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//============================================================================= // GameEngine: The game subsystem. // Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. //============================================================================= class GameEngine extends Engine native(GameEngine) config(Engine) transient; // URL structure. struct transient native URL { var string Protocol; // Protocol, i.e. "unreal" or "http". var string Host; // Optional hostname, i.e. "204.157.115.40" or "unreal.epicgames.com", blank if local. var int Port; // Optional host port. var string Map; // Map name, i.e. "SkyCity", default is "Index". var array<string> Op; // Options. var string Portal; // Portal to enter through, default is "". var int Valid; structcpptext { // Statics. static FString DefaultProtocol; static FString DefaultName; static FString DefaultMap; static FString DefaultLocalMap; static FString DefaultTransitionMap; // map used as in-between for seamless travel static FString DefaultHost; static FString DefaultPortal; static FString DefaultMapExt; static FString DefaultSaveExt; static INT DefaultPort; static UBOOL bDefaultsInitialized; // Constructors. FURL( const TCHAR* Filename=NULL ); FURL( FURL* Base, const TCHAR* TextURL, ETravelType Type ); static void StaticInit(); static void StaticExit(); /** * Static: Removes any special URL characters from the specified string * * @param Str String to be filtered */ static void FilterURLString( FString& Str ); // Functions. UBOOL IsInternal() const; UBOOL IsLocalInternal() const; UBOOL HasOption( const TCHAR* Test ) const; const TCHAR* GetOption( const TCHAR* Match, const TCHAR* Default ) const; void LoadURLConfig( const TCHAR* Section, const TCHAR* Filename=NULL ); void SaveURLConfig( const TCHAR* Section, const TCHAR* Item, const TCHAR* Filename=NULL ) const; void AddOption( const TCHAR* Str ); void RemoveOption( const TCHAR* Key, const TCHAR* Section = NULL, const TCHAR* Filename = NULL); FString String( UBOOL FullyQualified=0 ) const; friend FArchive& operator<<( FArchive& Ar, FURL& U ); // Operators. UBOOL operator==( const FURL& Other ) const; } }; var PendingLevel GPendingLevel; /** URL the last time we travelled */ var URL LastURL; /** last server we connected to (for "reconnect" command) */ var URL LastRemoteURL; var config array<string> ServerActors; var string TravelURL; var byte TravelType; /** The singleton online interface for all game code to use */ var OnlineSubsystem OnlineSubsystem; /** * Array of package/ level names that need to be loaded for the pending map change. First level in that array is * going to be made a fake persistent one by using ULevelStreamingPersistent. */ var const array<name> LevelsToLoadForPendingMapChange; /** Array of already loaded levels. The ordering is arbitrary and depends on what is already loaded and such. */ var const array<level> LoadedLevelsForPendingMapChange; /** Human readable error string for any failure during a map change request. Empty if there were no failures. */ var const string PendingMapChangeFailureDescription; /** If TRUE, commit map change the next frame. */ var const bool bShouldCommitPendingMapChange; /** Whether to skip triggering the level startup event on the next map commit. */ var const bool bShouldSkipLevelStartupEventOnMapCommit; /** Whether to skip triggering the level begin event on the next map commit. */ var const bool bShouldSkipLevelBeginningEventOnMapCommit; /** Whether to enable framerate smoothing. */ var config bool bSmoothFrameRate; /** Maximum framerate to smooth. Code will try to not go over via waiting. */ var config float MaxSmoothedFrameRate; /** Minimum framerate smoothing will kick in. */ var config float MinSmoothedFrameRate; /** * If true - clear all AnimSet LinkupCaches during map load. * You need to do this is the set of skeletal meshes that you are playing anims on is not bounded. */ var config bool bClearAnimSetLinkupCachesOnLoadMap; /** level streaming updates that should be applied immediately after committing the map change */ struct native LevelStreamingStatus { var name PackageName; var bool bShouldBeLoaded, bShouldBeVisible; structcpptext { /** Constructors */ FLevelStreamingStatus(FName InPackageName, UBOOL bInShouldBeLoaded, UBOOL bInShouldBeVisible) : PackageName(InPackageName), bShouldBeLoaded(bInShouldBeLoaded), bShouldBeVisible(bInShouldBeVisible) {} FLevelStreamingStatus() {} FLevelStreamingStatus(EEventParm) { appMemzero(this, sizeof(FLevelStreamingStatus)); } } }; var const array<LevelStreamingStatus> PendingLevelStreamingStatusUpdates; /** Handles to object references; used by the engine to e.g. the prevent objects from being garbage collected. */ var const array<ObjectReferencer> ObjectReferencers; enum EFullyLoadPackageType { /** Load the packages when the map in Tag is loaded */ FULLYLOAD_Map, /** Load the packages before the game class in Tag is loaded. The Game name MUST be specified in the URL (game=Package.GameName). Useful for loading packages needed to load the game type (a DLC game type, for instance) */ FULLYLOAD_Game_PreLoadClass, /** Load the packages after the game class in Tag is loaded. Will work no matter how game is specified in UWorld::SetGameInfo. Useful for modifying shipping gametypes by loading more packages (mutators, for instance) */ FULLYLOAD_Game_PostLoadClass, /** Fully load the package as long as the DLC is loaded */ FULLYLOAD_Always, }; /** Struct to help hold information about packages needing to be fully-loaded for DLC, etc */ struct native FullyLoadedPackagesInfo { /** When to load these packages */ var EFullyLoadPackageType FullyLoadType; /** When this map or gametype is loaded, the packages in the following array will be loaded and added to root, then removed from root when map is unloaded */ var string Tag; /** The list of packages that will be fully loaded when the above Map is loaded */ var array<name> PackagesToLoad; /** List of objects that were loaded, for faster cleanup */ var array<object> LoadedObjects; }; /** A list of tag/array pairs that is used at LoadMap time to fully load packages that may be needed for the map/game with DLC, but we can't use DynamicLoadObject to load from the packages */ var array<FullyLoadedPackagesInfo> PackagesToFullyLoad; /** Returns the global online subsytem pointer. This will be null for PIE */ native static final noexport function OnlineSubsystem GetOnlineSubsystem(); // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) defaultproperties { LastURL=(Valid=1) LastRemoteURL=(Valid=1) bSmoothFrameRate=True bClearAnimSetLinkupCachesOnLoadMap=True MaxSmoothedFrameRate=62.000000 MinSmoothedFrameRate=22.000000 bDisablePhysXHardwareSupport=False Name="Default__GameEngine" ObjectArchetype=Engine'Engine.Default__Engine' } |
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