/** * '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 . */ // 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 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 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 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 }