You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
197 lines
6.8 KiB
197 lines
6.8 KiB
5 years ago
|
/**
|
||
|
* '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
|
||
|
}
|