Anton Tarasenko
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# Acedia |
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## Installation |
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Add `Acedia.StartUp` to the list of server actors in your `KillingFloor.ini`. |
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**Do not** manually add `Acedia.Acedia` mutator. |
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## Change log |
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Acedia's versioning will differ from that of NicePack's and is as follows: `X.Y.Z`, where |
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* `X` is a major version, will be increased to 1 when most of planned features are implements. Further increases aren't planned, but are possible should Acedia change in a significant enough way. |
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* `Y` is a minor version, increased with every public release that adds some new functionality. |
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* `Z` is a bug fix versioning, increased after fixing bugs in a corresponding public release. |
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For development release following notation will be used: `X.Y.devZ`. The only change is that `Z` is now also increases as functionality for the next version is getting implemented. |
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### Development of version 0.1 |
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For the first public release we aim to implement a variety of server-side fixes to the following issues: |
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1. **[DONE]** Zed time lags. |
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2. **[DONE]** Ignoring friendly-fire restrictions. |
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3. **[DONE]** Infinite grenades. |
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4. **[DONE]** Ability to crash server by spawning excessive amounts of dosh actors. |
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5. **[DONE]** Ability to crash server by spamming becoming spectator and back. |
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6. Pipes dealing way more damage when quickly shot several times. |
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7. Error message spam in server's log even on clean, un-modded servers. |
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8. **[PARTIALLY DONE]** Money printing. |
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9. Inventory abuse that allows to carry too many weapon or duplicates of the same weapon. |
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#### Version 0.0.dev3 `Worst exploits` |
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*Release date: 16.02.2020* |
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*This isn't a release version and is meant for testing.* |
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##### [NEW] Fix ammo selling |
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This feature addressed an oversight in vanilla code that allows clients to sell weapon's ammunition. Moreover, when being sold, ammunition cost is always multiplied by $0.75$, without taking into an account possible discount a player might have. This allows cheaters to "print money" by buying and selling ammo over and over again ammunition for some weapons, notably pipe bombs ($74$% discount for lvl6 demolition) and crossbow ($42$% discount for lvl6 sharpshooter). |
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This feature fixes this problem by setting `pickupClass` variable in potentially abusable weapons to our own value that won't receive a discount. Luckily for us, discount checks are the only place where variable is directly checked in a vanilla game's code (`default.pickupClass` is used everywhere else), so we can easily deal with the only side effect of such change. |
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##### [NEW] Fix spectator-related crashes |
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This feature attempts to prevent server crashes caused by someone quickly switching between being spectator and an active player. |
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We do so by disconnecting players who start switching way too fast (more than twice in a short amount of time) and temporarily faking a large amount of players on the server, to prevent such spam from affecting the server. |
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#### Version 0.0.dev2 `More vanilla bug fixes` |
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*Release date: 02.11.2019* |
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*This isn't a release version and is meant for testing.* |
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##### [NEW] Fix dosh spam |
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This feature addressed two dosh-related issues: |
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1. Crashing servers by spamming `CashPickup` actors with `TossCash`; |
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2. Breaking collision detection logic by stacking large amount of `CashPickup` actors in one place, which allows one to either reach unintended locations or even instantly kill zeds. |
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First, we limit amount of dosh that can be spawned simultaneously.The simplest method is to place a cooldown on spawning `CashPickup` actors, i.e. after spawning one `CashPickup` we'd completely prevent spawning any other instances of it for a fixed amount of time. However, that might allow a malicious spammer to block others from throwing dosh, - all he needs to do is to spam dosh at right time intervals. |
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We'll resolve this issue by recording how many `CashPickup` actors each player has spawned as their "contribution" and decay that value with time, only allowing to spawn new dosh after contribution decayed to zero. Speed of decay is derived from current dosh spawning speed limit and decreases with amount of players with non-zero contributions (since it means that they're throwing dosh). |
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Second issue is player amassing a large amount of dosh in one point that leads to skipping collision checks, which then allows players to pass through level geometry or enter zeds' collisions, instantly killing them. Since dosh disappears on it's own, the easiest method to prevent this issue is to severely limit how much dosh players can throw per second, so that there's never enough dosh laying around to affect collision logic. The downside to such severe limitations is that game behaves less vanilla-like, where you could throw away streams of dosh. To solve that we'll first use a more generous limit on dosh players can throw per second, but will track how much dosh is currently present in a level and linearly decelerate speed, according to that amount. |
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##### [NEW] Fix friendly fire hack |
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It's possible to bypass friendly fire damage scaling and always deal full damage to other players, if one were to either leave the server or spectate right after shooting a projectile. We use game rules to catch such occurrences and apply friendly fire scaling to weapons, specified by server admins. |
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To specify required subset of weapons, one must first chose a general rule (scale by default / don't scale by default) and then, optionally, add exceptions to it. |
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Choosing `scaleByDefault == true` as a general rule will make this fix behave in the similar way to `KFExplosiveFix` by mutant and will disable some environmental sources of damage on some maps. One can then add relevant damage classes as exceptions to fix that downside, but making an extensive list of such sources might prove problematic. |
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On the other hand, setting `scaleByDefault == false` will allow to get rid of team-killing exploits by simply adding damage types of all projectile weapons, used on a server. This fix comes with such filled-in list of all vanilla projectile classes. |
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##### [NEW] Fix infinite nades exploit |
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This feature fixes a vulnerability in a code of `Frag` that can allow player to throw grenades even when he no longer has any. There's also no cooldowns on the throw, which can lead to a server crash. |
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It is possible to call `ServerThrow` function from client, forcing it to get executed on a server. This function consumes the grenade ammo and spawns a nade, but it doesn't check if player had any grenade ammo in the first place, allowing you him to throw however many grenades he wants. Moreover, unlike a regular throwing method, calling this function allows to spawn many grenades without any delay, which can lead to a server crash. |
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This fix tracks every instance of 'Frag' weapon that's responsible for throwing grenades and records how much ammo they have have. This is necessary, because whatever means we use, when we get a say in preventing grenade from spawning the ammo was already reduced. This means that we can't distinguished between a player abusing a bug by throwing grenade when he doesn't have necessary ammo and player throwing his last nade, as in both cases current ammo visible to us will be $0$. Then, before every nade throw, it checks if player has enough ammo and blocks grenade from spawning if he doesn't. |
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We change a `FireModeClass[0]` from `FragFire` to `FixedFragFire` and only call `super.DoFireEffect()` if we decide spawning grenade should be allowed. The side effect is a change in server's `FireModeClass`. |
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#### Version 0.0.dev1 `First draft` |
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*Release date: 27.10.2019* |
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*This isn't a release version and is meant for testing.* |
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This is a first version of Acedia that introduces some basic building blocks, service for tracking player connections and a first feature that aims to fix lags related to zed time. |
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##### [NEW] Connection service |
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Connection module players connecting and disconnecting from the server. Service is lightweight and doesn't have to go through the full controller list to check for new players, relying instead on detecting when `KFSteamStatsAndAchievements` is spawned. |
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##### [NEW] Fix zed time lags |
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When zed time activates, game speed is immediately set to `zedTimeSlomoScale` ($0.2$ by default), defined, like all other variables, in `KFGameType`. Zed time lasts `zedTimeDuration` seconds ($3.0$ by default), but during last `zedTimeDuration * 0.166` seconds (by default $0.498$) it starts to speed back up, causing game speed to update every tick. |
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This makes animations look more smooth when exiting zed-time; however, updating speed every tick for that purpose seems like an overkill and, combined with things like increased tick rate, certain maps and raised zed limit, it can lead to noticeable lags at the end of zed time. |
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To fix this issue we disable `Tick` event in `KFGameType` and then repeat that functionality in our own `Tick` event, but only perform game speed updates occasionally, to make sure that overall amount of updates won't go over a limit, that can be configured via `maxGameSpeedUpdatesAmount`. |
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Author's test (looking really hard on clots' animations) seem to suggest that there shouldn't be much visible difference if we limit game speed updates to about 2 or 3. |
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; When zed time activates, game speed is immediately set to |
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; 'zedTimeSlomoScale' (0.2 by default), defined, like all other variables, |
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; in 'KFGameType'. Zed time lasts 'zedTimeDuration' seconds (3.0 by default), |
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; but during last 'zedTimeDuration; 0.166' seconds (by default 0.498) |
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; it starts to speed back up, causing game speed to update every tick. |
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; This makes animations look more smooth when exiting zed-time; |
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; however, updating speed every tick for that purpose seems like |
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; an overkill and, combined with things like |
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; increased tick rate, certain maps and raised zed limit, |
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; it can lead to noticable lags at the end of zed time. |
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; This fix limits amount of actual game speed updates, alleviating the issue. |
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; |
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; As a side effect it also fixes an issue where during zed time speed up |
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; 'zedTimeSlomoScale' was assumed to be default value of '0.2'. |
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; Now zed time will behave correctly with mods that change 'zedTimeSlomoScale'. |
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[Acedia.FixZedTimeLags] |
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autoEnable=false |
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; Maximum amount of game speed updates upon leaving zed time. |
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; 2 or 3 seem to provide a good enough result that, |
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; i.e. it should be hard to notice difference with vanilla game behavior. |
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; 1 is a smallest possible value, resulting in effectively removing any |
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; smooting via speed up, simply changing speed from |
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; the slowest (0.2) to the highest. |
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; For the reference: on servers with default 30 tick rate there's usually |
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; about 13 updates total. |
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maxGameSpeedUpdatesAmount=3 |
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; [ADVANCED] Don't change this setting unless you know what you're doing. |
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; Compatibility setting that allows to keep 'GameInfo' 's 'Tick' event |
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; from being disabled. |
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; Useful when running Acedia along with custom 'GameInfo' |
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; (that isn't 'KFGameType') that relies on 'Tick' event. |
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; Note, however, that in order to keep this fix working properly, |
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; it's on you to make sure 'KFGameType.Tick()' logic isn't executed. |
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disableTick=true |
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; This feature addressed two dosh-related issues: |
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; 1. Crashing servers by spamming 'CashPickup' actors with 'TossCash'; |
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; 2. Breaking collision detection logic by stacking large amount of |
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; 'CashPickup' actors in one place, which allows one to either |
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; reach unintended locations or even instantly kill zeds. |
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; |
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; It fixes them by limiting speed, with which dosh can spawn, and |
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; allowing this limit to decrease when there's already too much dosh |
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; present on the map. |
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[Acedia.FixDoshSpam] |
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autoEnable=false |
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; Highest and lowest speed with which players can throw dosh wads. |
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; It'll be evenly spread between all players. |
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; For example, if speed is set to 6 and only one player will be spamming dosh, |
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; - he'll be able to throw 6 wads of dosh per second; |
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; but if all 6 players are spamming it, - each will throw only 1 per second. |
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; NOTE: these speed values can be exceeded, since a player is guaranteed |
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; to be able to throw at least one wad of dosh, if he didn't do so in awhile. |
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; NOTE #2: if maximum value is less than minimum one, |
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; the lowest (maximum one) will be used. |
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doshPerSecondLimitMax=50 |
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doshPerSecondLimitMin=5 |
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; Amount of dosh pickups on the map at which we must set dosh per second |
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; to 'doshPerSecondLimitMin'. |
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; We use 'doshPerSecondLimitMax' when there's no dosh on the map and |
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; scale linearly between them as it's amount grows. |
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criticalDoshAmount=25 |
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; This feature fixes a bug that can allow players to bypass server's |
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; friendly fire limitations and teamkill. |
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; Usual fixes apply friendly fire scale to suspicious damage themselves, which |
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; also disables some of the environmental damage. |
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; In oder to avoid that, this fix allows server owner to define precisely |
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; to what damage types to apply the friendly fire scaling. |
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; It should be all damage types related to projectiles. |
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[Acedia.FixFFHack] |
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autoEnable=true |
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; Defines a general rule for chosing whether or not to apply |
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; friendly fire scaling. |
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; This can be overwritten by exceptions ('alwaysScale' or 'neverScale'). |
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; Enabling scaling by default without any exceptions in 'neverScale' will |
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; make this fix behave almost identically to Mutant's 'Explosives Fix Mutator'. |
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scaleByDefault=false |
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; Damage types, for which we should always reaaply friendly fire scaling. |
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alwaysScale=Class'KFMod.DamTypeCrossbuzzsawHeadShot' |
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alwaysScale=Class'KFMod.DamTypeCrossbuzzsaw' |
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alwaysScale=Class'KFMod.DamTypeFrag' |
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alwaysScale=Class'KFMod.DamTypePipeBomb' |
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alwaysScale=Class'KFMod.DamTypeM203Grenade' |
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alwaysScale=Class'KFMod.DamTypeM79Grenade' |
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alwaysScale=Class'KFMod.DamTypeM79GrenadeImpact' |
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alwaysScale=Class'KFMod.DamTypeM32Grenade' |
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alwaysScale=Class'KFMod.DamTypeLAW' |
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alwaysScale=Class'KFMod.DamTypeLawRocketImpact' |
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alwaysScale=Class'KFMod.DamTypeFlameNade' |
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alwaysScale=Class'KFMod.DamTypeFlareRevolver' |
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alwaysScale=Class'KFMod.DamTypeFlareProjectileImpact' |
