/** * 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 . */ 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 activeConnections; // Shortcut to 'ConnectionEvents', so that we don't have to write // class'ConnectionEvents' every time. var const class 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 GetActiveConnections() { return activeConnections; } event Tick(float delta) { RemoveBrokenConnections(); } defaultproperties { events = class'ConnectionEvents' }