 0; |
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return true; |
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} |
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private function bool IsFromNewLocalizedBroadcast( |
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Actor sender, |
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PlayerController receiver, |
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BroadcastEvents.LocalizedMessage localizedMessage) |
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{ |
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local bool isCurrentBroadcastContinuation; |
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if (usedInjectionLevel != BHIJ_Registered) return false; |
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isCurrentBroadcastContinuation = trackingBroadcast |
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&& (sender == currentBroadcastInstigator) |
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&& (broadcastingLocalizedMessage) |
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&& (localizedMessage == currentLocalizedMessage) |
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&& !IsCurrentBroadcastReceiver(receiver); |
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if (isCurrentBroadcastContinuation) { |
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return false; |
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} |
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trackingBroadcast = true; |
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broadcastingLocalizedMessage = true; |
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currentBroadcastInstigator = sender; |
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currentLocalizedMessage = localizedMessage; |
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currentBroadcastReceivers.length = 0; |
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return true; |
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} |
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// Functions below simply reroute vanilla's broadcast events to |
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// Acedia's 'BroadcastEvents', while keeping original senders |
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// and blocking 'AllowsBroadcast()' as described in comments for |
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// 'storedSenders' and 'blockAllowsBroadcast'. |
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public function bool HandlerAllowsBroadcast(Actor broadcaster, int sentTextNum) |
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{ |
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local bool canBroadcast; |
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// Check listeners |
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canBroadcast = class'BroadcastEvents'.static |
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.CallCanBroadcast(broadcaster, sentTextNum); |
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// Check other broadcast handlers (if present) |
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if (canBroadcast && nextBroadcastHandler != none) |
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{ |
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canBroadcast = nextBroadcastHandler |
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.HandlerAllowsBroadcast(broadcaster, sentTextNum); |
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} |
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return canBroadcast; |
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} |
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function Broadcast(Actor sender, coerce string message, optional name type) |
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{ |
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local bool canTryToBroadcast; |
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if (!AllowsBroadcast(sender, Len(message))) return; |
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canTryToBroadcast = class'BroadcastEvents'.static |
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.CallHandleText(sender, message, type); |
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if (canTryToBroadcast) |
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{ |
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storedSenders[storedSenders.length] = sender; |
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blockAllowsBroadcast = true; |
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super.Broadcast(sender, message, type); |
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blockAllowsBroadcast = false; |
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storedSenders.length = storedSenders.length - 1; |
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} |
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} |
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function BroadcastTeam( |
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Controller sender, |
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coerce string message, |
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optional name type |
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) |
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{ |
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local bool canTryToBroadcast; |
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if (!AllowsBroadcast(sender, Len(message))) return; |
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canTryToBroadcast = class'BroadcastEvents'.static |
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.CallHandleText(sender, message, type); |
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if (canTryToBroadcast) |
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{ |
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storedSenders[storedSenders.length] = sender; |
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blockAllowsBroadcast = true; |
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super.BroadcastTeam(sender, message, type); |
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blockAllowsBroadcast = false; |
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storedSenders.length = storedSenders.length - 1; |
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} |
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} |
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event AllowBroadcastLocalized( |
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Actor sender, |
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class<LocalMessage> message, |
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optional int switch, |
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optional PlayerReplicationInfo relatedPRI1, |
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optional PlayerReplicationInfo relatedPRI2, |
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optional Object optionalObject |
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) |
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{ |
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local bool canTryToBroadcast; |
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local BroadcastEvents.LocalizedMessage packedMessage; |
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packedMessage.class = message; |
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packedMessage.id = switch; |
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packedMessage.relatedPRI1 = relatedPRI1; |
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packedMessage.relatedPRI2 = relatedPRI2; |
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packedMessage.relatedObject = optionalObject; |
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canTryToBroadcast = class'BroadcastEvents'.static |
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.CallHandleLocalized(sender, packedMessage); |
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if (canTryToBroadcast) |
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{ |
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super.AllowBroadcastLocalized( sender, message, switch, |
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relatedPRI1, relatedPRI2, |
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optionalObject); |
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} |
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} |
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function bool AllowsBroadcast(Actor broadcaster, int len) |
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{ |
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if (blockAllowsBroadcast) |
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return true; |
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return super.AllowsBroadcast(broadcaster, len); |
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} |
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function bool AcceptBroadcastText( |
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PlayerController receiver, |
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PlayerReplicationInfo senderPRI, |
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out string message, |
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optional name type |
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) |
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{ |
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local bool canBroadcast; |
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local Actor sender; |
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if (senderPRI != none) { |
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sender = PlayerController(senderPRI.owner); |
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} |
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if (sender == none && storedSenders.length > 0) { |
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sender = storedSenders[storedSenders.length - 1]; |
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} |
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if (usedInjectionLevel == BHIJ_Registered) |
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{ |
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if (IsFromNewTextBroadcast(senderPRI, receiver, message, type)) |
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{ |
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class'BroadcastEvents'.static.CallHandleText(sender, message, type); |
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currentBroadcastReceivers.length = 0; |
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} |
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currentBroadcastReceivers[currentBroadcastReceivers.length] = receiver; |
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} |
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canBroadcast = class'BroadcastEvents'.static |
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.CallHandleTextFor(receiver, sender, message, type); |
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if (!canBroadcast) { |
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return false; |
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} |
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return super.AcceptBroadcastText(receiver, senderPRI, message, type); |
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} |
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function bool AcceptBroadcastLocalized( |
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PlayerController receiver, |
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Actor sender, |
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class<LocalMessage> message, |
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optional int switch, |
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optional PlayerReplicationInfo relatedPRI1, |
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optional PlayerReplicationInfo relatedPRI2, |
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optional Object obj |
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) |
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{ |
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local bool canBroadcast; |
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local BroadcastEvents.LocalizedMessage packedMessage; |
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packedMessage.class = message; |
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packedMessage.id = switch; |
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packedMessage.relatedPRI1 = relatedPRI1; |
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packedMessage.relatedPRI2 = relatedPRI2; |
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packedMessage.relatedObject = obj; |
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if (usedInjectionLevel == BHIJ_Registered) |
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{ |
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if (IsFromNewLocalizedBroadcast(sender, receiver, packedMessage)) |
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{ |
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class'BroadcastEvents'.static |
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.CallHandleLocalized(sender, packedMessage); |
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currentBroadcastReceivers.length = 0; |
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} |
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currentBroadcastReceivers[currentBroadcastReceivers.length] = receiver; |
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} |
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canBroadcast = class'BroadcastEvents'.static |
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.CallHandleLocalizedFor(receiver, sender, packedMessage); |
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if (!canBroadcast) { |
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return false; |
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} |
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return super.AcceptBroadcastLocalized( receiver, sender, message, switch, |
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relatedPRI1, relatedPRI2, obj); |
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} |
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event Tick(float delta) |
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{ |
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trackingBroadcast = false; |
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currentBroadcastReceivers.length = 0; |
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} |
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defaultproperties |
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{ |
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blockAllowsBroadcast = false |
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usedInjectionLevel = BHIJ_Root |
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} |