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alwaysScale=Class'KFMod.DamTypeBurned' |
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alwaysScale=Class'KFMod.DamTypeTrenchgun' |
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alwaysScale=Class'KFMod.DamTypeHuskGun' |
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alwaysScale=Class'KFMod.DamTypeCrossbow' |
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alwaysScale=Class'KFMod.DamTypeCrossbowHeadShot' |
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alwaysScale=Class'KFMod.DamTypeM99SniperRifle' |
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alwaysScale=Class'KFMod.DamTypeM99HeadShot' |
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alwaysScale=Class'KFMod.DamTypeShotgun' |
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alwaysScale=Class'KFMod.DamTypeNailGun' |
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alwaysScale=Class'KFMod.DamTypeDBShotgun' |
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alwaysScale=Class'KFMod.DamTypeKSGShotgun' |
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alwaysScale=Class'KFMod.DamTypeBenelli' |
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alwaysScale=Class'KFMod.DamTypeSPGrenade' |
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alwaysScale=Class'KFMod.DamTypeSPGrenadeImpact' |
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alwaysScale=Class'KFMod.DamTypeSeekerSixRocket' |
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alwaysScale=Class'KFMod.DamTypeSeekerRocketImpact' |
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alwaysScale=Class'KFMod.DamTypeSealSquealExplosion' |
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alwaysScale=Class'KFMod.DamTypeRocketImpact' |
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alwaysScale=Class'KFMod.DamTypeBlowerThrower' |
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alwaysScale=Class'KFMod.DamTypeSPShotgun' |
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alwaysScale=Class'KFMod.DamTypeZEDGun' |
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alwaysScale=Class'KFMod.DamTypeZEDGunMKII' |
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alwaysScale=Class'KFMod.DamTypeZEDGunMKII' |
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; Damage types, for which we should never reaply friendly fire scaling. |
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;neverScale=Class'KFMod.???' |
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; This feature fixes a vulnerability in a code of 'Frag' that can allow |
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; player to throw grenades even when he no longer has any. |
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; There's also no cooldowns on the throw, which can lead to a server crash. |
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[Acedia.FixInfiniteNades] |
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autoEnable=true |
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; Setting this flag to 'true' will allow to throw grenades by calling |
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; 'ServerThrow' directly, as long as player has necessary ammo. |
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; This can allow some players to throw grenades much quicker than intended, |
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; therefore it's suggested to keep this flag set to 'false'. |
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ignoreTossFlags=false |
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; This feature addressed an oversight in vanilla code that |
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; allows clients to sell weapon's ammunition. |
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; Moreover, when being sold, ammunition cost is always multiplied by 0.75, |
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; without taking into an account possible discount a player might have. |
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; This allows cheaters to "print money" by buying and selling ammo over and |
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; over again ammunition for some weapons, |
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; notably pipe bombs (74% discount for lvl6 demolition) |
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; and crossbow (42% discount for lvl6 sharpshooter). |
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[Acedia.FixAmmoSelling] |
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autoEnable=true |
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; Due to how this fix works, players with level below 6 get charged less |
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; than necessary by the shop and this fix must take the rest of |
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; the cost by itself. While for unreliable and for minuscule benefit, |
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; this can potentially be abused by cheaters. |
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; To decrease the amount of value they can get from it, this fix can be |
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; allowed to decrease players' money into negative values. |
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; The trade off is a small chance that a some bug in this fix and |
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; an unlucky circumstances can lead to regular players |
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; having negative dosh values. |
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; Both situations are highly unlikely, but the option is there. |
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allowNegativeDosh=true |
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; This feature attempts to prevent server crashes caused by someone |
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; quickly switching between being spectator and an active player. |
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[Acedia.FixSpectatorCrash] |
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autoEnable=true |
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; This fix will try to kick any player that switches between active player |
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; and cooldown faster than time (in seconds) in this value. |
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; NOTE: raising this value past default value of '0.25' |
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; won't actually improve crash prevention. |
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spectatorChangeTimeout=0.25 |
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; [ADVANCED] Don't change this setting unless you know what you're doing. |
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; Allows you to turn off server blocking. |
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; Players that don't respect timeout will still be kicked. |
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; This might be needed if this fix conflicts with another mutator |
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; that also changes 'numPlayers'. |
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; However, it is necessary to block aggressive enough server crash attempts, |
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; but can cause compatibility issues with some mutators. |
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; It's highly preferred to rewrite such a mutator to be compatible. |
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; NOTE: it should be compatible with most faked players-type mutators, |
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; since this fix remembers the difference between amount of |
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; real players and 'numPlayers'. |
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; After unblocking, it sets 'numPlayers' to |
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; the current amount of real players + that difference. |
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; So 4 players + 3 (=7 numPlayers) after kicking 1 player becomes |
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; 3 players + 3 (=6 numPlayers). |
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allowServerBlock=true |
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|
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GNU GENERAL PUBLIC LICENSE |
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Version 3, 29 June 2007 |
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Copyright (C) 2007 Free Software Foundation, Inc. <https://fsf.org/> |
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Everyone is permitted to copy and distribute verbatim copies |
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of this license document, but changing it is not allowed. |
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The GNU General Public License is a free, copyleft license for |
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The licenses for most software and other practical works are designed |
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TERMS AND CONDITIONS |
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"This License" refers to version 3 of the GNU General Public License. |
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feature that (1) displays an appropriate copyright notice, and (2) |
||||
tells the user that there is no warranty for the work (except to the |
||||
extent that warranties are provided), that licensees may convey the |
||||
work under this License, and how to view a copy of this License. If |
||||
the interface presents a list of user commands or options, such as a |
||||
menu, a prominent item in the list meets this criterion. |
||||
|
||||
1. Source Code. |
||||
|
||||
The "source code" for a work means the preferred form of the work |
||||
for making modifications to it. "Object code" means any non-source |
||||
form of a work. |
||||
|
||||
A "Standard Interface" means an interface that either is an official |
||||
standard defined by a recognized standards body, or, in the case of |
||||
interfaces specified for a particular programming language, one that |
||||
is widely used among developers working in that language. |
||||
|
||||
The "System Libraries" of an executable work include anything, other |
||||
than the work as a whole, that (a) is included in the normal form of |
||||
packaging a Major Component, but which is not part of that Major |
||||
Component, and (b) serves only to enable use of the work with that |
||||
Major Component, or to implement a Standard Interface for which an |
||||
implementation is available to the public in source code form. A |
||||
"Major Component", in this context, means a major essential component |
||||
(kernel, window system, and so on) of the specific operating system |
||||
(if any) on which the executable work runs, or a compiler used to |
||||
produce the work, or an object code interpreter used to run it. |
||||
|
||||
The "Corresponding Source" for a work in object code form means all |
||||
the source code needed to generate, install, and (for an executable |
||||
work) run the object code and to modify the work, including scripts to |
||||
control those activities. However, it does not include the work's |
||||
System Libraries, or general-purpose tools or generally available free |
||||
programs which are used unmodified in performing those activities but |
||||
which are not part of the work. For example, Corresponding Source |
||||
includes interface definition files associated with source files for |
||||
the work, and the source code for shared libraries and dynamically |
||||
linked subprograms that the work is specifically designed to require, |
||||
such as by intimate data communication or control flow between those |
||||
subprograms and other parts of the work. |
||||
|
||||
The Corresponding Source need not include anything that users |
||||
can regenerate automatically from other parts of the Corresponding |
||||
Source. |
||||
|
||||
The Corresponding Source for a work in source code form is that |
||||
same work. |
||||
|
||||
2. Basic Permissions. |
||||
|
||||
All rights granted under this License are granted for the term of |
||||
copyright on the Program, and are irrevocable provided the stated |
||||
conditions are met. This License explicitly affirms your unlimited |
||||
permission to run the unmodified Program. The output from running a |
||||
covered work is covered by this License only if the output, given its |
||||
content, constitutes a covered work. This License acknowledges your |
||||
rights of fair use or other equivalent, as provided by copyright law. |
||||
|
||||
You may make, run and propagate covered works that you do not |
||||
convey, without conditions so long as your license otherwise remains |
||||
in force. You may convey covered works to others for the sole purpose |
||||
of having them make modifications exclusively for you, or provide you |
||||
with facilities for running those works, provided that you comply with |
||||
the terms of this License in conveying all material for which you do |
||||
not control copyright. Those thus making or running the covered works |
||||
for you must do so exclusively on your behalf, under your direction |
||||
and control, on terms that prohibit them from making any copies of |
||||
your copyrighted material outside their relationship with you. |
||||
|
||||
Conveying under any other circumstances is permitted solely under |
||||
the conditions stated below. Sublicensing is not allowed; section 10 |
||||
makes it unnecessary. |
||||
|
||||
3. Protecting Users' Legal Rights From Anti-Circumvention Law. |
||||
|
||||
No covered work shall be deemed part of an effective technological |
||||
measure under any applicable law fulfilling obligations under article |
||||
11 of the WIPO copyright treaty adopted on 20 December 1996, or |
||||
similar laws prohibiting or restricting circumvention of such |
||||
measures. |
||||
|
||||
When you convey a covered work, you waive any legal power to forbid |
||||
circumvention of technological measures to the extent such circumvention |
||||
is effected by exercising rights under this License with respect to |
||||
the covered work, and you disclaim any intention to limit operation or |
||||
modification of the work as a means of enforcing, against the work's |
||||
users, your or third parties' legal rights to forbid circumvention of |
||||
technological measures. |
||||
|
||||
4. Conveying Verbatim Copies. |
||||
|
||||
You may convey verbatim copies of the Program's source code as you |
||||
receive it, in any medium, provided that you conspicuously and |
||||
appropriately publish on each copy an appropriate copyright notice; |
||||
keep intact all notices stating that this License and any |
||||
non-permissive terms added in accord with section 7 apply to the code; |
||||
keep intact all notices of the absence of any warranty; and give all |
||||
recipients a copy of this License along with the Program. |
||||
|
||||
You may charge any price or no price for each copy that you convey, |
||||
and you may offer support or warranty protection for a fee. |
||||
|
||||
5. Conveying Modified Source Versions. |
||||
|
||||
You may convey a work based on the Program, or the modifications to |
||||
produce it from the Program, in the form of source code under the |
||||
terms of section 4, provided that you also meet all of these conditions: |
||||
|
||||
a) The work must carry prominent notices stating that you modified |
||||
it, and giving a relevant date. |
||||
|
||||
b) The work must carry prominent notices stating that it is |
||||
released under this License and any conditions added under section |
||||
7. This requirement modifies the requirement in section 4 to |
||||
"keep intact all notices". |
||||
|
||||
c) You must license the entire work, as a whole, under this |
||||
License to anyone who comes into possession of a copy. This |
||||
License will therefore apply, along with any applicable section 7 |
||||
additional terms, to the whole of the work, and all its parts, |
||||
regardless of how they are packaged. This License gives no |
||||
permission to license the work in any other way, but it does not |
||||
invalidate such permission if you have separately received it. |
||||
|
||||
d) If the work has interactive user interfaces, each must display |
||||
Appropriate Legal Notices; however, if the Program has interactive |
||||
interfaces that do not display Appropriate Legal Notices, your |
||||
work need not make them do so. |
||||
|
||||
A compilation of a covered work with other separate and independent |
||||
works, which are not by their nature extensions of the covered work, |
||||
and which are not combined with it such as to form a larger program, |
||||
in or on a volume of a storage or distribution medium, is called an |
||||
"aggregate" if the compilation and its resulting copyright are not |
||||
used to limit the access or legal rights of the compilation's users |
||||
beyond what the individual works permit. Inclusion of a covered work |
||||
in an aggregate does not cause this License to apply to the other |
||||
parts of the aggregate. |
||||
|
||||
6. Conveying Non-Source Forms. |
||||
|
||||
You may convey a covered work in object code form under the terms |
||||
of sections 4 and 5, provided that you also convey the |
||||
machine-readable Corresponding Source under the terms of this License, |
||||
in one of these ways: |
||||
|
||||
a) Convey the object code in, or embodied in, a physical product |
||||
(including a physical distribution medium), accompanied by the |
||||
Corresponding Source fixed on a durable physical medium |
||||
customarily used for software interchange. |
||||
|
||||
b) Convey the object code in, or embodied in, a physical product |
||||
(including a physical distribution medium), accompanied by a |
||||
written offer, valid for at least three years and valid for as |
||||
long as you offer spare parts or customer support for that product |
||||
model, to give anyone who possesses the object code either (1) a |
||||
copy of the Corresponding Source for all the software in the |
||||
product that is covered by this License, on a durable physical |
||||
medium customarily used for software interchange, for a price no |
||||
more than your reasonable cost of physically performing this |
||||
conveying of source, or (2) access to copy the |
||||
Corresponding Source from a network server at no charge. |
||||
|
||||
c) Convey individual copies of the object code with a copy of the |
||||
written offer to provide the Corresponding Source. This |
||||
alternative is allowed only occasionally and noncommercially, and |
||||
only if you received the object code with such an offer, in accord |
||||
with subsection 6b. |
||||
|
||||
d) Convey the object code by offering access from a designated |
||||
place (gratis or for a charge), and offer equivalent access to the |
||||
Corresponding Source in the same way through the same place at no |
||||
further charge. You need not require recipients to copy the |
||||
Corresponding Source along with the object code. If the place to |
||||
copy the object code is a network server, the Corresponding Source |
||||
may be on a different server (operated by you or a third party) |
||||
that supports equivalent copying facilities, provided you maintain |
||||
clear directions next to the object code saying where to find the |
||||
Corresponding Source. Regardless of what server hosts the |
||||
Corresponding Source, you remain obligated to ensure that it is |
||||
available for as long as needed to satisfy these requirements. |
||||
|
||||
e) Convey the object code using peer-to-peer transmission, provided |
||||
you inform other peers where the object code and Corresponding |
||||
Source of the work are being offered to the general public at no |
||||
charge under subsection 6d. |
||||
|
||||
A separable portion of the object code, whose source code is excluded |
||||
from the Corresponding Source as a System Library, need not be |
||||
included in conveying the object code work. |
||||
|
||||
A "User Product" is either (1) a "consumer product", which means any |
||||
tangible personal property which is normally used for personal, family, |
||||
or household purposes, or (2) anything designed or sold for incorporation |
||||
into a dwelling. In determining whether a product is a consumer product, |
||||
doubtful cases shall be resolved in favor of coverage. For a particular |
||||
product received by a particular user, "normally used" refers to a |
||||
typical or common use of that class of product, regardless of the status |
||||
of the particular user or of the way in which the particular user |
||||
actually uses, or expects or is expected to use, the product. A product |
||||
is a consumer product regardless of whether the product has substantial |
||||
commercial, industrial or non-consumer uses, unless such uses represent |
||||
the only significant mode of use of the product. |
||||
|
||||
"Installation Information" for a User Product means any methods, |
||||
procedures, authorization keys, or other information required to install |
||||
and execute modified versions of a covered work in that User Product from |
||||
a modified version of its Corresponding Source. The information must |
||||
suffice to ensure that the continued functioning of the modified object |
||||
code is in no case prevented or interfered with solely because |
||||
modification has been made. |
||||
|
||||
If you convey an object code work under this section in, or with, or |
||||
specifically for use in, a User Product, and the conveying occurs as |
||||
part of a transaction in which the right of possession and use of the |
||||
