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483 lines
21 KiB
483 lines
21 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 - 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 BroadcastEventsObserver extends Engine.BroadcastHandler |
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dependson(BroadcastAPI) |
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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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var private BroadcastAPI.InjectionLevel usedInjectionLevel; |
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|
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/** |
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* To understand how what our broadcast handler does, let us first explain |
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* how `BroadcastHandler` classes work. Here we skip voice and speech |
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* broadcasting topics, since they are not something Acedia or this class |
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* currently uses. |
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* `BroadcastHandler`s are capable of forming a one-way linked list by |
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* referring to the next `BroadcastHandler` by `nextBroadcastHandler` and |
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* `nextBroadcastHandlerClass` variables. New `BroadcastHandler`s can be added |
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* via `RegisterBroadcastHandler()` method. |
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* Actual broadcasting of the messages is done by calling one of |
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* the three methods: `Broadcast()`, `BroadcastTeam()` and weirdly named |
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* `AllowBroadcastLocalized()` on the root `BroadcastHandler` (stored in |
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* the current `GameInfo`). These methods are only ever called for the root |
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* `BroadcastHandler` and **are not** propagated down the chain. |
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* This leads to... |
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* ISSUE 1: we cannot reliably detect start of the message propagation with |
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* `BroadcastHandler` unless we are at the root of the linked list. This is why |
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* it is important for Acedia to use `BHIJ_Root` method for its |
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* `BroadcastHandler`. |
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* |
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* First we will look into `Broadcast()` and `BroadcastTeam()` methods. |
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* First thing either of them does is to call `AllowsBroadcast()` method that |
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* checks whether message is allowed to be broadcasted at all. It is also only |
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* called for the root `BroadcastHandler`, but allows other `BroadcastHandler`s |
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* to block the message for their own reasons by propagating |
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* `HandlerAllowsBroadcast()` method down the chain. |
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* Then they call `BroadcastText()` for every acceptable player controller |
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* they find and the only difference between `Broadcast()` and |
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* `BroadcastTeam()` is that the latter also checks to that they belong to the |
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* same team as the sender. |
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* `BroadcastText()` is propagated down the linked list of |
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* the `BroadcastHandler`s (allowing them to modify or discard message) and, |
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* once list is exhausted, calls `TeamMessage()` method. However it also |
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* propagates additional method `AcceptBroadcastText()` down the linked list. |
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* Supposedly it's `AcceptBroadcastText()` that you should overload when making |
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* your own `BroadcastHandler`, but this setup creates... |
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* ISSUE 2: by default `AcceptBroadcastText()` is propagated ANEW |
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* inside EVERY `BroadcastText()` call (that is also propagated). This means |
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* that if there is several `BroadcastHandler`s in the chain before yours - |
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* every single one of them (including your own!) will call |
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* `AcceptBroadcastText()` for you. This means that `AcceptBroadcastText()` is |
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* going to be called several times for every broadcasted message unless your |
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* `BroadcastHandler` is added at the very root of the linked list. |
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* |
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* All that remains is to consider `AllowBroadcastLocalized()` method. |
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* It works in similar way to the previous two, but is simpler: it does not |
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* have an analogue to the `AllowsBroadcast()` method and simply calls |
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* `BroadcastLocalized()` for every player controller, spectator or not. |
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* `BroadcastLocalized()` works exactly the same way as `BroadcastText()`, but |
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* with uses `AcceptBroadcastLocalized()` instead of `AcceptBroadcastText()`, |
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* completely mirroring issue 2. |
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* |
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* Summary. |
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* Methods only called for root `BroadcastHandler`: |
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* 1. `Broadcast()` - starts text message broadcast; |
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* 2. `BroadcastTeam()` - starts team text message broadcast; |
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* 3. `AllowBroadcastLocalized()` - starts localized message broadcast; |
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* 4. `AllowsBroadcast()` - called for text message broadcasts (team or |
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* not) to check if they are allowed. |
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* Methods that are propagated down the linked list of `BroadcastHandler`s: |
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* 1. `HandlerAllowsBroadcast()` - called before broadcasting text message |
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* (team or not), before any `BroadcastText()` or |
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* `AcceptBroadcastText()` call; |
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* 2. `BroadcastText()` - once for every controller that should receive |
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* a certain text message (unless blocked at some point); |
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* 3. `AcceptBroadcastText()` - called shit ton of times inside |
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* `BroadcastText()` to check if message can be propagated; |
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* 4. `BroadcastLocalized()` - once for every controller that should |
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* receive a certain text message (unless blocked at some point); |
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* 5. `AcceptBroadcastLocalized()` - called shit ton of times inside |
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* `BroadcastLocalized()` to check if message can be propagated; |
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* |
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* What are we going to do? |
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* We want our `BroadcastHandler` to work at any place inside the |
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* linked list, but also to side step issue 2 completely, so we will use |
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* `BroadcastText()` and `BroadcastLocalized()` methods for catching messages |
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* sent to particular players. We do not want to reimplement `Broadcast()`, |
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* `BroadcastTeam()` or `AllowBroadcastLocalized()` (partially because it would |
