Launcher mod for all Acedia Framework mods
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/**
* Main and only Acedia mutator. Used for providing access to mutator
* events' calls and detecting server travel.
* Copyright 2020-2023 Anton Tarasenko
* 2023 Shtoyan
*------------------------------------------------------------------------------
* 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 AcediaLauncherMut extends Mutator;
// Acedia's reference to a `Global` object.
var private Global _;
// Responsible for setting up Acedia's game modes in current voting system
var private VotingHandlerAdapter votingAdapter;
var Mutator_OnMutate_Signal onMutateSignal;
var Mutator_OnModifyLogin_Signal onModifyLoginSignal;
var Mutator_OnCheckReplacement_Signal onCheckReplacementSignal;
simulated function PreBeginPlay()
{
local StartUp startUpActor;
_ = class'Global'.static.GetInstance();
if (level.netMode == NM_DedicatedServer)
{
foreach AllActors(class'StartUp', startUpActor)
{
votingAdapter = startUpActor.GetVotingHandlerAdapter();
startUpActor.Destroy();
break;
}
if (votingAdapter != none) {
votingAdapter.InjectIntoVotingHandler();
}
SetupMutatorSignals();
}
else {
class'ClientLevelCore'.static.CreateLevelCore(self);
}
}
function ServerTraveling(string URL, bool bItems)
{
if (votingAdapter != none)
{
votingAdapter.PrepareForServerTravel();
votingAdapter.RestoreVotingHandlerConfigBackup();
_.memory.Free(votingAdapter);
votingAdapter = none;
}
_.environment.ShutDown();
if (nextMutator != none) {
nextMutator.ServerTraveling(URL, bItems);
}
Destroy();
}
// Fetches and sets up signals that `Mutator` needs to provide
private function SetupMutatorSignals()
{
local ServerUnrealService service;
service = ServerUnrealService(class'ServerUnrealService'.static.Require());
onMutateSignal = Mutator_OnMutate_Signal(
service.GetSignal(class'Mutator_OnMutate_Signal'));
onModifyLoginSignal = Mutator_OnModifyLogin_Signal(
service.GetSignal(class'Mutator_OnModifyLogin_Signal'));
onCheckReplacementSignal = Mutator_OnCheckReplacement_Signal(
service.GetSignal(class'Mutator_OnCheckReplacement_Signal'));
}
function bool CheckReplacement(Actor other, out byte isSuperRelevant)
{
if (onCheckReplacementSignal != none) {
return onCheckReplacementSignal.Emit(other, isSuperRelevant);
}
return true;
}
function Mutate(string command, PlayerController sendingController)
{
if (onMutateSignal != none) {
onMutateSignal.Emit(command, sendingController);
}
super.Mutate(command, sendingController);
}
function ModifyLogin(out string portal, out string options)
{
if (onModifyLoginSignal != none) {
onModifyLoginSignal.Emit(portal, options);
}
super.ModifyLogin(portal, options);
}
defaultproperties
{
remoteRole = ROLE_SimulatedProxy
bAlwaysRelevant = true
// Mutator description
GroupName = "Package loader"
FriendlyName = "Acedia loader"
Description = "Launcher for Acedia packages"
}