User Product is transferred to the recipient in perpetuity or for a |
||||
fixed term (regardless of how the transaction is characterized), the |
||||
Corresponding Source conveyed under this section must be accompanied |
||||
by the Installation Information. But this requirement does not apply |
||||
if neither you nor any third party retains the ability to install |
||||
modified object code on the User Product (for example, the work has |
||||
been installed in ROM). |
||||
|
||||
The requirement to provide Installation Information does not include a |
||||
requirement to continue to provide support service, warranty, or updates |
||||
for a work that has been modified or installed by the recipient, or for |
||||
the User Product in which it has been modified or installed. Access to a |
||||
network may be denied when the modification itself materially and |
||||
adversely affects the operation of the network or violates the rules and |
||||
protocols for communication across the network. |
||||
|
||||
Corresponding Source conveyed, and Installation Information provided, |
||||
in accord with this section must be in a format that is publicly |
||||
documented (and with an implementation available to the public in |
||||
source code form), and must require no special password or key for |
||||
unpacking, reading or copying. |
||||
|
||||
7. Additional Terms. |
||||
|
||||
"Additional permissions" are terms that supplement the terms of this |
||||
License by making exceptions from one or more of its conditions. |
||||
Additional permissions that are applicable to the entire Program shall |
||||
be treated as though they were included in this License, to the extent |
||||
that they are valid under applicable law. If additional permissions |
||||
apply only to part of the Program, that part may be used separately |
||||
under those permissions, but the entire Program remains governed by |
||||
this License without regard to the additional permissions. |
||||
|
||||
When you convey a copy of a covered work, you may at your option |
||||
remove any additional permissions from that copy, or from any part of |
||||
it. (Additional permissions may be written to require their own |
||||
removal in certain cases when you modify the work.) You may place |
||||
additional permissions on material, added by you to a covered work, |
||||
for which you have or can give appropriate copyright permission. |
||||
|
||||
Notwithstanding any other provision of this License, for material you |
||||
add to a covered work, you may (if authorized by the copyright holders of |
||||
that material) supplement the terms of this License with terms: |
||||
|
||||
a) Disclaiming warranty or limiting liability differently from the |
||||
terms of sections 15 and 16 of this License; or |
||||
|
||||
b) Requiring preservation of specified reasonable legal notices or |
||||
author attributions in that material or in the Appropriate Legal |
||||
Notices displayed by works containing it; or |
||||
|
||||
c) Prohibiting misrepresentation of the origin of that material, or |
||||
requiring that modified versions of such material be marked in |
||||
reasonable ways as different from the original version; or |
||||
|
||||
d) Limiting the use for publicity purposes of names of licensors or |
||||
authors of the material; or |
||||
|
||||
e) Declining to grant rights under trademark law for use of some |
||||
trade names, trademarks, or service marks; or |
||||
|
||||
f) Requiring indemnification of licensors and authors of that |
||||
material by anyone who conveys the material (or modified versions of |
||||
it) with contractual assumptions of liability to the recipient, for |
||||
any liability that these contractual assumptions directly impose on |
||||
those licensors and authors. |
||||
|
||||
All other non-permissive additional terms are considered "further |
||||
restrictions" within the meaning of section 10. If the Program as you |
||||
received it, or any part of it, contains a notice stating that it is |
||||
governed by this License along with a term that is a further |
||||
restriction, you may remove that term. If a license document contains |
||||
a further restriction but permits relicensing or conveying under this |
||||
License, you may add to a covered work material governed by the terms |
||||
of that license document, provided that the further restriction does |
||||
not survive such relicensing or conveying. |
||||
|
||||
If you add terms to a covered work in accord with this section, you |
||||
must place, in the relevant source files, a statement of the |
||||
additional terms that apply to those files, or a notice indicating |
||||
where to find the applicable terms. |
||||
|
||||
Additional terms, permissive or non-permissive, may be stated in the |
||||
form of a separately written license, or stated as exceptions; |
||||
the above requirements apply either way. |
||||
|
||||
8. Termination. |
||||
|
||||
You may not propagate or modify a covered work except as expressly |
||||
provided under this License. Any attempt otherwise to propagate or |
||||
modify it is void, and will automatically terminate your rights under |
||||
this License (including any patent licenses granted under the third |
||||
paragraph of section 11). |
||||
|
||||
However, if you cease all violation of this License, then your |
||||
license from a particular copyright holder is reinstated (a) |
||||
provisionally, unless and until the copyright holder explicitly and |
||||
finally terminates your license, and (b) permanently, if the copyright |
||||
holder fails to notify you of the violation by some reasonable means |
||||
prior to 60 days after the cessation. |
||||
|
||||
Moreover, your license from a particular copyright holder is |
||||
reinstated permanently if the copyright holder notifies you of the |
||||
violation by some reasonable means, this is the first time you have |
||||
received notice of violation of this License (for any work) from that |
||||
copyright holder, and you cure the violation prior to 30 days after |
||||
your receipt of the notice. |
||||
|
||||
Termination of your rights under this section does not terminate the |
||||
licenses of parties who have received copies or rights from you under |
||||
this License. If your rights have been terminated and not permanently |
||||
reinstated, you do not qualify to receive new licenses for the same |
||||
material under section 10. |
||||
|
||||
9. Acceptance Not Required for Having Copies. |
||||
|
||||
You are not required to accept this License in order to receive or |
||||
run a copy of the Program. Ancillary propagation of a covered work |
||||
occurring solely as a consequence of using peer-to-peer transmission |
||||
to receive a copy likewise does not require acceptance. However, |
||||
nothing other than this License grants you permission to propagate or |
||||
modify any covered work. These actions infringe copyright if you do |
||||
not accept this License. Therefore, by modifying or propagating a |
||||
covered work, you indicate your acceptance of this License to do so. |
||||
|
||||
10. Automatic Licensing of Downstream Recipients. |
||||
|
||||
Each time you convey a covered work, the recipient automatically |
||||
receives a license from the original licensors, to run, modify and |
||||
propagate that work, subject to this License. You are not responsible |
||||
for enforcing compliance by third parties with this License. |
||||
|
||||
An "entity transaction" is a transaction transferring control of an |
||||
organization, or substantially all assets of one, or subdividing an |
||||
organization, or merging organizations. If propagation of a covered |
||||
work results from an entity transaction, each party to that |
||||
transaction who receives a copy of the work also receives whatever |
||||
licenses to the work the party's predecessor in interest had or could |
||||
give under the previous paragraph, plus a right to possession of the |
||||
Corresponding Source of the work from the predecessor in interest, if |
||||
the predecessor has it or can get it with reasonable efforts. |
||||
|
||||
You may not impose any further restrictions on the exercise of the |
||||
rights granted or affirmed under this License. For example, you may |
||||
not impose a license fee, royalty, or other charge for exercise of |
||||
rights granted under this License, and you may not initiate litigation |
||||
(including a cross-claim or counterclaim in a lawsuit) alleging that |
||||
any patent claim is infringed by making, using, selling, offering for |
||||
sale, or importing the Program or any portion of it. |
||||
|
||||
11. Patents. |
||||
|
||||
A "contributor" is a copyright holder who authorizes use under this |
||||
License of the Program or a work on which the Program is based. The |
||||
work thus licensed is called the contributor's "contributor version". |
||||
|
||||
A contributor's "essential patent claims" are all patent claims |
||||
owned or controlled by the contributor, whether already acquired or |
||||
hereafter acquired, that would be infringed by some manner, permitted |
||||
by this License, of making, using, or selling its contributor version, |
||||
but do not include claims that would be infringed only as a |
||||
consequence of further modification of the contributor version. For |
||||
purposes of this definition, "control" includes the right to grant |
||||
patent sublicenses in a manner consistent with the requirements of |
||||
this License. |
||||
|
||||
Each contributor grants you a non-exclusive, worldwide, royalty-free |
||||
patent license under the contributor's essential patent claims, to |
||||
make, use, sell, offer for sale, import and otherwise run, modify and |
||||
propagate the contents of its contributor version. |
||||
|
||||
In the following three paragraphs, a "patent license" is any express |
||||
agreement or commitment, however denominated, not to enforce a patent |
||||
(such as an express permission to practice a patent or covenant not to |
||||
sue for patent infringement). To "grant" such a patent license to a |
||||
party means to make such an agreement or commitment not to enforce a |
||||
patent against the party. |
||||
|
||||
If you convey a covered work, knowingly relying on a patent license, |
||||
and the Corresponding Source of the work is not available for anyone |
||||
to copy, free of charge and under the terms of this License, through a |
||||
publicly available network server or other readily accessible means, |
||||
then you must either (1) cause the Corresponding Source to be so |
||||
available, or (2) arrange to deprive yourself of the benefit of the |
||||
patent license for this particular work, or (3) arrange, in a manner |
||||
consistent with the requirements of this License, to extend the patent |
||||
license to downstream recipients. "Knowingly relying" means you have |
||||
actual knowledge that, but for the patent license, your conveying the |
||||
covered work in a country, or your recipient's use of the covered work |
||||
in a country, would infringe one or more identifiable patents in that |
||||
country that you have reason to believe are valid. |
||||
|
||||
If, pursuant to or in connection with a single transaction or |
||||
arrangement, you convey, or propagate by procuring conveyance of, a |
||||
covered work, and grant a patent license to some of the parties |
||||
receiving the covered work authorizing them to use, propagate, modify |
||||
or convey a specific copy of the covered work, then the patent license |
||||
you grant is automatically extended to all recipients of the covered |
||||
work and works based on it. |
||||
|
||||
A patent license is "discriminatory" if it does not include within |
||||
the scope of its coverage, prohibits the exercise of, or is |
||||
conditioned on the non-exercise of one or more of the rights that are |
||||
specifically granted under this License. You may not convey a covered |
||||
work if you are a party to an arrangement with a third party that is |
||||
in the business of distributing software, under which you make payment |
||||
to the third party based on the extent of your activity of conveying |
||||
the work, and under which the third party grants, to any of the |
||||
parties who would receive the covered work from you, a discriminatory |
||||
patent license (a) in connection with copies of the covered work |
||||
conveyed by you (or copies made from those copies), or (b) primarily |
||||
for and in connection with specific products or compilations that |
||||
contain the covered work, unless you entered into that arrangement, |
||||
or that patent license was granted, prior to 28 March 2007. |
||||
|
||||
Nothing in this License shall be construed as excluding or limiting |
||||
any implied license or other defenses to infringement that may |
||||
otherwise be available to you under applicable patent law. |
||||
|
||||
12. No Surrender of Others' Freedom. |
||||
|
||||
If conditions are imposed on you (whether by court order, agreement or |
||||
otherwise) that contradict the conditions of this License, they do not |
||||
excuse you from the conditions of this License. If you cannot convey a |
||||
covered work so as to satisfy simultaneously your obligations under this |
||||
License and any other pertinent obligations, then as a consequence you may |
||||
not convey it at all. For example, if you agree to terms that obligate you |
||||
to collect a royalty for further conveying from those to whom you convey |
||||
the Program, the only way you could satisfy both those terms and this |
||||
License would be to refrain entirely from conveying the Program. |
||||
|
||||
13. Use with the GNU Affero General Public License. |
||||
|
||||
Notwithstanding any other provision of this License, you have |
||||
permission to link or combine any covered work with a work licensed |
||||
under version 3 of the GNU Affero General Public License into a single |
||||
combined work, and to convey the resulting work. The terms of this |
||||
License will continue to apply to the part which is the covered work, |
||||
but the special requirements of the GNU Affero General Public License, |
||||
section 13, concerning interaction through a network will apply to the |
||||
combination as such. |
||||
|
||||
14. Revised Versions of this License. |
||||
|
||||
The Free Software Foundation may publish revised and/or new versions of |
||||
the GNU General Public License from time to time. Such new versions will |
||||
be similar in spirit to the present version, but may differ in detail to |
||||
address new problems or concerns. |
||||
|
||||
Each version is given a distinguishing version number. If the |
||||
Program specifies that a certain numbered version of the GNU General |
||||
Public License "or any later version" applies to it, you have the |
||||
option of following the terms and conditions either of that numbered |
||||
version or of any later version published by the Free Software |
||||
Foundation. If the Program does not specify a version number of the |
||||
GNU General Public License, you may choose any version ever published |
||||
by the Free Software Foundation. |
||||
|
||||
If the Program specifies that a proxy can decide which future |
||||
versions of the GNU General Public License can be used, that proxy's |
||||
public statement of acceptance of a version permanently authorizes you |
||||
to choose that version for the Program. |
||||
|
||||
Later license versions may give you additional or different |
||||
permissions. However, no additional obligations are imposed on any |
||||
author or copyright holder as a result of your choosing to follow a |
||||
later version. |
||||
|
||||
15. Disclaimer of Warranty. |
||||
|
||||
THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY |
||||
APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT |
||||
HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY |
||||
OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, |
||||
THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR |
||||
PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM |
||||
IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF |
||||
ALL NECESSARY SERVICING, REPAIR OR CORRECTION. |
||||
|
||||
16. Limitation of Liability. |
||||
|
||||
IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING |
||||
WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS |
||||
THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY |
||||
GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE |
||||
USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF |
||||
DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD |
||||
PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS), |
||||
EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF |
||||
SUCH DAMAGES. |
||||
|
||||
17. Interpretation of Sections 15 and 16. |
||||
|
||||
If the disclaimer of warranty and limitation of liability provided |
||||
above cannot be given local legal effect according to their terms, |
||||
reviewing courts shall apply local law that most closely approximates |
||||
an absolute waiver of all civil liability in connection with the |
||||
Program, unless a warranty or assumption of liability accompanies a |
||||
copy of the Program in return for a fee. |
||||
|
||||
END OF TERMS AND CONDITIONS |
||||
|
||||
How to Apply These Terms to Your New Programs |
||||
|
||||
If you develop a new program, and you want it to be of the greatest |
||||
possible use to the public, the best way to achieve this is to make it |
||||
free software which everyone can redistribute and change under these terms. |
||||
|
||||
To do so, attach the following notices to the program. It is safest |
||||
to attach them to the start of each source file to most effectively |
||||
state the exclusion of warranty; and each file should have at least |
||||
the "copyright" line and a pointer to where the full notice is found. |
||||
|
||||
<one line to give the program's name and a brief idea of what it does.> |
||||
Copyright (C) <year> <name of author> |
||||
|
||||
This program 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, either version 3 of the License, or |
||||
(at your option) any later version. |
||||
|
||||
This program 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 this program. If not, see <https://www.gnu.org/licenses/>. |
||||
|
||||
Also add information on how to contact you by electronic and paper mail. |
||||
|
||||
If the program does terminal interaction, make it output a short |
||||
notice like this when it starts in an interactive mode: |
||||
|
||||
<program> Copyright (C) <year> <name of author> |
||||
This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'. |
||||
This is free software, and you are welcome to redistribute it |
||||
under certain conditions; type `show c' for details. |
||||
|
||||
The hypothetical commands `show w' and `show c' should show the appropriate |
||||
parts of the General Public License. Of course, your program's commands |
||||
might be different; for a GUI interface, you would use an "about box". |
||||
|
||||
You should also get your employer (if you work as a programmer) or school, |
||||
if any, to sign a "copyright disclaimer" for the program, if necessary. |
||||
For more information on this, and how to apply and follow the GNU GPL, see |
||||
<https://www.gnu.org/licenses/>. |
||||
|
||||
The GNU General Public License does not permit incorporating your program |
||||
into proprietary programs. If your program is a subroutine library, you |
||||
may consider it more useful to permit linking proprietary applications with |
||||
the library. If this is what you want to do, use the GNU Lesser General |
||||
Public License instead of this License. But first, please read |
||||
<https://www.gnu.org/licenses/why-not-lgpl.html>. |
@ -0,0 +1,131 @@
|
||||
/** |
||||
* Main and only Acedia mutator used for initialization of necessary services |
||||
* and providing access to mutator events' calls. |
||||
* Copyright 2020 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 Acedia extends Mutator |
||||
config(Acedia); |
||||
|
||||
// Default value of this variable will be used to store |
||||
// reference to the active Acedia mutator, |
||||
// as well as to ensure there's only one copy of it. |
||||
// We can't use 'Singleton' class for that, |
||||
// as we have to derive from 'Mutator'. |
||||
var private Acedia selfReference; |
||||
|
||||
// Array of predefined services that must be started along with Acedia mutator. |
||||
var private array< class<Service> > systemServices; |
||||
|
||||
static public final function Acedia GetInstance() |
||||
{ |
||||
return default.selfReference; |
||||
} |
||||
|
||||
event PreBeginPlay() |
||||
{ |
||||
// Enforce one copy rule and remember a reference to that copy |
||||
if (default.selfReference != none) |
||||
{ |
||||
Destroy(); |
||||
return; |
||||
} |
||||
default.selfReference = self; |
||||
// Boot up Acedia |
||||
LoadManifest(class'Manifest'); |
||||
LaunchServices(); |
||||
InjectBroadcastHandler(); // TODO: move this to 'SideEffect' mechanic |
||||
} |
||||
|
||||
private final function LoadManifest(class<Manifest> manifestClass) |
||||
{ |
||||
local int i; |
||||
// Activate manifest's listeners |
||||
for (i = 0; i < manifestClass.default.requiredListeners.length; i += 1) |
||||
{ |
||||
if (manifestClass.default.requiredListeners[i] == none) continue; |
||||
manifestClass.default.requiredListeners[i].static.SetActive(true); |
||||
} |
||||
// Enable features |
||||
for (i = 0; i < manifestClass.default.features.length; i += 1) |
||||
{ |
||||
if (manifestClass.default.features[i] == none) continue; |
||||
if (manifestClass.default.features[i].static.IsAutoEnabled()) |
||||
{ |
||||
manifestClass.default.features[i].static.EnableMe(); |
||||
} |
||||
} |
||||
} |
||||
|
||||
private final function LaunchServices() |
||||
{ |
||||
local int i; |
||||
for (i = 0; i < systemServices.length; i += 1) |
||||
{ |
||||
if (systemServices[i] == none) continue; |
||||