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* mostly involve copy-pasting copyrighted code) and will instead inject some |
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* code to reliably catch the moment broadcast has started in case we are |
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* actually placed at the root. |
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* We also want to track broadcast by message parameters in |
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* `BroadcastText()` and `BroadcastLocalized()` methods in case we are not |
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* injected at the root to resolve issue 1. When we detect any difference in |
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* passed parameters (or players message was broadcasted to get repeated) - |
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* we declare a new broadcast. This methods is not perfect, but is likely |
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* the best possible guess for the start of broadcast. |
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*/ |
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// This is only relevant for `BHIJ_Root` injection level. |
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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 `PlayerReplicationInfo` from it and will simply pass `none` |
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// for 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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var private array<Actor> storedSenders; |
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// This is only relevant for `BHIJ_Root` injection level. |
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// We do not want to reimplement functions `Broadcast()`, `BroadcastTeam()` |
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// or `AllowBroadcastLocalized()` that root `BroadcastHandler` calls to do |
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// checks and send messages to individual players. |
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// Instead we would like to inject our own code and call parent version of |
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// these methods. |
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// We would also like to insert our code in some of the functions between |
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// `AllowsBroadcast()` check and actual broadcasting, so we cannot simply use |
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// a `super.AllowsBroadcast()` call that calls both of them in order. |
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// Instead we move `AllowsBroadcast()` unto our own methods: |
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// we first manually do `AllowsBroadcast()` check, then perform our logic and |
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// then 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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* 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 `UpdateTrackingWithTextMessage()` and |
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* `UpdateTrackingWithLocalizedMessage()` 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 currentTextMessageContents; |
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var private name currentTextMessageType; |
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// We allow connected signals to modify message for all players before |
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// `BroadcastText()` or `BroadcastLocalized()` calls and can do so in case of |
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// `BHIJ_Registered`. |
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// But for `BHIJ_Registered` we can only catch those calls and must |
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// manually remember modifications we have made. We store those modifications |
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// in this variable. It resets when new message is detected. |
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var private string currentlyUsedMessage; |
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// Remember if currently tracked message was rejected by either |
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// `BroadcastText()` or `BroadcastLocalized()`. |
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var private bool currentMessageRejected; |
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// Variables to stored localized message. Helps to track for point 1. |
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var private BroadcastAPI.LocalizedMessage currentLocalizedMessage; |
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var private Broadcast_OnBroadcastCheck_Signal onBroadcastCheck; |
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var private Broadcast_OnHandleLocalized_Signal onHandleLocalized; |
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var private Broadcast_OnHandleLocalizedFor_Signal onHandleLocalizedFor; |
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var private Broadcast_OnHandleText_Signal onHandleText; |
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var private Broadcast_OnHandleTextFor_Signal onHandleTextFor; |
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public final function Initialize(UnrealService service) |
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{ |
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usedInjectionLevel = |
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class'SideEffects'.default.broadcastHandlerInjectionLevel; |
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if (usedInjectionLevel != BHIJ_Root) { |
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Disable('Tick'); |
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} |
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if (service == none) { |
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return; |
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} |
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onBroadcastCheck = Broadcast_OnBroadcastCheck_Signal( |
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service.GetSignal(class'Broadcast_OnBroadcastCheck_Signal')); |
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onHandleLocalized = Broadcast_OnHandleLocalized_Signal( |
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service.GetSignal(class'Broadcast_OnHandleLocalized_Signal')); |
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onHandleLocalizedFor = Broadcast_OnHandleLocalizedFor_Signal( |
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service.GetSignal(class'Broadcast_OnHandleLocalizedFor_Signal')); |
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onHandleText = Broadcast_OnHandleText_Signal( |
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service.GetSignal(class'Broadcast_OnHandleText_Signal')); |
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onHandleTextFor = Broadcast_OnHandleTextFor_Signal( |
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service.GetSignal(class'Broadcast_OnHandleTextFor_Signal')); |
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} |
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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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// Return `true` if new broadcast was detected |
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private function bool UpdateTrackingWithTextMessage( |
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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) { |
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return false; |
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} |
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isCurrentBroadcastContinuation = trackingBroadcast |
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&& (senderPRI == currentBroadcastInstigator) |
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&& (!broadcastingLocalizedMessage) |
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&& (message == currentTextMessageContents) |
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&& (messageType == currentTextMessageType) |
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&& !IsCurrentBroadcastReceiver(receiver); |
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if (isCurrentBroadcastContinuation) |
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{ |
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currentBroadcastReceivers[currentBroadcastReceivers.length] = receiver; |
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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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currentTextMessageContents = message; |
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currentlyUsedMessage = message; |
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currentTextMessageType = messageType; |
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currentMessageRejected = false; |
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currentBroadcastReceivers.length = 0; |
