UnrealScript library and basis for all Acedia Framework mods
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/**
* API that provides functions for working player references (`EPlayer`).
* Copyright 2021 - 2022 Anton Tarasenko
*------------------------------------------------------------------------------
* This file is part of Acedia.
*
* Acedia is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, version 3 of the License, or
* (at your option) any later version.
*
* Acedia is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with Acedia. If not, see <https://www.gnu.org/licenses/>.
*/
class PlayersAPI extends AcediaObject
dependson(ConnectionService)
dependson(BaseText)
dependson(EPlayer);
// Writer that can be used to write into this player's console
var private ConsoleWriter consoleInstance;
// Remember version to reallocate writer in case someone deallocates it
var private int consoleLifeVersion;
var protected bool connectedToConnectionServer;
var protected PlayerAPI_OnNewPlayer_Signal onNewPlayerSignal;
var protected PlayerAPI_OnLostPlayer_Signal onLostPlayerSignal;
var private EPlayer.PlayerSignals playerSignals;
protected function Constructor()
{
onNewPlayerSignal = PlayerAPI_OnNewPlayer_Signal(
_.memory.Allocate(class'PlayerAPI_OnNewPlayer_Signal'));
onLostPlayerSignal = PlayerAPI_OnLostPlayer_Signal(
_.memory.Allocate(class'PlayerAPI_OnLostPlayer_Signal'));
playerSignals.onNameChanging = PlayerAPI_OnPlayerNameChanging_Signal(
_.memory.Allocate(class'PlayerAPI_OnPlayerNameChanging_Signal'));
playerSignals.onNameChanged = PlayerAPI_OnPlayerNameChanged_Signal(
_.memory.Allocate(class'PlayerAPI_OnPlayerNameChanged_Signal'));
}
protected function Finalizer()
{
local ConnectionService service;
connectedToConnectionServer = false;
if (class'ConnectionService'.static.IsRunning())
{
service = ConnectionService(class'ConnectionService'.static.Require());
service.OnConnectionEstablished(self).Disconnect();
service.OnConnectionLost(self).Disconnect();
}
_.memory.Free(onNewPlayerSignal);
_.memory.Free(onLostPlayerSignal);
_.memory.Free(playerSignals.onNameChanging);
_.memory.Free(playerSignals.onNameChanged);
onNewPlayerSignal = none;
onLostPlayerSignal = none;
playerSignals.onNameChanging = none;
playerSignals.onNameChanged = none;
}
/**
* Signal that will be emitted once new player is connected.
*
* [Signature]
* void <slot>(EPlayer newPlayer)
*
* @param handle Base `EPlayer` interface for the newly connected player.
*/
/* SIGNAL */
public function PlayerAPI_OnNewPlayer_Slot OnNewPlayer(
AcediaObject receiver)
{
ConnectToConnectionService();
return PlayerAPI_OnNewPlayer_Slot(onNewPlayerSignal.NewSlot(receiver));
}
/**
* Signal that will be emitted once player has disconnected.
*
* [Signature]
* void <slot>(User identity)
*
* @param identity `User` object that corresponds to
* the disconnected player.
*/
/* SIGNAL */
public function PlayerAPI_OnLostPlayer_Slot OnLostPlayer(
AcediaObject receiver)
{
ConnectToConnectionService();
return PlayerAPI_OnLostPlayer_Slot(onLostPlayerSignal.NewSlot(receiver));
}
/**
* Signal that will be emitted once player's name attempt to change.
*
* This signal gives all handlers a change to modify mutable `newName`,
* so the one you are given as a parameter might not be final, since other
* handlers can modify it after you.
* If you simply need to see the final version of the changed name -
* use `OnPlayerNameChanged` instead.
*
* [Signature]
* void <slot>(EPlayer affectedPlayer, BaseText oldName, MutableText newName)
*
* @param affectedPlayer Player, whos name got changed.
* @param oldName Player's old name.
* @param newName Player's new name. Can be modified, if you want
* to make corrections.