Spawn(systemServices[i]); |
||||
} |
||||
} |
||||
|
||||
private final function InjectBroadcastHandler() |
||||
{ |
||||
local BroadcastHandler ourBroadcastHandler; |
||||
if (level == none || level.game == none) return; |
||||
|
||||
ourBroadcastHandler = Spawn(class'BroadcastHandler'); |
||||
// Swap out level's first handler with ours |
||||
// (needs to be done for both actor reference and it's class) |
||||
ourBroadcastHandler.nextBroadcastHandler = level.game.broadcastHandler; |
||||
ourBroadcastHandler.nextBroadcastHandlerClass = level.game.broadcastClass; |
||||
level.game.broadcastHandler = ourBroadcastHandler; |
||||
level.game.broadcastClass = class'BroadcastHandler'; |
||||
} |
||||
|
||||
// Acedia is only able to run in a server mode right now, |
||||
// so this function is just a stub. |
||||
public final function bool IsServerOnly() |
||||
{ |
||||
return true; |
||||
} |
||||
|
||||
// Provide a way to handle CheckReplacement event |
||||
function bool CheckReplacement(Actor other, out byte isSuperRelevant) |
||||
{ |
||||
return class'MutatorEvents'.static. |
||||
CallCheckReplacement(other, isSuperRelevant); |
||||
} |
||||
|
||||
function Mutate(string command, PlayerController sendingPlayer) |
||||
{ |
||||
if (class'MutatorEvents'.static.CallMutate(command, sendingPlayer)) |
||||
{ |
||||
super.Mutate(command, sendingPlayer); |
||||
} |
||||
} |
||||
|
||||
defaultproperties |
||||
{ |
||||
// List built-in services |
||||
systemServices(0) = class'ConnectionService' |
||||
// This is a server-only mutator |
||||
remoteRole = ROLE_None |
||||
bAlwaysRelevant = true |
||||
// Mutator description |
||||
GroupName = "Core mutator" |
||||
FriendlyName = "Acedia" |
||||
Description = "Mutator for all your degenerate needs" |
||||
} |
@ -0,0 +1,32 @@
|
||||
/** |
||||
* Facilitates some core replicated functions between client and server. |
||||
* Copyright 2019 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 AcediaReplicationInfo extends ReplicationInfo; |
||||
|
||||
var public PlayerController linkOwner; |
||||
|
||||
replication |
||||
{ |
||||
reliable if (role == ROLE_Authority) |
||||
linkOwner; |
||||
} |
||||
|
||||
defaultproperties |
||||
{ |
||||
} |
@ -0,0 +1,142 @@
|
||||
/** |
||||
* Event generator for events, related to broadcasting messages |
||||
* through standard Unreal Script means: |
||||
* 1. text messages, typed by a player; |
||||
* 2. localized messages, identified by a LocalMessage class and id. |
||||
* Allows to make decisions whether or not to propagate certain messages. |
||||
* Copyright 2020 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 BroadcastEvents extends Events |
||||
abstract; |
||||
|
||||
struct LocalizedMessage |
||||
{ |
||||
// Every localized message is described by a class and id. |
||||
// For example, consider 'KFMod.WaitingMessage': |
||||
// if passed 'id' is '1', |
||||
// then it's supposed to be a message about new wave, |
||||
// but if passed 'id' is '2', |
||||
// then it's about completing the wave. |
||||
var class<LocalMessage> class; |
||||
var int id; |
||||
// Localized messages in unreal script can be passed along with |
||||
// optional arguments, described by variables below. |
||||
var PlayerReplicationInfo relatedPRI1; |
||||
var PlayerReplicationInfo relatedPRI2; |
||||
var Object relatedObject; |
||||
}; |
||||
|
||||
static function bool CallCanBroadcast(Actor broadcaster, int recentSentTextSize) |
||||
{ |
||||
local int i; |
||||
local bool result; |
||||
local array< class<Listener> > listeners; |
||||
listeners = GetListeners(); |
||||
for (i = 0;i < listeners.length;i += 1) |
||||
{ |
||||
result = class<BroadcastListenerBase>(listeners[i]) |
||||
.static.CanBroadcast(broadcaster, recentSentTextSize); |
||||
if (!result) return false; |
||||
} |
||||
return true; |
||||
} |
||||
|
||||
static function bool CallHandleText |
||||
( |
||||
Actor sender, |
||||
out string message, |
||||
name messageType |
||||
) |
||||
{ |
||||
local int i; |
||||
local bool result; |
||||
local array< class<Listener> > listeners; |
||||
listeners = GetListeners(); |
||||
for (i = 0;i < listeners.length;i += 1) |
||||
{ |
||||
result = class<BroadcastListenerBase>(listeners[i]) |
||||
.static.HandleText(sender, message, messageType); |
||||
if (!result) return false; |
||||
} |
||||
return true; |
||||
} |
||||
|
||||
static function bool CallHandleTextFor |
||||
( |
||||
PlayerController receiver, |
||||
Actor sender, |
||||
out string message, |
||||
name messageType |
||||
) |
||||
{ |
||||
local int i; |
||||
local bool result; |
||||
local array< class<Listener> > listeners; |
||||
listeners = GetListeners(); |
||||
for (i = 0;i < listeners.length;i += 1) |
||||
{ |
||||
result = class<BroadcastListenerBase>(listeners[i]) |
||||
.static.HandleTextFor(receiver, sender, message, messageType); |
||||
if (!result) return false; |
||||
} |
||||
return true; |
||||
} |
||||
|
||||
static function bool CallHandleLocalized |
||||
( |
||||
Actor sender, |
||||
LocalizedMessage message |
||||
) |
||||
{ |
||||
local int i; |
||||
local bool result; |
||||
local array< class<Listener> > listeners; |
||||
listeners = GetListeners(); |
||||
for (i = 0;i < listeners.length;i += 1) |
||||
{ |
||||
result = class<BroadcastListenerBase>(listeners[i]) |
||||
.static.HandleLocalized(sender, message); |
||||
if (!result) return false; |
||||
} |
||||
return true; |
||||
} |
||||
|
||||
static function bool CallHandleLocalizedFor |
||||
( |
||||
PlayerController receiver, |
||||
Actor sender, |
||||
LocalizedMessage message |
||||
) |
||||
{ |
||||
local int i; |
||||
local bool result; |
||||
local array< class<Listener> > listeners; |
||||
listeners = GetListeners(); |
||||
for (i = 0;i < listeners.length;i += 1) |
||||
{ |
||||
result = class<BroadcastListenerBase>(listeners[i]) |
||||
.static.HandleLocalizedFor(receiver, sender, message); |
||||
if (!result) return false; |
||||
} |
||||
return true; |
||||
} |
||||
|
||||
defaultproperties |
||||
{ |
||||
relatedListener = class'BroadcastListenerBase' |
||||
} |
@ -0,0 +1,197 @@
|
||||
/** |
||||
* 'BroadcastHandler' class that used by Acedia to catch |
||||
* broadcasting events. For Acedia to work properly it needs to be added to |
||||
* the very beginning of the broadcast handlers' chain. |
||||
* Copyright 2020 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/>. |
||||
*/ |
||||
// TODO: make it work from any place in the chain. |
||||
class BroadcastHandler extends Engine.BroadcastHandler |
||||
dependson(BroadcastEvents); |
||||
|
||||
// The way vanilla 'BroadcastHandler' works - it can check if broadcast is |
||||
// possible for any actor, but for actually sending the text messages it will |
||||
// try to extract player's data from it |
||||
// and will simply pass 'none' if it can't. |
||||
// We remember senders in this array in order to pass real ones to our events. |
||||
// Array instead of variable is to account for folded calls |
||||
// (when handling of broadcast events leads to another message generation). |
||||
var private array<Actor> storedSenders; |
||||
|
||||
// We want to insert our code in some of the functions between |
||||
// 'AllowsBroadcast' check and actual broadcasting, |
||||
// so we can't just use a 'super.AllowsBroadcast()' call. |
||||
// Instead we first manually do this check, then perform our logic and then |
||||
// make a super call, but with 'blockAllowsBroadcast' flag set to 'true', |
||||
// which causes overloaded 'AllowsBroadcast()' to omit actual checks. |
||||
var private bool blockAllowsBroadcast; |
||||
|
||||
// Functions below simply reroute vanilla's broadcast events to |
||||
// Acedia's 'BroadcastEvents', while keeping original senders |
||||
// and blocking 'AllowsBroadcast()' as described in comments for |
||||
// 'storedSenders' and 'blockAllowsBroadcast'. |
||||
|
||||
public function bool HandlerAllowsBroadcast(Actor broadcaster, int sentTextNum) |
||||
{ |
||||
local bool canBroadcast; |
||||
// Check listeners |
||||
canBroadcast = class'BroadcastEvents'.static |
||||
.CallCanBroadcast(broadcaster, sentTextNum); |
||||
// Check other broadcast handlers (if present) |
||||
if (canBroadcast && nextBroadcastHandler != none) |
||||
{ |
||||
canBroadcast = nextBroadcastHandler |
||||
.HandlerAllowsBroadcast(broadcaster, sentTextNum); |
||||
} |
||||
return canBroadcast; |
||||
} |
||||
|
||||
function Broadcast(Actor sender, coerce string message, optional name type) |
||||
{ |
||||
local bool canTryToBroadcast; |
||||
if (!AllowsBroadcast(sender, Len(message))) |
||||
return; |
||||
canTryToBroadcast = class'BroadcastEvents'.static |
||||
.CallHandleText(sender, message, type); |
||||
if (canTryToBroadcast) |
||||
{ |
||||
storedSenders[storedSenders.length] = sender; |
||||
blockAllowsBroadcast = true; |
||||
super.Broadcast(sender, message, type); |
||||
blockAllowsBroadcast = false; |
||||
storedSenders.length = storedSenders.length - 1; |
||||
} |
||||
} |
||||
|
||||
function BroadcastTeam |
||||
( |
||||
Controller sender, |
||||
coerce string message, |
||||
optional name type |
||||
) |
||||
{ |
||||
local bool canTryToBroadcast; |
||||
if (!AllowsBroadcast(sender, Len(message))) |
||||
return; |
||||
canTryToBroadcast = class'BroadcastEvents'.static |
||||
.CallHandleText(sender, message, type); |
||||
if (canTryToBroadcast) |
||||
{ |
||||
storedSenders[storedSenders.length] = sender; |
||||
blockAllowsBroadcast = true; |
||||
super.BroadcastTeam(sender, message, type); |
||||
blockAllowsBroadcast = false; |
||||
storedSenders.length = storedSenders.length - 1; |
||||
} |
||||
} |
||||
|
||||
event AllowBroadcastLocalized |
||||
( |
||||
Actor sender, |
||||
class<LocalMessage> message, |
||||
optional int switch, |
||||
optional PlayerReplicationInfo relatedPRI1, |
||||
optional PlayerReplicationInfo relatedPRI2, |
||||
optional Object optionalObject |
||||
) |
||||
{ |
||||
local bool canTryToBroadcast; |
||||
local BroadcastEvents.LocalizedMessage packedMessage; |
||||
if (!AllowsBroadcast(sender, Len(message))) |
||||
return; |
||||
packedMessage.class = message; |
||||
packedMessage.id = switch; |
||||
packedMessage.relatedPRI1 = relatedPRI1; |
||||
packedMessage.relatedPRI2 = relatedPRI2; |
||||
packedMessage.relatedObject = optionalObject; |
||||
canTryToBroadcast = class'BroadcastEvents'.static |
||||
.CallHandleLocalized(sender, packedMessage); |
||||
if (canTryToBroadcast) |
||||
{ |
||||
super.AllowBroadcastLocalized( sender, message, switch, |
||||
relatedPRI1, relatedPRI2, |
||||
optionalObject); |
||||
} |
||||
} |
||||
|
||||
function bool AllowsBroadcast(actor broadcaster, int len) |
||||
{ |
||||
if (blockAllowsBroadcast) |
||||
return true; |
||||
return super.AllowsBroadcast(broadcaster, len); |
||||
} |
||||
|
||||
function bool AcceptBroadcastText |
||||
( |
||||
PlayerController receiver, |
||||
PlayerReplicationInfo senderPRI, |
||||
out string message, |
||||
optional name type |
||||
) |
||||
{ |
||||
local bool canBroadcast; |
||||
local Actor sender; |
||||
if (senderPRI != none) |
||||
{ |
||||
sender = PlayerController(senderPRI.owner); |
||||
} |
||||
if (sender == none && storedSenders.length > 0) |
||||
{ |
||||
sender = storedSenders[storedSenders.length - 1]; |
||||
} |
||||
canBroadcast = class'BroadcastEvents'.static |
||||
.CallHandleTextFor(receiver, sender, message, type); |
||||
if (!canBroadcast) |
||||
{ |
||||
return false; |
||||
} |
||||
return super.AcceptBroadcastText(receiver, senderPRI, message, type); |
||||
} |
||||
|
||||
|
||||
function bool AcceptBroadcastLocalized |
||||
( |
||||
PlayerController receiver, |
||||
Actor sender, |
||||
class<LocalMessage> message, |
||||
optional int switch, |
||||
optional PlayerReplicationInfo relatedPRI1, |
||||
optional PlayerReplicationInfo relatedPRI2, |
||||
optional Object obj |
||||
) |
||||
{ |
||||
local bool canBroadcast; |
||||
local BroadcastEvents.LocalizedMessage packedMessage; |
||||
packedMessage.class = message; |
||||
packedMessage.id = switch; |
||||
packedMessage.relatedPRI1 = relatedPRI1; |
||||
packedMessage.relatedPRI2 = relatedPRI2; |
||||
packedMessage.relatedObject = obj; |
||||
canBroadcast = class'BroadcastEvents'.static |
||||
.CallHandleLocalizedFor(receiver, sender, packedMessage); |
||||
if (!canBroadcast) |
||||
{ |
||||
return false; |
||||
} |
||||
return super.AcceptBroadcastLocalized( receiver, sender, message, switch, |
||||
relatedPRI1, relatedPRI2, obj); |
||||
} |
||||
|
||||
defaultproperties |
||||
{ |
||||
blockAllowsBroadcast = false |
||||
} |
@ -0,0 +1,120 @@
|
||||
/** |
||||
* Listener for events, related to broadcasting messages |
||||
* through standard Unreal Script means: |
||||
* 1. text messages, typed by a player; |
||||
* 2. localized messages, identified by a LocalMessage class and id. |
||||
* Allows to make decisions whether or not to propagate certain messages. |
||||
* Copyright 2020 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 BroadcastListenerBase extends Listener |
||||
abstract; |
||||
|
||||
static final function PlayerController GetController(Actor sender) |
||||
{ |
||||
local Pawn senderPawn; |
||||
senderPawn = Pawn(sender); |
||||
if (senderPawn != none) return PlayerController(senderPawn.controller); |
||||
return PlayerController(sender); |
||||
} |
||||
|
||||
// This event is called whenever registered broadcast handlers are asked if |
||||
// they'd allow given actor ('broadcaster') to broadcast a text message, |
||||
// given that none so far rejected it and he recently already broadcasted |
||||
// or tried to broadcast 'recentSentTextSize' symbols of text |
||||
// (that value is periodically reset in 'GameInfo', |
||||
// by default should be each second). |
||||
// NOTE: this function is ONLY called when someone tries to |
||||
// broadcast TEXT messages. |
||||
// If one of the listeners returns 'false', - |
||||
// it will be treated just like one of broadcasters returning 'false' |
||||
// in 'AllowsBroadcast' and this method won't be called for remaining |
||||
// active listeners. |
||||
static function bool CanBroadcast(Actor broadcaster, int recentSentTextSize) |
||||
{ |
||||
return true; |
||||
} |
||||
|
||||
// This event is called whenever a someone is trying to broadcast |
||||
// a text message (typically the typed by a player). |
||||
// This function is called once per message and allows you to change it |
||||
// (by changing 'message' argument) before any of the players receive it. |
||||
// Return 'true' to allow the message through. |
||||
// If one of the listeners returns 'false', - |
||||
// it will be treated just like one of broadcasters returning 'false' |
||||
// in 'AcceptBroadcastText' and this method won't be called for remaining |
||||
// active listeners. |
||||
static function bool HandleText |
||||
( |
||||
Actor sender, |
||||
out string message, |
||||
optional name messageType |
||||
) |
||||
{ |
||||
return true; |
||||
} |
||||
|
||||
// This event is similar to 'HandleText', but is called for every player |
||||
// the message is sent to. |
||||
// If allows you to alter the message, but the changes are accumulated |
||||
// as events go through the players. |
||||
static function bool HandleTextFor |
||||
( |
||||
PlayerController receiver, |
||||
Actor sender, |
||||
out string message, |
||||
optional name messageType |
||||
) |
||||
{ |
||||
return true; |
||||
} |
||||
|
||||
// This event is called whenever a localized message is trying to |
||||
// get broadcasted to a certain player ('receiver'). |
||||
// Return 'true' to allow the message through. |
||||
// If one of the listeners returns 'false', - |
||||
// it will be treated just like one of broadcasters returning 'false' |
||||
// in 'AcceptBroadcastText' and this method won't be called for remaining |
||||
// active listeners. |
||||
static function bool HandleLocalized |
||||
( |
||||
Actor sender, |
||||
BroadcastEvents.LocalizedMessage message |
||||
) |
||||
{ |
||||
return true; |
||||
} |
||||
|
||||
// This event is similar to 'HandleLocalized', but is called for |
||||
// every player the message is sent to. |
||||
static function bool HandleLocalizedFor |
||||
( |
||||
PlayerController receiver, |
||||
Actor sender, |
||||
BroadcastEvents.LocalizedMessage message |
||||
) |
||||
{ |
||||
return true; |
||||
} |
||||
|
||||
defaultproperties |
||||
{ |
||||
relatedEvents = class'BroadcastEvents' |
||||
} |
||||
|
||||
// Text messages can (optionally) have their type specified. |
||||
// Examples of it are names 'Say' and 'CriticalEvent'. |
@ -0,0 +1,133 @@
|
||||
/** |
||||
* One of the two classes that make up a core of event system in Acedia. |
||||
* |
||||
* 'Events' (or it's child) class shouldn't be instantiated. |
||||
* Usually module would provide '...Events' class that defines |
||||
* certain set of static functions that can generate event calls to |
||||
* all it's active listeners. |
||||
* If you're simply using modules someone made, - |
||||
* you don't need to bother yourself with further specifics. |
||||
* If you wish to create your own event generator, |
||||
* then first create a '...ListenerBase' object |
||||
* (more about it in the description of 'Listener' class) |
||||
* and set 'relatedListener' variable to point to it's class. |
||||
* Then for each event create a caller function in your 'Event' class, |
||||
* following this template: |
||||
* ____________________________________________________________________________ |
||||
* | static function CallEVENT_NAME(<ARGUMENTS>) |
||||
* | { |
||||
* | local int i; |
||||
* | local array< class<Listener> > listeners; |
||||
* | listeners = GetListeners(); |
||||
* | for (i = 0; i < listeners.length; i += 1) |
||||
* | { |
||||
* | class<...ListenerBase>(listeners[i]) |
||||
* | .static.EVENT_NAME(<ARGUMENTS>); |
||||
* | } |
||||
* | } |
||||
* |___________________________________________________________________________ |
||||
* If each listener must indicate whether it gives it's permission for |
||||
* something to happen, then use this template: |
||||
* ____________________________________________________________________________ |
||||
* | static function CallEVENT_NAME(<ARGUMENTS>) |
||||
* | { |
||||
* | local int i; |
||||
* | local bool result; |
||||
* | local array< class<Listener> > listeners; |
||||
* | listeners = GetListeners(); |
||||
* | for (i = 0; i < listeners.length; i += 1) |
||||
* | { |
||||
* | result = class<...ListenerBase>(listeners[i]) |
||||
* | .static.EVENT_NAME(<ARGUMENTS>); |
||||
* | if (!result) return false; |
||||
* | } |
||||
* | return true; |
||||
* | } |
||||
* |___________________________________________________________________________ |
||||
* For concrete example look at |
||||
* 'MutatorEvents' and 'MutatorListenerBase'. |
||||
* Copyright 2020 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 Events extends Object |
||||
abstract; |
||||
|
||||
var private array< class<Listener> > listeners; |
||||
|
||||
var public const class<Listener> relatedListener; |
||||
|
||||
static public final function array< class<Listener> > GetListeners() |
||||
{ |
||||
return default.listeners; |
||||
} |
||||
|
||||
// Make given listener active. |
||||
// If listener was already activated also returns 'false'. |
||||
static public final function bool ActivateListener(class<Listener> newListener) |
||||
{ |
||||
local int i; |
||||
if (newListener == none) return false; |
||||
if (!ClassIsChildOf(newListener, default.relatedListener)) return false; |
||||
|
||||
for (i = 0;i < default.listeners.length;i += 1) |
||||
{ |
||||
if (default.listeners[i] == newListener) |
||||
{ |
||||
return false; |
||||
} |
||||
} |
||||
default.listeners[default.listeners.length] = newListener; |
||||
return true; |
||||
} |
||||
|
||||
// Make given listener inactive. |
||||
// If listener wasn't active returns 'false'. |
||||
static public final function bool DeactivateListener(class<Listener> listener) |
||||
{ |
||||
local int i; |
||||
if (listener == none) return false; |
||||
|
||||
for (i = 0; i < default.listeners.length; i += 1) |
||||
{ |
||||
if (default.listeners[i] == listener) |
||||
{ |
||||
default.listeners.Remove(i, 1); |
||||
return true; |
||||
} |
||||
} |
||||
return false; |
||||
} |
||||
|
||||
static public final function bool IsActiveListener(class<Listener> listener) |
||||
{ |
||||
local int i; |
||||
if (listener == none) return false; |
||||
|
||||
for (i = 0; i < default.listeners.length; i += 1) |
||||
{ |
||||
if (default.listeners[i] == listener) |
||||
{ |
||||
return true; |
||||
} |
||||
} |
||||
return false; |
||||
} |
||||
|
||||
defaultproperties |
||||
{ |
||||
relatedListener = class'Listener' |
||||
} |
@ -0,0 +1,117 @@
|
||||
/** |
||||
* Feature represents a certain subset of Acedia's functionality that |
||||
* can be enabled or disabled, according to server owner's wishes. |
||||
* In the current version of Acedia enabling or disabling a feature requires |
||||
* manually editing configuration file and restarting a server. |
||||
* Factually feature is just a collection of settings with one universal |
||||
* 'isActive' setting that tells Acedia whether or not to load a feature. |
||||
* Copyright 2019 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 Feature extends Singleton |
||||
abstract |
||||
config(Acedia); |
||||
|
||||
// Setting that tells Acedia whether or not to enable this feature |
||||
// during initialization. |
||||
// Only it's default value is ever used. |
||||
var private config bool autoEnable; |
||||
|
||||
// Listeners listed here will be automatically activated. |
||||
var public const array< class<Listener> > requiredListeners; |
||||
|
||||
// Sets whether to enable this feature by default. |
||||
public static final function SetAutoEnable(bool doEnable) |
||||
{ |
||||
default.autoEnable = doEnable; |
||||
StaticSaveConfig(); |
||||
} |
||||
|
||||
public static final function bool IsAutoEnabled() |
||||
{ |
||||
return default.autoEnable; |
||||
} |
||||
|
||||
// Whether feature is enabled is determined by |
||||
public static final function bool IsEnabled() |