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return true; |
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} |
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// Return `true` if new broadcast was detected |
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private function bool UpdateTrackingWithLocalizedMessage( |
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Actor sender, |
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PlayerController receiver, |
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BroadcastAPI.LocalizedMessage localizedMessage) |
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{ |
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local bool isCurrentBroadcastContinuation; |
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if (usedInjectionLevel != BHIJ_Registered) { |
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return false; |
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} |
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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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{ |
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currentBroadcastReceivers[currentBroadcastReceivers.length] = receiver; |
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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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currentMessageRejected = false; |
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return true; |
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} |
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// Makes us stop tracking current broadcast |
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private function ResetTracking() |
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{ |
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trackingBroadcast = false; |
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// Only important to forget objects and actors, since keeping |
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// references can cause issues. |
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// Other fields can remain "dirty", since they will be rewritten before |
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// they will ever be used. |
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currentBroadcastInstigator = none; |
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currentLocalizedMessage.relatedPRI1 = none; |
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currentLocalizedMessage.relatedPRI2 = none; |
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currentLocalizedMessage.relatedObject = none; |
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} |
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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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// Fire and check signals |
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canBroadcast = onBroadcastCheck.Emit(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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if (canBroadcast && usedInjectionLevel == BHIJ_Registered) |
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{ |
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// This method is only really called by the `AllowsBroadcast()` at the |
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// beginning of either `Broadcast()` or `BroadcastTeam()` methods. |
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// Meaning that new broadcast has started for sure. |
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ResetTracking(); |
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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))) { |
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return; |
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} |
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canTryToBroadcast = onHandleText.Emit(sender, message, type, false); |
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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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local bool canTryToBroadcast; |
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if (!AllowsBroadcast(sender, Len(message))) { |
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return; |
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} |
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canTryToBroadcast = onHandleText.Emit(sender, message, type, true); |
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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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local bool canTryToBroadcast; |
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local BroadcastAPI.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 = onHandleLocalized.Emit(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; // we have already done this check and it passed |
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} |
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return super.AllowsBroadcast(broadcaster, len); |
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} |
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function BroadcastText( |
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PlayerReplicationInfo senderPRI, |
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PlayerController receiver, |
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string message, |
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optional name type) |
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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 (UpdateTrackingWithTextMessage(senderPRI, receiver, message, type)) |
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{ |
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currentMessageRejected = !onHandleText |
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.Emit(sender, message, type, false); |
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currentlyUsedMessage = message; |
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} |
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else { |
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message = currentlyUsedMessage; |
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} |
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if (currentMessageRejected) { |
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return; |
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} |
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} |
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canBroadcast = onHandleTextFor.Emit(receiver, sender, message, type); |
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if (!canBroadcast) { |
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return; |
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} |
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super.BroadcastText(senderPRI, receiver, message, type); |
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} |
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|
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function BroadcastLocalized( |
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Actor sender, |
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PlayerController receiver, |
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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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local bool canBroadcast; |
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local BroadcastAPI.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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&& UpdateTrackingWithLocalizedMessage(sender, receiver, packedMessage)) |
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{ |
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currentMessageRejected = !onHandleLocalized.Emit(sender, packedMessage); |
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} |
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if (currentMessageRejected) { |
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return; |
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} |
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canBroadcast = onHandleLocalizedFor.Emit(receiver, sender, packedMessage); |
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if (!canBroadcast) { |
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return; |
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} |
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super.BroadcastLocalized( sender, receiver, message, switch, |
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relatedPRI1, relatedPRI2, obj); |
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} |
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|
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event Tick(float delta) |
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{ |
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ResetTracking(); |
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} |
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defaultproperties |
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{ |
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blockAllowsBroadcast = false |
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} |