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Change to support new AcediaCore changes

develop
Anton Tarasenko 2 years ago
parent
commit
0bb7f89040
  1. 41
      sources/Packages.uc
  2. 6
      sources/VotingHandlerAdapter.uc

41
sources/Packages.uc

@ -2,7 +2,7 @@
* Main and only Acedia mutator used for loading Acedia packages * Main and only Acedia mutator used for loading Acedia packages
* and providing access to mutator events' calls. * and providing access to mutator events' calls.
* Name is chosen to make config files more readable. * Name is chosen to make config files more readable.
* Copyright 2020-2021 Anton Tarasenko * Copyright 2020-2022 Anton Tarasenko
*------------------------------------------------------------------------------ *------------------------------------------------------------------------------
* This file is part of Acedia. * This file is part of Acedia.
* *
@ -31,7 +31,11 @@ var private Packages selfReference;
// Acedia's reference to a `Global` object. // Acedia's reference to a `Global` object.
var private Global _; var private Global _;
var private ServerGlobal _server;
var private ClientGlobal _client;
// Load Acedia on the client as well?
var private config bool clientside;
// Array of predefined services that must be started along with Acedia mutator. // Array of predefined services that must be started along with Acedia mutator.
var private config array<string> package; var private config array<string> package;
// Set to `true` to activate Acedia's game modes system // Set to `true` to activate Acedia's game modes system
@ -58,12 +62,38 @@ static public final function Packages GetInstance()
} }
// "Constructor" // "Constructor"
event PreBeginPlay() simulated function PreBeginPlay()
{
if (level.netMode == NM_DedicatedServer) {
InitializeServer();
}
else {
InitializeClient();
}
}
private simulated function InitializeClient()
{
// Enforce one copy rule and remember a reference to that copy
if (default.selfReference != none)
{
Destroy();
return;
}
default.selfReference = self;
class'ClientLevelCore'.static.CreateLevelCore(self);
_ = class'Global'.static.GetInstance();
}
private function InitializeServer()
{ {
local int i; local int i;
local LevelCore serverCore; local LevelCore serverCore;
local GameMode currentGameMode; local GameMode currentGameMode;
local array<FeatureConfigPair> availableFeatures; local array<FeatureConfigPair> availableFeatures;
if (clientside) {
AddToPackageMap("Acedia");
}
CheckForGarbage(); CheckForGarbage();
// Enforce one copy rule and remember a reference to that copy // Enforce one copy rule and remember a reference to that copy
if (default.selfReference != none) if (default.selfReference != none)
@ -75,11 +105,13 @@ event PreBeginPlay()
// Launch and setup core Acedia // Launch and setup core Acedia
serverCore = class'ServerLevelCore'.static.CreateLevelCore(self); serverCore = class'ServerLevelCore'.static.CreateLevelCore(self);
_ = class'Global'.static.GetInstance(); _ = class'Global'.static.GetInstance();
_server = class'ServerGlobal'.static.GetInstance();
_client = class'ClientGlobal'.static.GetInstance();
for (i = 0; i < package.length; i += 1) { for (i = 0; i < package.length; i += 1) {
_.environment.RegisterPackage_S(package[i]); _.environment.RegisterPackage_S(package[i]);
} }
if (serverCore != none) { if (serverCore != none) {
_.ConnectServerLevelCore(); _server.ConnectServerLevelCore();
} }
else else
{ {
@ -248,9 +280,10 @@ function ModifyLogin(out string portal, out string options)
defaultproperties defaultproperties
{ {
clientside = false
useGameModes = false useGameModes = false
// This is a server-only mutator // This is a server-only mutator
remoteRole = ROLE_None remoteRole = ROLE_SimulatedProxy
bAlwaysRelevant = true bAlwaysRelevant = true
// Mutator description // Mutator description
GroupName = "Package loader" GroupName = "Package loader"

6
sources/VotingHandlerAdapter.uc

@ -223,8 +223,10 @@ public final function PrepareForServerTravel()
if (string(_.unreal.GetGameType().class) ~= nextGameClassName) { if (string(_.unreal.GetGameType().class) ~= nextGameClassName) {
nextGameClass = _.unreal.GetGameType().class; nextGameClass = _.unreal.GetGameType().class;
} }
else { else
nextGameClass = class<GameInfo>(_.memory.LoadClassS(nextGameClassName)); {
nextGameClass =
class<GameInfo>(_.memory.LoadClass_S(nextGameClassName));
} }
default.isServerTraveling = true; default.isServerTraveling = true;
default.targetGameMode = availableGameModes[pickedVHConfig].ToString(); default.targetGameMode = availableGameModes[pickedVHConfig].ToString();

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