||||
{ |
||||
return (GetInstance() != none); |
||||
} |
||||
|
||||
// Enables feature of given class. |
||||
// To disable a feature simply use 'Destroy'. |
||||
public static final function Feature EnableMe() |
||||
{ |
||||
local Feature newInstance; |
||||
if (IsEnabled()) |
||||
{ |
||||
return Feature(GetInstance()); |
||||
} |
||||
default.blockSpawning = false; |
||||
newInstance = class'Acedia'.static.GetInstance().Spawn(default.class); |
||||
default.blockSpawning = true; |
||||
return newInstance; |
||||
} |
||||
|
||||
// Event functions that are called when |
||||
public function OnEnabled(){} |
||||
public function OnDisabled(){} |
||||
|
||||
// Set listeners' status |
||||
private static function SetListenersActiveSatus(bool newStatus) |
||||
{ |
||||
local int i; |
||||
for (i = 0; i < default.requiredListeners.length; i += 1) |
||||
{ |
||||
if (default.requiredListeners[i] == none) continue; |
||||
default.requiredListeners[i].static.SetActive(newStatus); |
||||
} |
||||
} |
||||
|
||||
// 'OnEnabled' and 'OnDisabled' should be called from functions that |
||||
// will be called regardless of whether 'Feature' was created |
||||
// with 'ChangeEnabledState' or in some other way. |
||||
event PreBeginPlay() |
||||
{ |
||||
super.PreBeginPlay(); |
||||
// '!bDeleteMe' means that we will be a singleton instance, |
||||
// meaning that we only just got enabled. |
||||
if (!bDeleteMe && IsEnabled()) |
||||
{ |
||||
// Block spawning this feature before calling any other events |
||||
default.blockSpawning = true; |
||||
SetListenersActiveSatus(true); |
||||
OnEnabled(); |
||||
return; |
||||
} |
||||
} |
||||
|
||||
event Destroyed() |
||||
{ |
||||
super.Destroyed(); |
||||
SetListenersActiveSatus(false); |
||||
OnDisabled(); |
||||
} |
||||
|
||||
defaultproperties |
||||
{ |
||||
autoEnable = false |
||||
// Prevent spawning this feature by any other means than 'EnableMe()'. |
||||
blockSpawning = true |
||||
// Features are server-only actors |
||||
remoteRole = ROLE_None |
||||
} |
@ -0,0 +1,85 @@
|
||||
/** |
||||
* This actor attaches itself to the ammo boxes |
||||
* and imitates their collision to let us detect when they're picked up. |
||||
* Copyright 2020 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 AmmoPickupStalker extends Actor; |
||||
|
||||
// Ammo box this stalker is attached to. |
||||
// If it is destroyed (not just picked up) - stalker must die too. |
||||
var private KFAmmoPickup target; |
||||
|
||||
// This variable is used to record if our 'target' ammo box was in |
||||
// active state ('Pickup') last time we've checked. |
||||
// We need this because ammo box's 'Touch' event can fire off first and |
||||
// force the box to sleep before stalker could catch same event. |
||||
// Without this variable we would have no way to know if player |
||||
// simply walked near the place of a sleeping box or actually grabbed it. |
||||
var private bool wasActive; |
||||
|
||||
// Static function that spawns a new stalker for the given box. |
||||
// Careful, as there's no checks for whether a stalker is |
||||
// already attached to it. |
||||
// Ensuring that is on the user of the function. |
||||
public final static function StalkAmmoPickup(KFAmmoPickup newTarget) |
||||
{ |
||||
local AmmoPickupStalker newStalker; |
||||
if (newTarget == none) return; |
||||
|
||||
newStalker = newTarget.Spawn(class'AmmoPickupStalker'); |
||||
newStalker.target = newTarget; |
||||
newStalker.SetBase(newTarget); |
||||
newStalker.SetCollision(true); |
||||
newStalker.SetCollisionSize(newTarget.collisionRadius, |
||||
newTarget.collisionHeight); |
||||
} |
||||
|
||||
event Touch(Actor other) |
||||
{ |
||||
local FixAmmoSelling ammoSellingFix; |
||||
if (target == none) return; |
||||
// If our box was sleeping for while (more than a tick), - |
||||
// player couldn't have gotten any ammo. |
||||
if (!wasActive && !target.IsInState('Pickup')) return; |
||||
|
||||
ammoSellingFix = FixAmmoSelling(class'FixAmmoSelling'.static.GetInstance()); |
||||
if (ammoSellingFix != none) |
||||
{ |
||||
ammoSellingFix.RecordAmmoPickup(Pawn(other), target); |
||||
} |
||||
} |
||||
|
||||
event Tick(float delta) |
||||
{ |
||||
if (target != none) |
||||
{ |
||||
wasActive = target.IsInState('Pickup'); |
||||
} |
||||
else |
||||
{ |
||||
Destroy(); |
||||
} |
||||
} |
||||
|
||||
defaultproperties |
||||
{ |
||||
// Server-only, hidden |
||||
remoteRole = ROLE_None |
||||
bAlwaysRelevant = true |
||||
drawType = DT_None |
||||
} |
@ -0,0 +1,372 @@
|
||||
/** |
||||
* This feature addressed an oversight in vanilla code that |
||||
* allows clients to sell weapon's ammunition. |
||||
* Moreover, when being sold, ammunition cost is always multiplied by 0.75, |
||||
* without taking into an account possible discount a player might have. |
||||
* This allows cheaters to "print money" by buying and selling ammo over and |
||||
* over again ammunition for some weapons, |
||||
* notably pipe bombs (74% discount for lvl6 demolition) |
||||
* and crossbow (42% discount for lvl6 sharpshooter). |
||||
* |
||||
* This feature fixes this problem by setting 'pickupClass' variable in |
||||
* potentially abusable weapons to our own value that won't receive a discount. |
||||
* Luckily for us, discount checks are the only place where variable is |
||||
* directly checked in a vanilla game's code |
||||
* ('default.pickupClass' is used everywhere else), |
||||
* so we can easily deal with the only side effect of such change. |
||||
* Copyright 2020 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 FixAmmoSelling extends Feature; |
||||
|
||||
/** |
||||
* We will replace 'pickupClass' variable for all instances of potentially |
||||
* abusable weapons. That is weapons, that have a discount for their ammunition |
||||
* (via 'GetAmmoCostScaling' function in a corresponding perk class). |
||||
* They are defined (along with our pickup replacements) in 'rules' array. |
||||
* That array isn't configurable, since the abusable status is hardcoded into |
||||
* perk classes and the main mod that allows to change those (ServerPerks), |
||||
* also solves ammo selling by a more direct method |
||||
* (only available for the mods that replace player pawn class). |
||||
* This change already completely fixes ammo printing. |
||||
* Possible concern with changing the value of 'pickupClass' is that |
||||
* it might affect gameplay in too many ways. |
||||
* But, luckily for us, that value is only used in 'ServerBuyAmmo' |
||||
* function of 'KFPawn' (all the other places use it's default value instead). |
||||
* This means that the only side-effect of our change is that ammo will be |
||||
* sold at a different (lower for us) price, while trader would still display |
||||
* and require the original price. This problem is solved by manually taking |
||||
* from player the difference between what he should have had to pay |
||||
* and what he actually paid. |
||||
* This brings us to the second issue - |
||||
* detecting when player bought the ammo. |
||||
* Unfortunately, it doesn't seem possible to detect with 100% certainty |
||||
* without replacing pawn or shop classes, |
||||
* so we have to eliminate other possibilities. |
||||
* There are seem to be three ways for players to get more ammo: |
||||
* 1. For some mod to give it; |
||||
* 2. Found it an ammo box; |
||||
* 3. To buy ammo (can only happen in trader). |
||||
* We don't want to provide mods with low-level API for bug fixes, |
||||
* so to ensure the compatibility, mods that want to increase ammo values |
||||
* will have to solve compatibility issue by themselves: |
||||
* either by reimplementing this fix (possibly the best option) |
||||
* or by giving players appropriate money along with the ammo. |
||||
* The only other case we have to eliminate is ammo boxes. |
||||
* First, all cases of ammo boxes outside the trader are easy to detect, |
||||
* since in this case we can be sure that player didn't buy ammo |
||||
* (and mods that can allow it can just get rid of |
||||
* 'ServerSellAmmo' function directly, similarly to how ServerPerks does it). |
||||
* We'll detect all the other boxes by attaching an auxiliary actor |
||||
* ('AmmoPickupStalker') to them, that will fire off 'Touch' event |
||||
* at the same time as ammo boxes. |
||||
* The only possible problem is that part of the ammo cost is |
||||
* taken with a slight delay, which leaves cheaters a window of opportunity |
||||
* to buy more than they can afford. |
||||
* This issue is addressed by each ammo type costing as much as possible |
||||
* (its' cost for corresponding perk at lvl6) |
||||
* and a flag that does allow players to go into negative dosh values |
||||
* (the cost is potential bugs in this fix itself, that |
||||
* can somewhat affect regular players). |
||||
*/ |
||||
|
||||
// Due to how this fix works, players with level below 6 get charged less |
||||
// than necessary by the shop and this fix must take the rest of |
||||
// the cost by itself. While for unreliable and for minuscule benefit, |
||||
// this can potentially be abused by cheaters. |
||||
// To decrease the amount of value they can get from it, this fix can be |
||||
// allowed to decrease players' money into negative values. |
||||
// The trade off is a small chance that a some bug in this fix and |
||||
// an unlucky circumstances can lead to regular players |
||||
// having negative dosh values. |
||||
// Both situations are highly unlikely, but the option is there. |
||||
var private config const bool allowNegativeDosh; |
||||
|
||||
// This structure records what classes of weapons can be abused |
||||
// and what pickup class we should use to fix the exploit. |
||||
struct ReplacementRule |
||||
{ |
||||
var class<KFWeapon> abusableWeapon; |
||||
var class<KFWeaponPickup> pickupReplacement; |
||||
}; |
||||
|
||||
// Actual list of abusable weapons. |
||||
var private const array<ReplacementRule> rules; |
||||
|
||||
// We create one such record for any |
||||
// abusable weapon instance in the game to store: |
||||
struct WeaponRecord |
||||
{ |
||||
// The instance itself. |
||||
var KFWeapon weapon; |
||||
// Corresponding ammo instance |
||||
// (all abusable weapons only have one ammo type). |
||||
var KFAmmunition ammo; |
||||
// Last ammo amount we've seen, used to detect players gaining ammo |
||||
// (from either ammo boxes or buying it). |
||||
var int lastAmmoAmount; |
||||
}; |
||||
|
||||
// All weapons we've detected so far. |
||||
var private array<WeaponRecord> registeredWeapons; |
||||
|
||||
public function OnEnabled() |
||||
{ |
||||
local KFWeapon nextWeapon; |
||||
local KFAmmoPickup nextPickup; |
||||
// Find all abusable weapons |
||||
foreach level.DynamicActors(class'KFMod.KFWeapon', nextWeapon) |
||||
{ |
||||
FixWeapon(nextWeapon); |
||||
} |
||||
// Start tracking all ammo boxes |
||||
foreach level.DynamicActors(class'KFMod.KFAmmoPickup', nextPickup) |
||||
{ |
||||
class'AmmoPickupStalker'.static.StalkAmmoPickup(nextPickup); |
||||
} |
||||
} |
||||
|
||||
public function OnDisabled() |
||||
{ |
||||
local int i; |
||||
local AmmoPickupStalker nextStalker; |
||||
local array<AmmoPickupStalker> stalkers; |
||||
// Restore all the 'pickupClass' variables we've changed. |
||||
for (i = 0; i < registeredWeapons.length; i += 1) |
||||
{ |
||||
if (registeredWeapons[i].weapon != none) |
||||
{ |
||||
registeredWeapons[i].weapon.pickupClass = |
||||
registeredWeapons[i].weapon.default.pickupClass; |
||||
} |
||||
} |
||||
registeredWeapons.length = 0; |
||||
// Kill all the stalkers; |
||||
// to be safe, avoid destroying them directly in the iterator. |
||||
foreach level.DynamicActors(class'AmmoPickupStalker', nextStalker) |
||||
{ |
||||
stalkers[stalkers.length] = nextStalker; |
||||
} |
||||
for (i = 0; i < stalkers.length; i += 1) |
||||
{ |
||||
if (stalkers[i] != none) |
||||
{ |
||||
stalkers[i].Destroy(); |
||||
} |
||||
} |
||||
} |
||||
|
||||
// 1. Checks if weapon can be abused and if it can, - fixes the problem. |
||||
// 2. Starts tracking abusable weapon to detect when player buys ammo for it. |
||||
public final function FixWeapon(KFWeapon potentialAbuser) |
||||
{ |
||||
local int i; |
||||
local WeaponRecord newRecord; |
||||
if (potentialAbuser == none) return; |
||||
|
||||
for (i = 0; i < registeredWeapons.length; i += 1) |
||||
{ |
||||
if (registeredWeapons[i].weapon == potentialAbuser) |
||||
{ |
||||
return; |
||||
} |
||||
} |
||||
for (i = 0; i < rules.length; i += 1) |
||||
{ |
||||
if (potentialAbuser.class == rules[i].abusableWeapon) |
||||
{ |
||||
potentialAbuser.pickupClass = rules[i].pickupReplacement; |
||||
newRecord.weapon = potentialAbuser; |
||||
registeredWeapons[registeredWeapons.length] = newRecord; |
||||
return; |
||||
} |
||||
} |
||||
} |
||||
|
||||
// Finds ammo instance for recorded weapon in it's owner's inventory. |
||||
private final function WeaponRecord FindAmmoInstance(WeaponRecord record) |
||||
{ |
||||
local Inventory invIter; |
||||
local KFAmmunition ammo; |
||||
if (record.weapon == none) return record; |
||||
if (record.weapon.instigator == none) return record; |
||||
|
||||
// Find instances anew |
||||
invIter = record.weapon.instigator.inventory; |
||||
while (invIter != none) |
||||
{ |
||||
if (record.weapon.ammoClass[0] == invIter.class) |
||||
{ |
||||
ammo = KFAmmunition(invIter); |
||||
} |
||||
invIter = invIter.inventory; |
||||
} |
||||
// Add missing instances |
||||
if (ammo != none) |
||||
{ |
||||
record.ammo = ammo; |
||||
record.lastAmmoAmount = ammo.ammoAmount; |
||||
} |
||||
return record; |
||||
} |
||||
|
||||
// Calculates how much more player should have paid for 'ammoAmount' |
||||
// amount of ammo, compared to how much trader took after our fix. |
||||
private final function float GetPriceCorrection |
||||
( |
||||
KFWeapon kfWeapon, |
||||
int ammoAmount |
||||
) |
||||
{ |
||||
local float boughtMagFraction; |
||||
// 'vanillaPrice' - price that would be calculated |
||||
// without our interference |
||||
// 'fixPrice' - price that will be calculated after |
||||
// we've replaced pickup class |
||||
local float vanillaPrice, fixPrice; |
||||
local KFPlayerReplicationInfo kfRI; |
||||
local class<KFWeaponPickup> vanillaPickupClass, fixPickupClass; |
||||
if (kfWeapon == none || kfWeapon.instigator == none) return 0.0; |
||||
fixPickupClass = class<KFWeaponPickup>(kfWeapon.pickupClass); |
||||
vanillaPickupClass = class<KFWeaponPickup>(kfWeapon.default.pickupClass); |
||||
if (fixPickupClass == none || vanillaPickupClass == none) return 0.0; |
||||
|
||||
// Calculate base prices |
||||
boughtMagFraction = (float(ammoAmount) / kfWeapon.default.magCapacity); |
||||
fixPrice = boughtMagFraction * fixPickupClass.default.AmmoCost; |
||||
vanillaPrice = boughtMagFraction * vanillaPickupClass.default.AmmoCost; |
||||
// Apply perk discount for vanilla price |
||||
// (we don't need to consider secondary ammo or husk gun special cases, |
||||
// since such weapons can't be abused via ammo dosh-printing) |
||||
kfRI = KFPlayerReplicationInfo(kfWeapon.instigator.playerReplicationInfo); |
||||
if (kfRI != none && kfRI.clientVeteranSkill != none) |
||||
{ |
||||
vanillaPrice *= kfRI.clientVeteranSkill.static. |
||||
GetAmmoCostScaling(kfRI, vanillaPickupClass); |
||||
} |
||||
// TWI's code rounds up ammo cost |
||||
// to the integer value whenever ammo is bought, |
||||
// so to calculate exactly how much we need to correct the cost, |
||||
// we must find difference between the final, rounded cost values. |
||||
return float(Max(0, int(vanillaPrice) - int(fixPrice))); |
||||
} |
||||
|
||||
// Takes current ammo and last recorded in 'record' value to calculate |
||||
// how much money to take from the player |
||||
// (calculations are done via 'GetPriceCorrection'). |
||||
private final function WeaponRecord TaxAmmoChange(WeaponRecord record) |
||||
{ |
||||
local int ammoDiff; |
||||
local KFPawn taxPayer; |
||||
local PlayerReplicationInfo replicationInfo; |
||||
taxPayer = KFPawn(record.weapon.instigator); |
||||
if (record.weapon == none || taxPayer == none) return record; |
||||
// No need to charge money if player couldn't have |
||||
// possibly bought the ammo. |
||||
if (!taxPayer.CanBuyNow()) return record; |
||||
// Find ammo difference with recorded value. |
||||
if (record.ammo != none) |
||||
{ |
||||
ammoDiff = Max(0, record.ammo.ammoAmount - record.lastAmmoAmount); |
||||
record.lastAmmoAmount = record.ammo.ammoAmount; |
||||
} |
||||
// Make player pay dosh |
||||
replicationInfo = taxPayer.playerReplicationInfo; |
||||
if (replicationInfo != none) |
||||
{ |
||||
replicationInfo.score -= GetPriceCorrection(record.weapon, ammoDiff); |
||||
// This shouldn't happen, since shop is supposed to make sure |
||||
// player has enough dosh to buy ammo at full price |
||||
// (actual price + our correction). |
||||
// But if user is extra concerned about it, - |
||||
// we can additionally for force the score above 0. |
||||
if (!allowNegativeDosh) |
||||
{ |
||||
replicationInfo.score = FMax(0, replicationInfo.score); |
||||
} |
||||
} |
||||
return record; |
||||
} |
||||
|
||||
// Changes our records to account for player picking up the ammo box, |
||||
// to avoid charging his for it. |
||||
public final function RecordAmmoPickup(Pawn pawnWithAmmo, KFAmmoPickup pickup) |
||||
{ |
||||
local int i; |
||||
local int newAmount; |
||||
// Check conditions from 'KFAmmoPickup' code ('Touch' function) |
||||
if (pickup == none) return; |
||||
if (pawnWithAmmo == none) return; |
||||
if (pawnWithAmmo.controller == none) return; |
||||
if (!pawnWithAmmo.bCanPickupInventory) return; |
||||
if (!FastTrace(pawnWithAmmo.location, pickup.location)) return; |
||||
|
||||
// Add relevant amount of ammo to our records |
||||
for (i = 0; i < registeredWeapons.length; i += 1) |
||||
{ |
||||
if (registeredWeapons[i].weapon == none) continue; |
||||
if (registeredWeapons[i].weapon.instigator == pawnWithAmmo) |
||||
{ |
||||
newAmount = registeredWeapons[i].lastAmmoAmount |
||||
+ registeredWeapons[i].ammo.ammoPickupAmount; |
||||
newAmount = Min(registeredWeapons[i].ammo.maxAmmo, newAmount); |
||||
registeredWeapons[i].lastAmmoAmount = newAmount; |
||||
} |
||||
} |
||||
} |
||||
|
||||
event Tick(float delta) |
||||
{ |
||||
local int i; |
||||
// For all the weapon records... |
||||
i = 0; |
||||
while (i < registeredWeapons.length) |
||||
{ |
||||
// ...remove dead records |
||||
if (registeredWeapons[i].weapon == none) |
||||
{ |
||||
registeredWeapons.Remove(i, 1); |
||||
continue; |
||||
} |
||||
// ...find ammo if it's missing |
||||
if (registeredWeapons[i].ammo == none) |
||||
{ |
||||
registeredWeapons[i] = FindAmmoInstance(registeredWeapons[i]); |
||||
} |
||||
// ...tax for ammo, if we can |
||||
registeredWeapons[i] = TaxAmmoChange(registeredWeapons[i]); |
||||
i += 1; |
||||
} |
||||
} |
||||
|
||||
defaultproperties |
||||
{ |
||||
allowNegativeDosh = true; |
||||
rules(0)=(abusableWeapon=class'KFMod.Crossbow',pickupReplacement=class'FixAmmoSellingClass_CrossbowPickup') |
||||
rules(1)=(abusableWeapon=class'KFMod.PipeBombExplosive',pickupReplacement=class'FixAmmoSellingClass_PipeBombPickup') |
||||
rules(2)=(abusableWeapon=class'KFMod.M79GrenadeLauncher',pickupReplacement=class'FixAmmoSellingClass_M79Pickup') |
||||
rules(3)=(abusableWeapon=class'KFMod.GoldenM79GrenadeLauncher',pickupReplacement=class'FixAmmoSellingClass_GoldenM79Pickup') |
||||
rules(4)=(abusableWeapon=class'KFMod.M32GrenadeLauncher',pickupReplacement=class'FixAmmoSellingClass_M32Pickup') |
||||
rules(5)=(abusableWeapon=class'KFMod.CamoM32GrenadeLauncher',pickupReplacement=class'FixAmmoSellingClass_CamoM32Pickup') |
||||
rules(6)=(abusableWeapon=class'KFMod.LAW',pickupReplacement=class'FixAmmoSellingClass_LAWPickup') |
||||
rules(7)=(abusableWeapon=class'KFMod.SPGrenadeLauncher',pickupReplacement=class'FixAmmoSellingClass_SPGrenadePickup') |
||||
rules(8)=(abusableWeapon=class'KFMod.SealSquealHarpoonBomber',pickupReplacement=class'FixAmmoSellingClass_SealSquealPickup') |
||||
rules(9)=(abusableWeapon=class'KFMod.SeekerSixRocketLauncher',pickupReplacement=class'FixAmmoSellingClass_SeekerSixPickup') |
||||
// Listeners |
||||
requiredListeners(0) = class'MutatorListener_FixAmmoSelling' |
||||
requiredListeners(1) = class'BroadcastListenerBase' |
||||
} |
@ -0,0 +1,26 @@
|
||||
/** |
||||
* A helper class for 'FixAmmoSelling' that sets ammo cost for M32 to that |
||||
* of a level 6 player and doesn't allow for a perk discount. |
||||
* Copyright 2019 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 FixAmmoSellingClass_CamoM32Pickup extends CamoM32Pickup; |
||||
|
||||
defaultproperties |
||||
{ |
||||
AmmoCost = 42 |
||||
} |
@ -0,0 +1,26 @@
|
||||
/** |
||||
* A helper class for 'FixAmmoSelling' that sets ammo cost for xbow to that |
||||
* of a level 6 player and doesn't allow for a perk discount. |
||||
* Copyright 2019 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 FixAmmoSellingClass_CrossbowPickup extends CrossbowPickup; |
||||
|
||||
defaultproperties |
||||
{ |
||||
AmmoCost = 11.6 |
||||
} |
@ -0,0 +1,26 @@
|
||||
/** |
||||
* A helper class for 'FixAmmoSelling' that sets ammo cost for m79 to that |
||||
* of a level 6 player and doesn't allow for a perk discount. |
||||
* Copyright 2019 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 FixAmmoSellingClass_GoldenM79Pickup extends GoldenM79Pickup; |
||||
|
||||
defaultproperties |
||||
{ |
||||
AmmoCost = 7 |
||||
} |
@ -0,0 +1,26 @@
|
||||
/** |
||||
* A helper class for 'FixAmmoSelling' that sets ammo cost for LAW to that |
||||
* of a level 6 player and doesn't allow for a perk discount. |
||||
* Copyright 2019 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 FixAmmoSellingClass_LAWPickup extends LAWPickup; |
||||
|
||||
defaultproperties |
||||
{ |
||||
AmmoCost = 21 |
||||
} |
@ -0,0 +1,26 @@
|
||||
/** |
||||
* A helper class for 'FixAmmoSelling' that sets ammo cost for M32 to that |
||||
* of a level 6 player and doesn't allow for a perk discount. |
||||
* Copyright 2019 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 FixAmmoSellingClass_M32Pickup extends M32Pickup; |