*/
/* SIGNAL */
public function PlayerAPI_OnPlayerNameChanging_Slot OnPlayerNameChanging(
AcediaObject receiver)
{
return PlayerAPI_OnPlayerNameChanging_Slot(playerSignals.onNameChanging
.NewSlot(receiver));
}
/**
* Signal that will be emitted once player's name is changed.
*
* This signal simply notifies you of the changed name, if you wish to alter it
* after change caused by someone else, use `OnPlayerNameChanging` instead.
*
* [Signature]
* void <slot>(EPlayer affectedPlayer, BaseText oldName, BaseText newName)
*
* @param affectedPlayer Player, whos name got changed.
* @param oldName Player's old name.
* @param newName Player's new name.
*/
/* SIGNAL */
public function PlayerAPI_OnPlayerNameChanged_Slot OnPlayerNameChanged(
AcediaObject receiver)
{
return PlayerAPI_OnPlayerNameChanged_Slot(playerSignals.onNameChanged
.NewSlot(receiver));
}
/**
* Return `ConsoleWriter` that can be used to write into every player's
* console.
*
* Provided that returned object is never deallocated - method returns
* the same object with each call, otherwise can allocate new instance of
* `ConsoleWriter`.
*
* @return `ConsoleWriter` that can be used to write into every player's
* console. Returned object should not be deallocated, but it is
* guaranteed to be valid for non-disconnected players.
*/
public final function ConsoleWriter Console()
{
if ( consoleInstance == none
|| consoleInstance.GetLifeVersion() != consoleLifeVersion)
{
consoleInstance = _.console.ForAll();
consoleLifeVersion = consoleInstance.GetLifeVersion();
}
// Set everybody as a target in case someone messed with this setting
return consoleInstance.ForAll();
}
private final function ConnectToConnectionService()
{
local ConnectionService service;
if (connectedToConnectionServer) {
return;
}
service = ConnectionService(class'ConnectionService'.static.Require());
service.OnConnectionEstablished(self).connect = AnnounceNewPlayer;
service.OnConnectionLost(self).connect = AnnounceLostPlayer;
connectedToConnectionServer = true;
}
private final function AnnounceNewPlayer(
ConnectionService.Connection newConnection)
{
local EPlayer newPlayer;
newPlayer = FromController(newConnection.controllerReference);
onNewPlayerSignal.Emit(newPlayer);
_.memory.Free(newPlayer);
}
private final function AnnounceLostPlayer(
ConnectionService.Connection lostConnection)
{
local Text idHash;
local User lostIdentity;
if (onLostPlayerSignal == none) {
return;
}
idHash = _.text.FromString(lostConnection.idHash);
lostIdentity = _.users.FetchByIDHash(idHash);
_.memory.Free(idHash);
idHash = none;
onLostPlayerSignal.Emit(lostIdentity);
}
/**
* Creates `EPlayer` instance from passed `PlayerController` reference.
* Can fail if passed parameter is not `controller`.
*
* @param controller `PlayerController` for which to create
* `EPlayer` instance. Should not be `none`.
* @return Instance of `EPlayer` that refers to passed `controller`.
* Returns `none` iff `controller == none`.
*/
public final /* unreal */ function EPlayer FromController(
PlayerController controller)
{
local EPlayer result;
result = EPlayer(_.memory.Allocate(class'EPlayer'));
result.Initialize(controller, playerSignals);
return result;
}
/**
* Fetches current array of all players.
*
* @return Current array of all players.
* Guaranteed to not contain `none` values.
*/
public final function array<EPlayer> GetAll()
{
local int i;
local array<EPlayer> result;
local ConnectionService service;
local array<ConnectionService.Connection> activeConnections;
local PlayerController nextControllerReference;
service = ConnectionService(class'ConnectionService'.static.Require());
activeConnections = service.GetActiveConnections();
for (i = 0; i < activeConnections.length; i += 1)
{
nextControllerReference = activeConnections[i].controllerReference;
if (nextControllerReference != none) {
result[result.length] = FromController(nextControllerReference);
}
}
return result;
}
defaultproperties
{
}