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/**
* 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'
requiredListeners(0) = class'MutatorListener_Connection'
}