||||
|
||||
defaultproperties |
||||
{ |
||||
AmmoCost = 42 |
||||
} |
@ -0,0 +1,26 @@
|
||||
/** |
||||
* A helper class for 'FixAmmoSelling' that sets ammo cost for M79 to that |
||||
* of a level 6 player and doesn't allow for a perk discount. |
||||
* Copyright 2019 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 FixAmmoSellingClass_M79Pickup extends M79Pickup; |
||||
|
||||
defaultproperties |
||||
{ |
||||
AmmoCost = 7 |
||||
} |
@ -0,0 +1,26 @@
|
||||
/** |
||||
* A helper class for 'FixAmmoSelling' that sets ammo cost for pipes |
||||
* to that of a level 6 player and doesn't allow for a perk discount. |
||||
* Copyright 2019 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 FixAmmoSellingClass_PipeBombPickup extends PipeBombPickup; |
||||
|
||||
defaultproperties |
||||
{ |
||||
AmmoCost = 195 |
||||
} |
@ -0,0 +1,27 @@
|
||||
/** |
||||
* A helper class for 'FixAmmoSelling' that sets ammo cost for |
||||
* orca grnade launcher to that of a level 6 player |
||||
* and doesn't allow for a perk discount. |
||||
* Copyright 2019 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 FixAmmoSellingClass_SPGrenadePickup extends SPGrenadePickup; |
||||
|
||||
defaultproperties |
||||
{ |
||||
AmmoCost = 7 |
||||
} |
@ -0,0 +1,26 @@
|
||||
/** |
||||
* A helper class for 'FixAmmoSelling' that sets ammo cost for harpoon |
||||
* to that of a level 6 player and doesn't allow for a perk discount. |
||||
* Copyright 2019 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 FixAmmoSellingClass_SealSquealPickup extends SealSquealPickup; |
||||
|
||||
defaultproperties |
||||
{ |
||||
AmmoCost = 21 |
||||
} |
@ -0,0 +1,26 @@
|
||||
/** |
||||
* A helper class for 'FixAmmoSelling' that sets ammo cost for seeker |
||||
* to that of a level 6 player and doesn't allow for a perk discount. |
||||
* Copyright 2019 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 FixAmmoSellingClass_SeekerSixPickup extends SeekerSixPickup; |
||||
|
||||
defaultproperties |
||||
{ |
||||
AmmoCost = 10.5 |
||||
} |
@ -0,0 +1,49 @@
|
||||
/** |
||||
* Overloaded mutator events listener to register every new |
||||
* spawned weapon and ammo pickup. |
||||
* Copyright 2020 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 MutatorListener_FixAmmoSelling extends MutatorListenerBase |
||||
abstract; |
||||
|
||||
static function bool CheckReplacement(Actor other, out byte isSuperRelevant) |
||||
{ |
||||
CheckAbusableWeapon(KFWeapon(other)); |
||||
CheckAmmoPickup(KFAmmoPickup(other)); |
||||
return true; |
||||
} |
||||
|
||||
static function CheckAbusableWeapon(KFWeapon newWeapon) |
||||
{ |
||||
local FixAmmoSelling ammoSellingFix; |
||||
if (newWeapon == none) return; |
||||
ammoSellingFix = FixAmmoSelling(class'FixAmmoSelling'.static.GetInstance()); |
||||
if (ammoSellingFix == none) return; |
||||
ammoSellingFix.FixWeapon(newWeapon); |
||||
} |
||||
|
||||
static function CheckAmmoPickup(KFAmmoPickup newAmmoPickup) |
||||
{ |
||||
if (newAmmoPickup == none) return; |
||||
class'AmmoPickupStalker'.static.StalkAmmoPickup(newAmmoPickup); |
||||
} |
||||
|
||||
defaultproperties |
||||
{ |
||||
relatedEvents = class'MutatorEvents' |
||||
} |
@ -0,0 +1,252 @@
|
||||
/** |
||||
* This feature addressed two dosh-related issues: |
||||
* 1. Crashing servers by spamming 'CashPickup' actors with 'TossCash'; |
||||
* 2. Breaking collision detection logic by stacking large amount of |
||||
* 'CashPickup' actors in one place, which allows one to either |
||||
* reach unintended locations or even instantly kill zeds. |
||||
* |
||||
* It fixes them by limiting speed, with which dosh can spawn, and |
||||
* allowing this limit to decrease when there's already too much dosh |
||||
* present on the map. |
||||
* Copyright 2019 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 FixDoshSpam extends Feature; |
||||
|
||||
/** |
||||
* First, we limit amount of dosh that can be spawned simultaneously. |
||||
* The simplest method is to place a cooldown on spawning 'CashPickup' actors, |
||||
* i.e. after spawning one 'CashPickup' we'd completely prevent spawning |
||||
* any other instances of it for a fixed amount of time. |
||||
* However, that might allow a malicious spammer to block others from |
||||
* throwing dosh, - all he needs to do is to spam dosh at right time intervals. |
||||
* We'll resolve this issue by recording how many 'CashPickup' actors |
||||
* each player has spawned as their "contribution" and decay |
||||
* that value with time, only allowing to spawn new dosh after |
||||
* contribution decayed to zero. Speed of decay is derived from current dosh |
||||
* spawning speed limit and decreases with amount of players |
||||
* with non-zero contributions (since it means that they're throwing dosh). |
||||
* Second issue is player amassing a large amount of dosh in one point |
||||
* that leads to skipping collision checks, which then allows players to pass |
||||
* through level geometry or enter zeds' collisions, instantly killing them. |
||||
* Since dosh disappears on it's own, the easiest method to prevent that is to |
||||
* severely limit how much dosh players can throw per second, |
||||
* so that there's never enough dosh laying around to affect collision logic. |
||||
* The downside to such severe limitations is that game behaves less |
||||
* vanilla-like, where you could throw away streams of dosh. |
||||
* To solve that we'll first use a more generous limit on dosh players can |
||||
* throw per second, but will track how much dosh is currently present |
||||
* in a level and linearly decelerate speed, according to that amount. |
||||
*/ |
||||
|
||||
// Highest and lowest speed with which players can throw dosh wads. |
||||
// It'll be evenly spread between all players. |
||||
// For example, if speed is set to 6 and only one player will be spamming dosh, |
||||
// - he'll be able to throw 6 wads of dosh per second; |
||||
// but if all 6 players are spamming it, - each will throw only 1 per second. |
||||
// NOTE: these speed values can be exceeded, since a player is guaranteed |
||||
// to be able to throw at least one wad of dosh, if he didn't do so in awhile. |
||||
// NOTE #2: if maximum value is less than minimum one, |
||||
// the lowest (maximum one) will be used. |
||||
var private config const float doshPerSecondLimitMax; |
||||
var private config const float doshPerSecondLimitMin; |
||||
// Amount of dosh pickups on the map at which we must set dosh per second |
||||
// to 'doshPerSecondLimitMin'. |
||||
// We use 'doshPerSecondLimitMax' when there's no dosh on the map and |
||||
// scale linearly between them as it's amount grows. |
||||
var private config const int criticalDoshAmount; |
||||
|
||||
// To limit dosh spawning speed we need some measure of |
||||
// time passage between ticks. |
||||
// This variable stores last value seen by us as a good approximation. |
||||
// It's a real (not in-game) time. |
||||
var private float lastTickDuration; |
||||
|
||||
// This structure records how much a certain player has |
||||
// contributed to an overall dosh creation. |
||||
struct DoshStreamPerPlayer |
||||
{ |
||||
var PlayerController player; |
||||
// Amount of dosh we remember this player creating, decays with time. |
||||
var float contribution; |
||||
}; |
||||
var private array<DoshStreamPerPlayer> currentContributors; |
||||
|
||||
// Wads of cash that are lying around on the map. |
||||
var private array<CashPickup> wads; |
||||
|
||||
public function OnEnabled() |
||||
{ |
||||
local CashPickup nextCash; |
||||
// Find all wads of cash laying around on the map, |
||||
// so that we could accordingly limit the cash spam. |
||||
foreach level.DynamicActors(class'KFMod.CashPickup', nextCash) |
||||
{ |
||||
wads[wads.length] = nextCash; |
||||
} |
||||
} |
||||
|
||||
public function OnDisabled() |
||||
{ |
||||
wads.length = 0; |
||||
currentContributors.length = 0; |
||||
} |
||||
|
||||
// Did player with this controller contribute to the latest dosh generation? |
||||
public final function bool IsContributor(PlayerController player) |
||||
{ |
||||
return (GetContributorIndex(player) >= 0); |
||||
} |
||||
|
||||
// Did we already reach allowed limit of dosh per second? |
||||
public final function bool IsDoshStreamOverLimit() |
||||
{ |
||||
local int i; |
||||
local float overallContribution; |
||||
overallContribution = 0.0; |
||||
for (i = 0; i < currentContributors.length; i += 1) |
||||
{ |
||||
overallContribution += currentContributors[i].contribution; |
||||
} |
||||
return (overallContribution > lastTickDuration * GetCurrentDPSLimit()); |
||||
} |
||||
|
||||
// What is our current dosh per second limit? |
||||
private final function float GetCurrentDPSLimit() |
||||
{ |
||||
local float speedScale; |
||||
if (doshPerSecondLimitMax < doshPerSecondLimitMin) |
||||
{ |
||||
return doshPerSecondLimitMax; |
||||
} |
||||
speedScale = Float(wads.length) / Float(criticalDoshAmount); |
||||
speedScale = FClamp(speedScale, 0.0, 1.0); |
||||
// At 0.0 scale (no dosh on the map) - use max speed |
||||
// At 1.0 scale (critical dosh on the map) - use min speed |
||||
return Lerp(speedScale, doshPerSecondLimitMax, doshPerSecondLimitMin); |
||||
} |
||||
|
||||
// Returns index of the contributor corresponding to the given controller. |
||||
// Returns '-1' if no connection correspond to the given controller. |
||||
// Returns '-1' if given controller is equal to 'none'. |
||||
private final function int GetContributorIndex(PlayerController player) |
||||
{ |
||||
local int i; |
||||
if (player == none) return -1; |
||||
|
||||
for (i = 0; i < currentContributors.length; i += 1) |
||||
{ |
||||
if (currentContributors[i].player == player) |
||||
{ |
||||
return i; |
||||
} |
||||
} |
||||
return -1; |
||||
} |
||||
|
||||
// Adds given cash to given player contribution record and |
||||
// registers that cash in our wads array. |
||||
// Does nothing if given cash was already registered. |
||||
public final function AddContribution(PlayerController player, CashPickup cash) |
||||
{ |
||||
local int i; |
||||
local int playerIndex; |
||||
local DoshStreamPerPlayer newStreamRecord; |
||||
// Check if given dosh was already accounted for. |
||||
for (i = 0; i < wads.length; i += 1) |
||||
{ |
||||
if (cash == wads[i]) |
||||
{ |
||||
return; |
||||
} |
||||
} |
||||
wads[wads.length] = cash; |
||||
// Add contribution to player |
||||
playerIndex = GetContributorIndex(player); |
||||
if (playerIndex >= 0) |
||||
{ |
||||
currentContributors[playerIndex].contribution += 1.0; |
||||
return; |
||||
} |
||||
newStreamRecord.player = player; |
||||
newStreamRecord.contribution = 1.0; |
||||
currentContributors[currentContributors.length] = newStreamRecord; |
||||
} |
||||
|
||||
private final function ReducePlayerContributions(float trueTimePassed) |
||||
{ |
||||
local int i; |
||||
local float streamReduction; |
||||
streamReduction = trueTimePassed * |
||||
(GetCurrentDPSLimit() / currentContributors.length); |
||||
for (i = 0; i < currentContributors.length; i += 1) |
||||
{ |
||||
currentContributors[i].contribution -= streamReduction; |
||||
} |
||||
} |
||||
|
||||
// Clean out wads that disappeared or were picked up by players. |
||||
private final function CleanWadsArray() |
||||
{ |
||||
local int i; |
||||
i = 0; |
||||
while (i < wads.length) |
||||
{ |
||||
if (wads[i] == none) |
||||
{ |
||||
wads.Remove(i, 1); |
||||
} |
||||
else |
||||
{ |
||||
i += 1; |
||||
} |
||||
} |
||||
} |
||||
|
||||
// Don't track players that no longer contribute to dosh generation. |
||||
private final function RemoveNonContributors() |
||||
{ |
||||
local int i; |
||||
local array<DoshStreamPerPlayer> updContributors; |
||||
for (i = 0; i < currentContributors.length; i += 1) |
||||
{ |
||||
// We want to keep on record even players that quit, |
||||
// since their contribution still must be accounted for. |
||||
if (currentContributors[i].contribution <= 0.0) continue; |
||||
updContributors[updContributors.length] = currentContributors[i]; |
||||
} |
||||
currentContributors = updContributors; |
||||
} |
||||
|
||||
event Tick(float delta) |
||||
{ |
||||
local float trueTimePassed; |
||||
trueTimePassed = delta * (1.1 / level.timeDilation); |
||||
CleanWadsArray(); |
||||
ReducePlayerContributions(trueTimePassed); |
||||
RemoveNonContributors(); |
||||
lastTickDuration = trueTimePassed; |
||||
} |
||||
|
||||
defaultproperties |
||||
{ |
||||
doshPerSecondLimitMax = 50 |
||||
doshPerSecondLimitMin = 5 |
||||
criticalDoshAmount = 25 |
||||
// Listeners |
||||
requiredListeners(0) = class'MutatorListener_FixDoshSpam' |
||||
} |
@ -0,0 +1,51 @@
|
||||
/** |
||||
* Overloaded mutator events listener to catch and, possibly, |
||||
* prevent spawning dosh actors. |
||||
* Copyright 2019 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 MutatorListener_FixDoshSpam extends MutatorListenerBase |
||||
abstract; |
||||
|
||||
static function bool CheckReplacement(Actor other, out byte isSuperRelevant) |
||||
{ |
||||
local FixDoshSpam doshFix; |
||||
local PlayerController player; |
||||
if (other.class != class'CashPickup') return true; |
||||
// This means this dosh wasn't spawned in 'TossCash' of 'KFPawn', |
||||
// so it isn't related to the exploit we're trying to fix. |
||||
if (other.instigator == none) return true; |
||||
doshFix = FixDoshSpam(class'FixDoshSpam'.static.GetInstance()); |
||||
if (doshFix == none) return true; |
||||
|
||||
// We only want to prevent spawning cash if we're already over |
||||
// the limit and the one trying to throw this cash contributed to it. |
||||
// We allow other players to throw at least one wad of cash. |
||||
player = PlayerController(other.instigator.controller); |
||||
if (doshFix.IsDoshStreamOverLimit() && doshFix.IsContributor(player)) |
||||
{ |
||||
return false; |
||||
} |
||||
// If we do spawn cash - record this contribution. |
||||
doshFix.AddContribution(player, CashPickup(other)); |
||||
return true; |
||||
} |
||||
|
||||
defaultproperties |
||||
{ |
||||
relatedEvents = class'MutatorEvents' |
||||
} |
@ -0,0 +1,74 @@
|
||||
/** |
||||
* This rule detects suspicious attempts to deal damage and |
||||
* applies friendly fire scaling according to 'FixFFHack's rules. |
||||
* Copyright 2019 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 FFHackRule extends GameRules; |
||||
|
||||
function int NetDamage |
||||
( |
||||
int originalDamage, |
||||
int damage, |
||||
Pawn injured, |
||||
Pawn instigator, |
||||
Vector hitLocation, |
||||
out Vector momentum, |
||||
class<DamageType> damageType |
||||
) |
||||
{ |
||||
local KFGameType gameType; |
||||
local FixFFHack ffHackFix; |
||||
gameType = KFGameType(level.game); |
||||
// Something is very wrong and we can just bail on this damage |
||||
if (damageType == none || gameType == none) return 0; |
||||
|
||||
// We only check when suspicious instigators that aren't a world |
||||
if (!damageType.default.bCausedByWorld && IsSuspicious(instigator)) |
||||
{ |
||||
ffHackFix = FixFFHack(class'FixFFHack'.static.GetInstance()); |
||||
if (ffHackFix != none && ffHackFix.ShouldScaleDamage(damageType)) |
||||
{ |
||||
// Remove pushback to avoid environmental kills |
||||
momentum = Vect(0.0, 0.0, 0.0); |
||||
damage *= gameType.friendlyFireScale; |
||||
} |
||||
} |
||||
return super.NetDamage( originalDamage, damage, injured, instigator, |
||||
hitLocation, momentum, damageType); |
||||
} |
||||
|
||||
private function bool IsSuspicious(Pawn instigator) |
||||
{ |
||||
// Instigator vanished |
||||
if (instigator == none) return true; |
||||
|
||||
// Instigator already became spectator |
||||
if (KFPawn(instigator) != none) |
||||
{ |
||||
if (instigator.playerReplicationInfo != none) |
||||
{ |
||||
return instigator.playerReplicationInfo.bOnlySpectator; |
||||
} |
||||
return true; // Replication info is gone => suspicious |
||||
} |
||||
return false; |
||||
} |
||||
|
||||
defaultproperties |
||||
{ |
||||
} |
@ -0,0 +1,152 @@
|
||||
/** |
||||
* This feature fixes a bug that can allow players to bypass server's |
||||
* friendly fire limitations and teamkill. |
||||
* Usual fixes apply friendly fire scale to suspicious damage themselves, which |
||||
* also disables some of the environmental damage. |
||||
* In order to avoid that, this fix allows server owner to define precisely |
||||
* to what damage types to apply the friendly fire scaling. |
||||
* It should be all damage types related to projectiles. |
||||
* Copyright 2019 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 FixFFHack extends Feature; |
||||
|
||||
/** |
||||
* It's possible to bypass friendly fire damage scaling and always deal |
||||
* full damage to other players, if one were to either leave the server or |
||||
* spectate right after shooting a projectile. We use game rules to catch |
||||
* such occurrences and apply friendly fire scaling to weapons, |
||||
* specified by server admins. |
||||
* To specify required subset of weapons, one must first |
||||
* chose a general rule (scale by default / don't scale by default) and then, |
||||
* optionally, add exceptions to it. |
||||
* Choosing 'scaleByDefault == true' as a general rule will make this fix |
||||
* behave in the similar way to 'KFExplosiveFix' by mutant and will disable |
||||
* some environmental sources of damage on some maps. One can then add relevant |
||||
* damage classes as exceptions to fix that downside, but making an extensive |
||||
* list of such sources might prove problematic. |
||||
* On the other hand, setting 'scaleByDefault == false' will allow to get |
||||
* rid of team-killing exploits by simply adding damage types of all |
||||
* projectile weapons, used on a server. This fix comes with such filled-in |
||||
* list of all vanilla projectile classes. |
||||
*/ |
||||
|
||||
// Defines a general rule for choosing whether or not to apply |
||||
// friendly fire scaling. |
||||
// This can be overwritten by exceptions ('alwaysScale' or 'neverScale'). |
||||
// Enabling scaling by default without any exceptions in 'neverScale' will |
||||
// make this fix behave almost identically to Mutant's 'Explosives Fix Mutator'. |
||||
var private config const bool scaleByDefault; |
||||
// Damage types, for which we should always reapply friendly fire scaling. |
||||
var private config const array< class<DamageType> > alwaysScale; |
||||
// Damage types, for which we should never reapply friendly fire scaling. |
||||
var private config const array< class<DamageType> > neverScale; |
||||
|
||||
public function OnEnabled() |
||||
{ |
||||
level.game.AddGameModifier(Spawn(class'FFHackRule')); |
||||
} |
||||
|
||||
public function OnDisabled() |
||||
{ |
||||
local GameRules rulesIter; |
||||
local FFHackRule ruleToDestroy; |
||||
// Check first rule |
||||
if (level.game.gameRulesModifiers == none) return; |
||||
|
||||
ruleToDestroy = FFHackRule(level.game.gameRulesModifiers); |
||||
if (ruleToDestroy != none) |
||||
{ |
||||
level.game.gameRulesModifiers = ruleToDestroy.nextGameRules; |
||||
ruleToDestroy.Destroy(); |
||||
return; |
||||
} |
||||
// Check rest of the rules |
||||
rulesIter = level.game.gameRulesModifiers; |
||||
while (rulesIter != none) |
||||
{ |
||||
ruleToDestroy = FFHackRule(rulesIter.nextGameRules); |
||||
if (ruleToDestroy != none) |
||||
{ |
||||
rulesIter.nextGameRules = ruleToDestroy.nextGameRules; |
||||
ruleToDestroy.Destroy(); |
||||
} |
||||
rulesIter = rulesIter.nextGameRules; |
||||
} |
||||
} |
||||
|
||||
// Checks general rule and exception list |
||||
public final function bool ShouldScaleDamage(class<DamageType> damageType) |
||||
{ |
||||
local int i; |
||||
local array< class<DamageType> > exceptions; |
||||
if (damageType == none) return false; |
||||
|
||||
if (scaleByDefault) |
||||
exceptions = neverScale; |
||||
else |
||||
exceptions = alwaysScale; |
||||
for (i = 0; i < exceptions.length; i += 1) |
||||
{ |
||||
if (exceptions[i] == damageType) |
||||
{ |
||||
return (!scaleByDefault); |
||||
} |
||||
} |
||||
return scaleByDefault; |
||||
} |
||||
|
||||
defaultproperties |
||||
{ |
||||
scaleByDefault = false |
||||
// Vanilla damage types for projectiles |
||||
alwaysScale(0) = class'KFMod.DamTypeCrossbuzzsawHeadShot' |
||||
alwaysScale(1) = class'KFMod.DamTypeCrossbuzzsaw' |
||||
alwaysScale(2) = class'KFMod.DamTypeFrag' |
||||
alwaysScale(3) = class'KFMod.DamTypePipeBomb' |
||||
alwaysScale(4) = class'KFMod.DamTypeM203Grenade' |
||||
alwaysScale(5) = class'KFMod.DamTypeM79Grenade' |
||||
alwaysScale(6) = class'KFMod.DamTypeM79GrenadeImpact' |
||||
alwaysScale(7) = class'KFMod.DamTypeM32Grenade' |
||||
alwaysScale(8) = class'KFMod.DamTypeLAW' |
||||
alwaysScale(9) = class'KFMod.DamTypeLawRocketImpact' |
||||
alwaysScale(10) = class'KFMod.DamTypeFlameNade' |
||||
alwaysScale(11) = class'KFMod.DamTypeFlareRevolver' |
||||
alwaysScale(12) = class'KFMod.DamTypeFlareProjectileImpact' |
||||
alwaysScale(13) = class'KFMod.DamTypeBurned' |
||||
alwaysScale(14) = class'KFMod.DamTypeTrenchgun' |
||||
alwaysScale(15) = class'KFMod.DamTypeHuskGun' |
||||
alwaysScale(16) = class'KFMod.DamTypeCrossbow' |
||||
alwaysScale(17) = class'KFMod.DamTypeCrossbowHeadShot' |
||||
alwaysScale(18) = class'KFMod.DamTypeM99SniperRifle' |
||||
alwaysScale(19) = class'KFMod.DamTypeM99HeadShot' |
||||
alwaysScale(20) = class'KFMod.DamTypeShotgun' |
||||
alwaysScale(21) = class'KFMod.DamTypeNailGun' |
||||
alwaysScale(22) = class'KFMod.DamTypeDBShotgun' |
||||
alwaysScale(23) = class'KFMod.DamTypeKSGShotgun' |
||||
alwaysScale(24) = class'KFMod.DamTypeBenelli' |
||||
alwaysScale(25) = class'KFMod.DamTypeSPGrenade' |
||||
alwaysScale(26) = class'KFMod.DamTypeSPGrenadeImpact' |
||||
alwaysScale(27) = class'KFMod.DamTypeSeekerSixRocket' |
||||
alwaysScale(28) = class'KFMod.DamTypeSeekerRocketImpact' |
||||
alwaysScale(29) = class'KFMod.DamTypeSealSquealExplosion' |
||||
alwaysScale(30) = class'KFMod.DamTypeRocketImpact' |
||||
alwaysScale(31) = class'KFMod.DamTypeBlowerThrower' |
||||
alwaysScale(32) = class'KFMod.DamTypeSPShotgun' |
||||
alwaysScale(33) = class'KFMod.DamTypeZEDGun' |
||||
alwaysScale(34) = class'KFMod.DamTypeZEDGunMKII' |
||||
} |
@ -0,0 +1,233 @@
|
||||
/** |
||||
* This feature fixes a vulnerability in a code of 'Frag' that can allow |
||||
* player to throw grenades even when he no longer has any. |
||||
* There's also no cooldowns on the throw, which can lead to a server crash. |
||||
* Copyright 2019 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 FixInfiniteNades extends Feature; |
||||
|
||||
/** |
||||
* It is possible to call 'ServerThrow' function from client, |
||||
* forcing it to get executed on a server. This function consumes the grenade |
||||
* ammo and spawns a nade, but it doesn't check if player had any grenade ammo |
||||
* in the first place, allowing you him to throw however many grenades |
||||
* he wants. Moreover, unlike a regular throwing method, calling this function |
||||
* allows to spawn many grenades without any delay, |
||||
* which can lead to a server crash. |
||||
* |
||||
* This fix tracks every instance of 'Frag' weapon that's responsible for |
||||
* throwing grenades and records how much ammo they have have. |
||||
* This is necessary, because whatever means we use, when we get a say in |
||||
* preventing grenade from spawning the ammo was already reduced. |
||||
* This means that we can't distinguished between a player abusing a bug by |
||||
* throwing grenade when he doesn't have necessary ammo and player throwing |
||||
* his last nade, as in both cases current ammo visible to us will be 0. |
||||
* Then, before every nade throw, it checks if player has enough ammo and |
||||
* blocks grenade from spawning if he doesn't. |
||||
* We change a 'FireModeClass[0]' from 'FragFire' to 'FixedFragFire' and |
||||
* only call 'super.DoFireEffect()' if we decide spawning grenade |
||||
* should be allowed. The side effect is a change in server's 'FireModeClass'. |
||||
*/ |
||||
|
||||
// Setting this flag to 'true' will allow to throw grenades by calling |
||||
// 'ServerThrow' directly, as long as player has necessary ammo. |
||||
// This can allow some players to throw grenades much quicker than intended, |
||||
// therefore it's suggested to keep this flag set to 'false'. |
||||
var private config const bool ignoreTossFlags; |
||||
|
||||
// Records how much ammo given frag grenade ('Frag') has. |
||||
struct FragAmmoRecord |
||||
{ |
||||
var public Frag fragReference; |
||||
var public int amount; |
||||
}; |
||||
var private array<FragAmmoRecord> ammoRecords; |
||||
|
||||
public function OnEnabled() |
||||
{ |
||||
local Frag nextFrag; |
||||
// Find all frags, that spawned when this fix wasn't running. |
||||
foreach level.DynamicActors(class'KFMod.Frag', nextFrag) |
||||
{ |
||||
RegisterFrag(nextFrag); |
||||
} |
||||
RecreateFrags(); |
||||
} |
||||
|
||||
public function OnDisabled() |
||||
{ |
||||
RecreateFrags(); |
||||
ammoRecords.length = 0; |
||||
} |
||||
|
||||
// Returns index of the connection corresponding to the given controller. |
||||
// Returns '-1' if no connection correspond to the given controller. |
||||
// Returns '-1' if given controller is equal to 'none'. |
||||
private final function int GetAmmoIndex(Frag fragToCheck) |
||||
{ |
||||
local int i; |
||||
if (fragToCheck == none) return -1; |
||||
|
||||
for (i = 0; i < ammoRecords.length; i += 1) |
||||
{ |
||||
if (ammoRecords[i].fragReference == fragToCheck) |
||||
{ |
||||
return i; |
||||
} |
||||
} |
||||
return -1; |
||||
} |
||||
|
||||
// Recreates all the 'Frag' actors, to change their fire mode mid-game. |
||||
private final function RecreateFrags() |
||||
{ |
||||
local int i; |
||||
local float maxAmmo, currentAmmo; |
||||
local Frag newFrag; |
||||
local Pawn fragOwner; |
||||
local array<FragAmmoRecord> oldRecords; |
||||
oldRecords = ammoRecords; |
||||
for (i = 0; i < oldRecords.length; i += 1) |
||||
{ |
||||
// Check if we even need to recreate that instance of 'Frag' |
||||
if (oldRecords[i].fragReference == none) continue; |
||||
fragOwner = oldRecords[i].fragReference.instigator; |
||||
if (fragOwner == none) continue; |
||||
// Recreate |
||||
oldRecords[i].fragReference.Destroy(); |
||||
fragOwner.CreateInventory("KFMod.Frag"); |
||||
newFrag = GetPawnFrag(fragOwner); |
||||
// Restore ammo amount |
||||
if (newFrag != none) |
||||
{ |
||||
newFrag.GetAmmoCount(maxAmmo, currentAmmo); |
||||
newFrag.AddAmmo(oldRecords[i].amount - Int(currentAmmo), 0); |
||||
} |
||||
} |
||||
} |
||||
|
||||
// Utility function to help find a 'Frag' instance in a given pawn's inventory. |
||||
static private final function Frag GetPawnFrag(Pawn pawnWithFrag) |
||||
{ |
||||
local Frag foundFrag; |
||||
local Inventory invIter; |
||||
if (pawnWithFrag == none) return none; |
||||
invIter = pawnWithFrag.inventory; |
||||
while (invIter != none) |
||||
{ |
||||
foundFrag = Frag(invIter); |
||||
if (foundFrag != none) |
||||
{ |
||||
return foundFrag; |
||||
} |
||||
invIter = invIter.inventory; |
||||
} |
||||
return none; |
||||
} |
||||
|
||||
// Utility function for extracting current ammo amount from a frag class. |
||||
private final function int GetFragAmmo(Frag fragReference) |
||||
{ |
||||
local float maxAmmo; |
||||
local float currentAmmo; |
||||
if (fragReference == none) return 0; |
||||
|
||||
fragReference.GetAmmoCount(maxAmmo, currentAmmo); |
||||
return Int(currentAmmo); |
||||
} |
||||
|
||||
// Attempts to add new 'Frag' instance to our records. |
||||
public final function RegisterFrag(Frag newFrag) |
||||
{ |
||||
local int index; |
||||
local FragAmmoRecord newRecord; |
||||
index = GetAmmoIndex(newFrag); |
||||
if (index >= 0) return; |
||||
|
||||
newRecord.fragReference = newFrag; |
||||
newRecord.amount = GetFragAmmo(newFrag); |
||||
ammoRecords[ammoRecords.length] = newRecord; |
||||
} |
||||
|
||||
// This function tells our fix that there was a nade throw and we should |
||||
// reduce current 'Frag' ammo in our records. |
||||
// Returns 'true' if we had ammo for that, and 'false' if we didn't. |
||||
public final function bool RegisterNadeThrow(Frag relevantFrag) |
||||
{ |
||||
if (CanThrowGrenade(relevantFrag)) |
||||
{ |
||||
ReduceGrenades(relevantFrag); |
||||
return true; |
||||
} |
||||
return false; |
||||
} |
||||
|
||||
// Can we throw grenade according to our rules? |
||||
// A throw can be prevented if: |
||||
// - we think that player doesn't have necessary ammo; |
||||
// - Player isn't currently 'tossing' a nade, |
||||
// meaning it was a direct call of 'ServerThrow'. |
||||
private final function bool CanThrowGrenade(Frag fragToCheck) |
||||
{ |
||||
local int index; |
||||
// Nothing to check |
||||
if (fragToCheck == none) return false; |
||||
// No ammo |
||||
index = GetAmmoIndex(fragToCheck); |
||||
if (index < 0) return false; |
||||
if (ammoRecords[index].amount <= 0) return false; |
||||
// Not tossing |
||||
if (ignoreTossFlags) return true; |
||||
if (!fragToCheck.bTossActive || fragToCheck.bTossSpawned) return false; |
||||
return true; |
||||
} |
||||
|
||||
// Reduces recorded amount of ammo in our records for the given nade. |
||||
private final function ReduceGrenades(Frag relevantFrag) |
||||
{ |
||||
local int index; |
||||
index = GetAmmoIndex(relevantFrag); |
||||
if (index < 0) return; |
||||
ammoRecords[index].amount -= 1; |
||||
} |
||||
|
||||
event Tick(float delta) |
||||
{ |
||||
local int i; |
||||
// Update our ammo records with current, correct data. |
||||
i = 0; |
||||
while (i < ammoRecords.length) |
||||
{ |
||||
if (ammoRecords[i].fragReference != none) |
||||
{ |
||||
ammoRecords[i].amount = GetFragAmmo(ammoRecords[i].fragReference); |
||||
i += 1; |
||||
} |
||||
else |
||||
{ |
||||
ammoRecords.Remove(i, 1); |
||||
} |
||||
} |
||||
} |
||||
|
||||
defaultproperties |
||||
{ |
||||
ignoreTossFlags = false |
||||
// Listeners |
||||
requiredListeners(0) = class'MutatorListener_FixInfiniteNades' |
||||
} |
@ -0,0 +1,36 @@
|
||||
/** |
||||
* A replacement for vanilla 'FragFire' fire class for 'Frag' weapon that |
||||
* adds additional ammo check in accordance to ammo records |
||||
* of 'FixInfiniteNades'. |
||||
* Copyright 2019 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 FixedFragFire extends KFMod.FragFire; |
||||
|
||||
function DoFireEffect() |
||||
{ |
||||
local FixInfiniteNades nadeFix; |
||||
nadeFix = FixInfiniteNades(class'FixInfiniteNades'.static.GetInstance()); |
||||
if (nadeFix == none || nadeFix.RegisterNadeThrow(Frag(weapon))) |
||||
{ |
||||
super.DoFireEffect(); |
||||
} |
||||
} |
||||
|
||||
defaultproperties |
||||
{ |
||||
} |
@ -0,0 +1,44 @@
|
||||
/** |
||||
* Overloaded mutator events listener to catch |
||||
* new 'Frag' weapons and 'Nade' projectiles. |
||||
* Copyright 2019 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 MutatorListener_FixInfiniteNades extends MutatorListenerBase |
||||
abstract; |
||||
|
||||
static function bool CheckReplacement(Actor other, out byte isSuperRelevant) |
||||
{ |
||||
local Frag relevantFrag; |
||||
local FixInfiniteNades nadeFix; |
||||
nadeFix = FixInfiniteNades(class'FixInfiniteNades'.static.GetInstance()); |
||||
if (nadeFix == none) return true; |
||||
|
||||
// Handle detecting new frag (weapons that allows to throw nades) |
||||
relevantFrag = Frag(other); |
||||
if (relevantFrag != none) |
||||
{ |
||||
nadeFix.RegisterFrag(relevantFrag); |
||||
relevantFrag.FireModeClass[0] = class'FixedFragFire'; |
||||
return true; |
||||
} |
||||
return true; |
||||
} |
||||
|
||||
defaultproperties |
||||
{ |
||||
} |
@ -0,0 +1,51 @@
|
||||
/** |
||||
* Overloaded broadcast events listener to catch the moment |
||||
* someone becomes alive player / spectator. |
||||
* Copyright 2020 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 BroadcastListener_FixSpectatorCrash extends BroadcastListenerBase |
||||
abstract; |
||||
|
||||
var private const int becomeAlivePlayerID; |
||||
var private const int becomeSpectatorID; |
||||
|
||||
static function bool HandleLocalized |
||||
( |
||||
Actor sender, |
||||
BroadcastEvents.LocalizedMessage message |
||||
) |
||||
{ |
||||
local FixSpectatorCrash specFix; |
||||
local PlayerController senderController; |
||||
if (sender == none) return true; |
||||
if (sender.level == none || sender.level.game == none) return true; |
||||
if (message.class != sender.level.game.gameMessageClass) return true; |
||||
if ( message.id != default.becomeAlivePlayerID |
||||
&& message.id != default.becomeSpectatorID) return true; |
||||
|
||||
specFix = FixSpectatorCrash(class'FixSpectatorCrash'.static.GetInstance()); |
||||
senderController = GetController(sender); |
||||
specFix.NotifyStatusChange(senderController); |
||||
return (!specFix.IsViolator(senderController)); |
||||
} |
||||
|
||||
defaultproperties |
||||
{ |
||||
becomeAlivePlayerID = 1 |
||||
becomeSpectatorID = 14 |
||||
} |
@ -0,0 +1,291 @@
|
||||
/** |
||||
* This feature attempts to prevent server crashes caused by someone |
||||
* quickly switching between being spectator and an active player. |
||||
* |
||||
* We do so by disconnecting players who start switching way too fast |
||||
* (more than twice in a short amount of time) and temporarily faking a large |
||||
* amount of players on the server, to prevent such spam from affecting the server. |
||||
* Copyright 2020 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 FixSpectatorCrash extends Feature |
||||
dependson(ConnectionService); |
||||
|
||||
/** |
||||
* We use broadcast events to track when someone is switching |
||||
* to active player or spectator and remember such people |
||||
* for a short time (cooldown), defined by ('spectatorChangeTimeout'). |
||||
* If one of the player we've remembered tries to switch again, |
||||
* before the defined cooldown ran out, - we kick him |
||||
* by destroying his controller. |
||||
* One possible problem arises from the fact that controllers aren't |
||||
* immediately destroyed and instead initiate player disconnection, - |
||||
* exploiter might have enough time to cause a lag or even crash the server. |
||||
* We address this issue by temporarily blocking anyone from |
||||
* becoming active player (we do this by setting 'numPlayers' variable in |
||||
* killing floor's game info to a large value). |
||||
* After all malicious players have successfully disconnected, - |
||||
* we remove the block. |
||||
*/ |
||||
|
||||
// This fix will try to kick any player that switches between active player |
||||
// and cooldown faster than time (in seconds) in this value. |
||||
// NOTE: raising this value past default value of '0.25' |
||||
// won't actually improve crash prevention. |
||||
var private config const float spectatorChangeTimeout; |
||||
|
||||
// [ADVANCED] Don't change this setting unless you know what you're doing. |
||||
// Allows you to turn off server blocking. |
||||
// Players that don't respect timeout will still be kicked. |
||||
// This might be needed if this fix conflicts with another mutator |
||||
// that also changes 'numPlayers'. |
||||
// However, it is necessary to block aggressive enough server crash attempts, |
||||
// but can cause compatibility issues with some mutators. |
||||
// It's highly preferred to rewrite such a mutator to be compatible. |
||||
// NOTE: it should be compatible with most faked players-type mutators, |
||||
// since this fix remembers the difference between amount of |
||||
// real players and 'numPlayers'. |
||||
// After unblocking, it sets 'numPlayers' to |
||||
// the current amount of real players + that difference. |
||||
// So 4 players + 3 (=7 numPlayers) after kicking 1 player becomes |
||||
// 3 players + 3 (=6 numPlayers). |
||||
var private config const bool allowServerBlock; |
||||
|
||||
// Stores remaining cooldown value before the next allowed |
||||
// spectator change per player. |
||||
struct CooldownRecord |
||||
{ |
||||
var PlayerController player; |
||||
var float cooldown; |
||||
}; |
||||
|
||||
// Currently active cooldowns |
||||
var private array<CooldownRecord> currentCooldowns; |
||||
|
||||
// Players who were decided to be violators and |
||||
// were marked for disconnecting. |
||||
// We'll be maintaining server block as long as even one |
||||
// of them hasn't yet disconnected. |
||||
var private array<PlayerController> violators; |
||||
|
||||
// Is server currently blocked? |
||||
var private bool becomingActiveBlocked; |
||||
// This value introduced to accommodate mods such as faked player that can |
||||
// change 'numPlayers' to a value that isn't directly tied to the |
||||
// current number of active players. |
||||
// We remember the difference between active players and 'numPlayers' |
||||
/// variable in game type before server block and add it after block is over. |
||||
// If some mod introduces a more complicated relation between amount of |
||||
// active players and 'numPlayers', then it must take care of |
||||
// compatibility on it's own. |
||||
var private int recordedNumPlayersMod; |
||||
|
||||
// If given 'PlayerController' is registered in our cooldown records, - |
||||
// returns it's index. |
||||
// If it doesn't exists (or 'none' value was passes), - returns '-1'. |
||||
private final function int GetCooldownIndex(PlayerController player) |
||||
{ |
||||
local int i; |
||||
if (player == none) return -1; |
||||
|
||||
for (i = 0; i < currentCooldowns.length; i += 1) |
||||
{ |
||||
if (currentCooldowns[i].player == player) |
||||
{ |
||||
return i; |
||||
} |
||||
} |
||||
return -1; |
||||
} |
||||
|
||||
// Checks if given 'PlayerController' is registered as a violator. |
||||
// 'none' value isn't a violator. |
||||
public final function bool IsViolator(PlayerController player) |
||||
{ |
||||
local int i; |
||||
if (player == none) return false; |
||||
|
||||
for (i = 0; i < violators.length; i += 1) |
||||
{ |
||||
if (violators[i] == player) |
||||
{ |
||||
return true; |
||||
} |
||||
} |
||||
return false; |
||||
} |
||||
|
||||
// This function is to notify our fix that some player just changed status |
||||
// of active player / spectator. |
||||
// If passes value isn't 'none', it puts given player on cooldown or kicks him. |
||||
public final function NotifyStatusChange(PlayerController player) |
||||
{ |
||||
local int index; |
||||
local CooldownRecord newRecord; |
||||
if (player == none) return; |
||||
|
||||
index = GetCooldownIndex(player); |
||||
// Players already on cool down must be kicked and marked as violators |
||||
if (index >= 0) |
||||
{ |
||||
player.Destroy(); |
||||
currentCooldowns.Remove(index, 1); |
||||
violators[violators.length] = player; |
||||
if (allowServerBlock) |
||||
{ |
||||
SetBlock(true); |
||||
} |
||||
} |
||||
// Players that aren't on cooldown are |
||||
// either violators (do nothing, just wait for their disconnect) |
||||
// or didn't recently change their status (put them on cooldown). |
||||
else if (!IsViolator(player)) |
||||
{ |
||||
newRecord.player = player; |
||||
newRecord.cooldown = spectatorChangeTimeout; |
||||
currentCooldowns[currentCooldowns.length] = newRecord; |
||||
} |
||||
} |
||||
|
||||
// Pass 'true' to block server, 'false' to unblock. |
||||
// Only works if 'allowServerBlock' is set to 'true'. |
||||
private final function SetBlock(bool activateBlock) |
||||
{ |
||||
local KFGameType kfGameType; |
||||
// Do we even need to do anything? |
||||
if (!allowServerBlock) return; |
||||
if (activateBlock == becomingActiveBlocked) return; |
||||
// Only works with 'KFGameType' and it's children. |
||||
if (level != none) kfGameType = KFGameType(level.game); |
||||
if (kfGameType == none) return; |
||||
|
||||
// Actually block/unblock |
||||
becomingActiveBlocked = activateBlock; |
||||
if (activateBlock) |
||||
{ |
||||
recordedNumPlayersMod = GetNumPlayersMod(); |
||||
// This value both can't realistically fall below |
||||
// 'kfGameType.maxPlayer' and won't overflow from random increase |
||||
// in vanilla code. |
||||
kfGameType.numPlayers = maxInt / 2; |
||||
} |
||||
else |
||||
{ |
||||
// Adding 'recordedNumPlayersMod' should prevent |
||||
// faked players from breaking. |
||||
kfGameType.numPlayers = GetRealPlayers() + recordedNumPlayersMod; |
||||
} |
||||
} |
||||
|
||||
// Performs server blocking if violators have disconnected. |
||||
private final function TryUnblocking() |
||||
{ |
||||
local int i; |
||||
if (!allowServerBlock) return; |
||||
if (!becomingActiveBlocked) return; |
||||
|
||||
for (i = 0; i < violators.length; i += 1) |
||||
{ |
||||
if (violators[i] != none) |
||||
{ |
||||
return; |
||||
} |
||||
} |
||||
SetBlock(false); |
||||
} |
||||
|
||||
// Counts current amount of "real" active players |
||||
// (connected to the server and not spectators). |
||||
// Need 'ConnectionService' to be running, otherwise return '-1'. |
||||
private final function int GetRealPlayers() |
||||
{ |
||||
// Auxiliary variables |
||||
local int i; |
||||
local int realPlayersAmount; |
||||
local PlayerController player; |
||||
// Information extraction |
||||
local ConnectionService service; |
||||
local array<ConnectionService.Connection> connections; |
||||
service = ConnectionService(class'ConnectionService'.static.GetInstance()); |
||||
if (service == none) return -1; |
||||
|
||||
// Count non-spectators |
||||
connections = service.GetActiveConnections(); |
||||
realPlayersAmount = 0; |
||||
for (i = 0; i < connections.length; i += 1) |
||||
{ |
||||
player = connections[i].controllerReference; |
||||
if (player == none) continue; |
||||
if (player.playerReplicationInfo == none) continue; |
||||
if (!player.playerReplicationInfo.bOnlySpectator) |
||||
{ |
||||
realPlayersAmount += 1; |
||||
} |
||||
} |
||||
return realPlayersAmount; |
||||
} |
||||
|
||||
// Calculates difference between current amount of "real" active players |
||||
// and 'numPlayers' from 'KFGameType'. |
||||
// Most typically this difference will be non-zero when using |
||||
// faked players-type mutators |
||||
// (difference will be equal to the amount of faked players). |
||||
private final function int GetNumPlayersMod() |
||||
{ |
||||
local KFGameType kfGameType; |
||||
if (level != none) kfGameType = KFGameType(level.game); |
||||
if (kfGameType == none) return 0; |
||||
return kfGameType.numPlayers - GetRealPlayers(); |
||||
} |
||||
|
||||
private final function ReduceCooldowns(float timePassed) |
||||
{ |
||||
local int i; |
||||
i = 0; |
||||
while (i < currentCooldowns.length) |
||||
{ |
||||
currentCooldowns[i].cooldown -= timePassed; |
||||
if ( currentCooldowns[i].player != none |
||||
&& currentCooldowns[i].cooldown > 0.0) |
||||
{ |
||||
i += 1; |
||||
} |
||||
else |
||||
{ |
||||
currentCooldowns.Remove(i, 1); |
||||
} |
||||
} |
||||
} |
||||
|
||||
event Tick(float delta) |
||||
{ |
||||
local float trueTimePassed; |
||||
trueTimePassed = delta * (1.1 / level.timeDilation); |
||||
TryUnblocking(); |
||||
ReduceCooldowns(trueTimePassed); |
||||
} |
||||
|
||||
defaultproperties |
||||
{ |
||||
// Configurable variables |
||||
spectatorChangeTimeout = 0.25 |
||||
allowServerBlock = true |
||||
// Inner variables |
||||
becomingActiveBlocked = false |
||||
// Listeners |
||||
requiredListeners(0) = class'BroadcastListener_FixSpectatorCrash' |
||||
} |
@ -0,0 +1,188 @@
|
||||
/** |
||||
* This feature fixes lags caused by a zed time that can occur |
||||
* on some maps when a lot of zeds are present at once. |
||||
* As a side effect it also fixes an issue where during zed time speed up |
||||
* 'zedTimeSlomoScale' was assumed to be default value of '0.2'. |
||||
* Now zed time will behave correctly with mods that |
||||
* change 'zedTimeSlomoScale'. |
||||
* Copyright 2020 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 FixZedTimeLags extends Feature |
||||
dependson(ConnectionService); |
||||
|
||||
/** |
||||
* When zed time activates, game speed is immediately set to |
||||
* 'zedTimeSlomoScale' (0.2 by default), defined, like all other variables, |
||||
* in 'KFGameType'. Zed time lasts 'zedTimeDuration' seconds (3.0 by default), |
||||
* but during last 'zedTimeDuration * 0.166' seconds (by default 0.498) |
||||
* it starts to speed back up, causing game speed to update every tick. |
||||
* This makes animations look more smooth when exiting zed-time; |
||||
* however, updating speed every tick for that purpose seems like |
||||
* an overkill and, combined with things like |
||||
* increased tick rate, certain maps and raised zed limit, |
||||
* it can lead to noticeable lags at the end of zed time. |
||||
* To fix this issue we disable 'Tick' event in |
||||
* 'KFGameType' and then repeat that functionality in our own 'Tick' event, |
||||
* but only perform game speed updates occasionally, |
||||
* to make sure that overall amount of updates won't go over a limit, |
||||
* that can be configured via 'maxGameSpeedUpdatesAmount' |
||||
* Author's test (looking really hard on clots' animations) |
||||
* seem to suggest that there shouldn't be much visible difference if |
||||
* we limit game speed updates to about 2 or 3. |
||||
*/ |
||||
|
||||
// Max amount of game speed updates during speed up phase |
||||
// (actual amount of updates can't be larger than amount of ticks). |
||||
// On servers with default 30 tick rate there's usually |
||||
// about 13 updates total on vanilla game. |
||||
// Values lower than 1 are treated like 1. |
||||
var private config const int maxGameSpeedUpdatesAmount; |
||||
// [ADVANCED] Don't change this setting unless you know what you're doing. |
||||
// Compatibility setting that allows to keep 'GameInfo' 's 'Tick' event |
||||
// from being disabled. |
||||
// Useful when running Acedia along with custom 'GameInfo' |
||||
// (that isn't 'KFGameType') that relies on 'Tick' event. |
||||
// Note, however, that in order to keep this fix working properly, |
||||
// it's on you to make sure 'KFGameType.Tick()' logic isn't executed. |
||||
var private config const bool disableTick; |
||||
// Counts how much time is left until next update |
||||
var private float updateCooldown; |
||||
// Recorded game type, to avoid constant conversions every tick |
||||
var private KFGameType gameType; |
||||
|
||||
public function OnEnabled() |
||||
{ |
||||
gameType = KFGameType(level.game); |
||||
if (gameType == none) |
||||
{ |
||||
Destroy(); |
||||
} |
||||
else if (disableTick) |
||||
{ |
||||
gameType.Disable('Tick'); |
||||
} |
||||
} |
||||
|
||||
public function OnDisabled() |
||||
{ |
||||
gameType = KFGameType(level.game); |
||||
if (gameType != none && disableTick) |
||||
{ |
||||
gameType.Enable('Tick'); |
||||
} |
||||
} |
||||
|
||||
event Tick(float delta) |
||||
{ |
||||
local float trueTimePassed; |
||||
if (gameType == none) return; |
||||
if (!gameType.bZEDTimeActive) return; |
||||
// Unfortunately we need to keep disabling 'Tick' probe function, |
||||
// because it constantly gets enabled back and I don't know where |
||||
// (maybe native code?); only really matters during zed time. |
||||
if (disableTick) |
||||
{ |
||||
gameType.Disable('Tick'); |
||||
} |
||||
// How much real (not in-game) time has passed |
||||
trueTimePassed = delta * (1.1 / level.timeDilation); |
||||
gameType.currentZEDTimeDuration -= trueTimePassed; |
||||
|
||||
// Handle speeding up phase |
||||
if (gameType.bSpeedingBackUp) |
||||
{ |
||||
DoSpeedBackUp(trueTimePassed); |
||||
} |
||||
else if (gameType.currentZEDTimeDuration < GetSpeedupDuration()) |
||||
{ |
||||
gameType.bSpeedingBackUp = true; |
||||
updateCooldown = GetFullUpdateCooldown(); |
||||
TellClientsZedTimeEnds(); |
||||
DoSpeedBackUp(trueTimePassed); |
||||
} |
||||
// End zed time once it's duration has passed |
||||
if (gameType.currentZEDTimeDuration <= 0) |
||||
{ |
||||
gameType.bZEDTimeActive = false; |
||||
gameType.bSpeedingBackUp = false; |
||||
gameType.zedTimeExtensionsUsed = 0; |
||||
gameType.SetGameSpeed(1.0); |
||||
} |
||||
} |
||||
|
||||
private final function TellClientsZedTimeEnds() |
||||
{ |
||||
local int i; |
||||
local KFPlayerController player; |
||||
local ConnectionService service; |
||||
local array<ConnectionService.Connection> connections; |
||||
service = ConnectionService(class'ConnectionService'.static.GetInstance()); |
||||
if (service == none) return; |
||||
connections = service.GetActiveConnections(); |
||||
for (i = 0; i < connections.length; i += 1) |
||||
{ |
||||
player = KFPlayerController(connections[i].controllerReference); |
||||
if (player != none) |
||||
{ |
||||
// Play sound of leaving zed time |
||||
player.ClientExitZedTime(); |
||||
} |
||||
} |
||||
} |
||||
|
||||
// This function is called every tick during speed up phase and manages |
||||
// gradual game speed increase. |
||||
private final function DoSpeedBackUp(float trueTimePassed) |
||||
{ |
||||
// Game speed will always be updated in our 'Tick' event |
||||
// at the very end of the zed time. |
||||
// The rest of the updates will be uniformly distributed |
||||
// over the speed up duration. |
||||
|
||||
local float newGameSpeed; |
||||
local float slowdownScale; |
||||
if (maxGameSpeedUpdatesAmount <= 1) return; |
||||
if (updateCooldown > 0.0) |
||||
{ |
||||
updateCooldown -= trueTimePassed; |
||||
return; |
||||
} |
||||
else |
||||
{ |
||||
updateCooldown = GetFullUpdateCooldown(); |
||||
} |
||||
slowdownScale = gameType.currentZEDTimeDuration / GetSpeedupDuration(); |
||||
newGameSpeed = Lerp(slowdownScale, 1.0, gameType.zedTimeSlomoScale); |
||||
gameType.SetGameSpeed(newGameSpeed); |
||||
} |
||||
|
||||
private final function float GetSpeedupDuration() |
||||
{ |
||||
return gameType.zedTimeDuration * 0.166; |
||||
} |
||||
|
||||
private final function float GetFullUpdateCooldown() |
||||
{ |
||||
return GetSpeedupDuration() / maxGameSpeedUpdatesAmount; |
||||
} |
||||
|
||||
defaultproperties |
||||
{ |
||||
maxGameSpeedUpdatesAmount = 3 |
||||
disableTick = true |
||||
} |
@ -0,0 +1,59 @@
|
||||
/** |
||||
* One of the two classes that make up a core of event system in Acedia. |
||||
* |
||||
* 'Listener' (or it's child) class shouldn't be instantiated. |
||||
* Usually module would provide '...ListenerBase' class that defines |
||||
* certain set of static functions, corresponding to events it can listen to. |
||||
* In order to handle those events you must create it's child class and |
||||
* override said functions. But they will only be called if |
||||
* 'SetActive(true)' is called for that child class. |
||||
* To create you own '...ListenerBase' class you need to define |
||||
* a static function for each event you wish it to catch and |
||||
* set 'relatedEvents' variable to point at the 'Events' class |
||||
* that will generate your events. |
||||
* For concrete example look at |
||||
* 'ConnectionEvents' and 'ConnectionListenerBase'. |
||||
* Copyright 2019 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 Listener extends Object |
||||
abstract; |
||||
|
||||
var public const class<Events> relatedEvents; |
||||
|
||||
|
||||
static public final function SetActive(bool active) |
||||
{ |
||||
if (active) |
||||
{ |
||||
default.relatedEvents.static.ActivateListener(default.class); |
||||
} |
||||
else |
||||
{ |
||||
default.relatedEvents.static.DeactivateListener(default.class); |
||||
} |
||||
} |
||||
|
||||
static public final function IsActive(bool active) |
||||
{ |
||||
default.relatedEvents.static.IsActiveListener(default.class); |
||||
} |
||||
|
||||
defaultproperties |
||||
{ |
||||
relatedEvents = class'Events' |
||||
} |
@ -0,0 +1,42 @@
|
||||
/** |
||||
* Manifest is meant to describe contents of the package (mutator file) |
||||
* as well as what actors/objects should be automatically created when package |
||||
* is loaded and what event listeners should be activated. |
||||
* Currently only implements automatic listener activation. |
||||
* Copyright 2019 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 Manifest extends Object |
||||
abstract; |
||||
|
||||
// List of features in this manifest's package. |
||||
var public const array< class<Feature> > features; |
||||
|
||||
// Listeners listed here will be automatically activated. |
||||
var public const array< class<Listener> > requiredListeners; |
||||
|
||||
defaultproperties |
||||
{ |
||||
features(0) = class'FixZedTimeLags' |
||||
features(1) = class'FixDoshSpam' |
||||
features(2) = class'FixFFHack' |
||||
features(3) = class'FixInfiniteNades' |
||||
features(4) = class'FixAmmoSelling' |
||||
features(5) = class'FixSpectatorCrash' |
||||
// Listeners |
||||
requiredListeners(0) = class'MutatorListener_Connection' |
||||
} |
@ -0,0 +1,56 @@
|
||||
/** |
||||
* Event generator that repeats events of a mutator. |
||||
* Copyright 2019 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 MutatorEvents extends Events |
||||
abstract; |
||||
|
||||
static function bool CallCheckReplacement(Actor other, out byte isSuperRelevant) |
||||
{ |
||||
local int i; |
||||
local bool result; |
||||
local array< class<Listener> > listeners; |
||||
listeners = GetListeners(); |
||||
for (i = 0; i < listeners.length; i += 1) |
||||
{ |
||||
result = class<MutatorListenerBase>(listeners[i]) |
||||
.static.CheckReplacement(other, isSuperRelevant); |
||||
if (!result) return false; |
||||
} |
||||
return true; |
||||
} |
||||
|
||||
static function bool CallMutate(string command, PlayerController sendingPlayer) |
||||
{ |
||||
local int i; |
||||
local bool result; |
||||
local array< class<Listener> > listeners; |
||||
listeners = GetListeners(); |
||||
for (i = 0; i < listeners.length;i += 1) |
||||
{ |
||||
result = class<MutatorListenerBase>(listeners[i]) |
||||
.static.Mutate(command, sendingPlayer); |
||||
if (!result) return false; |
||||
} |
||||
return true; |
||||
} |
||||
|
||||
defaultproperties |
||||
{ |
||||
relatedListener = class'MutatorListenerBase' |
||||
} |
@ -0,0 +1,47 @@
|
||||
/** |
||||
* Listener for events, normally propagated by mutators. |
||||
* Copyright 2019 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 MutatorListenerBase extends Listener |
||||
abstract; |
||||
|
||||
// This event is called whenever 'CheckReplacement' |
||||
// check is propagated through mutators. |
||||
// If one of the listeners returns 'false', - |
||||
// it will be treated just like a mutator returning 'false' |
||||
// in 'CheckReplacement' and |
||||
// this method won't be called for remaining active listeners. |
||||
static function bool CheckReplacement(Actor other, out byte isSuperRelevant) |
||||
{ |
||||
return true; |
||||
} |
||||
|
||||
// This event is called whenever 'Mutate' is propagated through mutators. |
||||
// If one of the listeners returns 'false', - |
||||
// this method won't be called for remaining active listeners or mutators. |
||||
// If all listeners return 'true', - |
||||
// mutate command will be further propagated to the rest of the mutators. |
||||
static function bool Mutate(string command, PlayerController sendingPlayer) |
||||
{ |
||||
return true; |
||||
} |
||||
|
||||
defaultproperties |
||||
{ |
||||
relatedEvents = class'MutatorEvents' |
||||
} |
@ -0,0 +1,28 @@
|
||||
/** |
||||
* Parent class for all services used in Acedia. |
||||
* Currently simply makes itself server-only. |
||||
* Copyright 2019 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 Service extends Singleton |
||||
abstract; |
||||
|
||||
defaultproperties |
||||
{ |
||||
remoteRole = ROLE_None |
||||
DrawType = DT_None |
||||
} |
@ -0,0 +1,51 @@
|
||||
/** |
||||
* Event generator for 'ConnectionService'. |
||||
* Copyright 2019 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 ConnectionEvents extends Events |
||||
dependson(ConnectionService) |
||||
abstract; |
||||
|
||||
static function CallPlayerConnected(ConnectionService.Connection connection) |
||||
{ |
||||
local int i; |
||||
local array< class<Listener> > listeners; |
||||
listeners = GetListeners(); |
||||
for (i = 0; i < listeners.length; i += 1) |
||||
{ |
||||
class<ConnectionListenerBase>(listeners[i]) |
||||
.static.PlayerConnected(connection); |
||||
} |
||||
} |
||||
|
||||
static function CallPlayerDisconnected(ConnectionService.Connection connection) |
||||
{ |
||||
local int i; |
||||
local array< class<Listener> > listeners; |
||||
listeners = GetListeners(); |
||||
for (i = 0; i < listeners.length; i += 1) |
||||
{ |
||||
class<ConnectionListenerBase>(listeners[i]) |
||||
.static.PlayerDisconnected(connection); |
||||
} |
||||
} |
||||
|
||||
defaultproperties |
||||
{ |
||||
relatedListener = class'ConnectionListenerBase' |
||||
} |
@ -0,0 +1,34 @@
|
||||
/** |
||||
* Listener for events generated by 'ConnectionService'. |
||||
* Copyright 2019 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 ConnectionListenerBase extends Listener |
||||
dependson(ConnectionService) |
||||
abstract; |
||||
|
||||
// 'PlayerConnected' is called the moment we detect a new player on a server. |
||||
static function PlayerConnected(ConnectionService.Connection connection); |
||||
|
||||
// 'PlayerDisconnected' is called the moment we |
||||
// detect a player leaving the server. |
||||
static function PlayerDisconnected(ConnectionService.Connection connection); |
||||
|
||||
defaultproperties |
||||
{ |
||||
relatedEvents = class'ConnectionEvents' |
||||
} |
@ -0,0 +1,142 @@
|
||||
/** |
||||
* This service tracks current connections to the server |
||||
* as well as their basic information, |
||||
* like IP or steam ID of connecting player. |
||||
* Copyright 2019 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 ConnectionService extends Service; |
||||
|
||||
// Stores basic information about a connection |
||||
struct Connection |
||||
{ |
||||
var public string networkAddress; |
||||
var public string steamID; |
||||
var public PlayerController controllerReference; |
||||
// Reference to 'AcediaReplicationInfo' for this client, |
||||
// in case it was created. |
||||
var private AcediaReplicationInfo acediaRI; |
||||
}; |
||||
|
||||
var private array<Connection> activeConnections; |
||||
|
||||
// Shortcut to 'ConnectionEvents', so that we don't have to write |
||||
// class'ConnectionEvents' every time. |
||||
var const class<ConnectionEvents> events; |
||||
|
||||
// Returning 'true' guarantees that 'controllerToCheck != none' |
||||
// and either 'controllerToCheck.playerReplicationInfo != none' |
||||
// or 'auxiliaryRepInfo != none'. |
||||
private function bool IsHumanController(PlayerController controllerToCheck) |
||||
{ |
||||
local PlayerReplicationInfo replicationInfo; |
||||
if (controllerToCheck == none) return false; |
||||
if (!controllerToCheck.bIsPlayer) return false; |
||||
// Is this a WebAdmin that didn't yet set 'bIsPlayer = false' |
||||
if (MessagingSpectator(controllerToCheck) != none) return false; |
||||
// Check replication info |
||||
replicationInfo = controllerToCheck.playerReplicationInfo; |
||||
if (replicationInfo == none) return false; |
||||
if (replicationInfo.bBot) return false; |
||||
return true; |
||||
} |
||||
|
||||
// Returns index of the connection corresponding to the given controller. |
||||
// Returns '-1' if no connection correspond to the given controller. |
||||
// Returns '-1' if given controller is equal to 'none'. |
||||
private function int GetConnectionIndex(PlayerController controllerToCheck) |
||||
{ |
||||
local int i; |
||||
if (controllerToCheck == none) return -1; |
||||
for (i = 0; i < activeConnections.length; i += 1) |
||||
{ |
||||
if (activeConnections[i].controllerReference == controllerToCheck) |
||||
{ |
||||
return i; |
||||
} |
||||
} |
||||
return -1; |
||||
} |
||||
|
||||
// Remove connections with now invalid ('none') player controller reference. |
||||
private function RemoveBrokenConnections() |
||||
{ |
||||
local int i; |
||||
i = 0; |
||||
while (i < activeConnections.length) |
||||
{ |
||||
if (activeConnections[i].controllerReference == none) |
||||
{ |
||||
if (activeConnections[i].acediaRI != none) |
||||
{ |
||||
activeConnections[i].acediaRI.Destroy(); |
||||
} |
||||
events.static.CallPlayerDisconnected(activeConnections[i]); |
||||
activeConnections.Remove(i, 1); |
||||
} |
||||
else |
||||
{ |
||||
i += 1; |
||||
} |
||||
} |
||||
} |
||||
|
||||
// Return connection, corresponding to a given player controller. |
||||
public final function Connection GetConnection(PlayerController player) |
||||
{ |
||||
local int connectionIndex; |
||||
local Connection emptyConnection; |
||||
connectionIndex = GetConnectionIndex(player); |
||||
if (connectionIndex < 0) return emptyConnection; |
||||
return activeConnections[connectionIndex]; |
||||
} |
||||
|
||||
// Attempts to register a connection for this player controller. |
||||
// Shouldn't be used outside of 'ConnectionService' module. |
||||
// Returns 'true' if connection is registered (even if it was already added). |
||||
public final function bool RegisterConnection(PlayerController player) |
||||
{ |
||||
local Connection newConnection; |
||||
if (!IsHumanController(player)) return false; |
||||
if (GetConnectionIndex(player) >= 0) return true; |
||||
newConnection.controllerReference = player; |
||||
if (!class'Acedia'.static.GetInstance().IsServerOnly()) |
||||
{ |
||||
newConnection.acediaRI = Spawn(class'AcediaReplicationInfo', player); |
||||
newConnection.acediaRI.linkOwner = player; |
||||
} |
||||
newConnection.networkAddress = player.GetPlayerNetworkAddress(); |
||||
newConnection.steamID = player.GetPlayerIDHash(); |
||||
activeConnections[activeConnections.length] = newConnection; |
||||
events.static.CallPlayerConnected(newConnection); |
||||
return true; |
||||
} |
||||
|
||||
public final function array<Connection> GetActiveConnections() |
||||
{ |
||||
return activeConnections; |
||||
} |
||||
|
||||
event Tick(float delta) |
||||
{ |
||||
RemoveBrokenConnections(); |
||||
} |
||||
|
||||
defaultproperties |
||||
{ |
||||
events = class'ConnectionEvents' |
||||
} |
@ -0,0 +1,53 @@
|
||||
/** |
||||
* Overloaded mutator events listener to catch connecting players. |
||||
* Copyright 2019 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 MutatorListener_Connection extends MutatorListenerBase |
||||
abstract; |
||||
|
||||
static function bool CheckReplacement(Actor other, out byte isSuperRelevant) |
||||
{ |
||||
local KFSteamStatsAndAchievements playerSteamStatsAndAchievements; |
||||
local PlayerController player; |
||||
local ConnectionService service; |
||||
// We are looking for 'KFSteamStatsAndAchievements' instead of |
||||
// 'PlayerController' because, by the time they it's created, |
||||
// controller should have a valid reference to 'PlayerReplicationInfo', |
||||
// as well as valid network address and IDHash (steam id). |
||||
// However, neither of those are properly initialized at the point when |
||||
// 'CheckReplacement' is called for 'PlayerController'. |
||||
// |
||||
// Since 'KFSteamStatsAndAchievements' |
||||
// is created soon after (at the same tick) |
||||
// for each new `PlayerController`, |
||||
// we'll be detecting new users right after server |
||||
// detected and properly initialized them. |
||||
playerSteamStatsAndAchievements = KFSteamStatsAndAchievements(other); |
||||
if (playerSteamStatsAndAchievements == none) return true; |
||||
service = ConnectionService(class'ConnectionService'.static.GetInstance()); |
||||
if (service == none) return true; |
||||
|
||||
player = PlayerController(playerSteamStatsAndAchievements.owner); |
||||
service.RegisterConnection(player); |
||||
return true; |
||||
} |
||||
|
||||
defaultproperties |
||||
{ |
||||
relatedEvents = class'MutatorEvents' |
||||
} |
@ -0,0 +1,73 @@
|
||||
/** |
||||
* Singleton is an auxiliary class, meant to be used as a base for others, |
||||
* that allows for only one instance of it to exist. |
||||
* To make sure your child class properly works, either don't overload |
||||
* 'PreBeginPlay' or make sure to call it's parent's version. |
||||
* Copyright 2019 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 Singleton extends Actor |
||||
abstract; |
||||
|
||||
// Default value of this variable will store one and only existing version\ |
||||
// of actor of this class. |
||||
var private Singleton activeInstance; |
||||
|
||||
// Setting default value of this variable to 'true' prevents creation of |
||||
// a singleton, even if no instances of it exist. |
||||
// Only a default value is ever used. |
||||
var protected bool blockSpawning; |
||||
|
||||
public final static function Singleton GetInstance() |
||||
{ |
||||
if (default.activeInstance != none && default.activeInstance.bPendingDelete) |
||||
return none; |
||||
return default.activeInstance; |
||||
} |
||||
|
||||
public final static function bool IsSingletonCreationBlocked() |
||||
{ |
||||
return default.blockSpawning; |
||||
} |
||||
|
||||
// Make sure only one instance of 'Singleton' exists at any point in time. |
||||
// If you overload this function in any child class - |
||||
// first call this version of the method and then check if |
||||
// you are about to be deleted 'bDeleteMe == true': |
||||
// ____________________________________________________________________________ |
||||
// | super.PreBeginPlay(); |
||||
// | // ^^^ If singleton wasn't already created, - only after that call |
||||
// | // will instance, returned by 'GetInstance()', be set. |
||||
// | if (bDeleteMe) |
||||
// | return; |
||||
// |___________________________________________________________________________ |
||||
event PreBeginPlay() |
||||
{ |
||||
if (default.blockSpawning || GetInstance() != none) |
||||
{ |
||||
Destroy(); |
||||
} |
||||
else |
||||
{ |
||||
default.activeInstance = self; |
||||
} |
||||
} |
||||
|
||||
defaultproperties |
||||
{ |
||||
blockSpawning = false |
||||
} |
@ -0,0 +1,37 @@
|
||||
/** |
||||
* This actor's role is to add Acedia mutator on listen and dedicated servers. |
||||
* Copyright 2019 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 StartUp extends Actor; |
||||
|
||||
function PreBeginPlay() |
||||
{ |
||||
super.PreBeginPlay(); |
||||
if (level != none && level.game != none) |
||||
{ |
||||
level.game.AddMutator(string(class'Acedia')); |
||||
} |
||||
Destroy(); |
||||
} |
||||
|
||||
defaultproperties |
||||
{ |
||||
// This is a server-only actor |
||||
remoteRole = ROLE_None |
||||
} |
Loading…
Reference in new issue