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//============================================================================= // PlayerReplicationInfo. // Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. //============================================================================= class PlayerReplicationInfo extends ReplicationInfo native nativereplication; #linenumber 9 var databinding float Score; // Player's current score. var databinding float Deaths; // Number of player's deaths. var byte Ping; var Actor PlayerLocationHint; var databinding int NumLives; var databinding repnotify string PlayerName; // Player name, or blank if none. var databinding repnotify string PlayerAlias; // The Player's current alias or blank if we are using the Player Name var databinding int PlayerRanking; // Player ranking, 1000 is default var string OldName; var int PlayerID; // Unique id number. var RepNotify TeamInfo Team; // Player Team var int TeamID; // Player position in team. var databinding bool bAdmin; // Player logged in as Administrator var databinding bool bIsFemale; var databinding bool bIsSpectator; var databinding bool bOnlySpectator; var databinding bool bWaitingPlayer; var databinding bool bReadyToPlay; var databinding bool bOutOfLives; var databinding bool bBot; var databinding bool bHasFlag; var databinding bool bHasBeenWelcomed; // client side flag - whether this player has been welcomed or not /** Means this PRI came from the GameInfo's InactivePRIArray */ var repnotify bool bIsInactive; /** indicates this is a PRI from the previous level of a seamless travel, * waiting for the player to finish the transition before creating a new one * this is used to avoid preserving the PRI in the InactivePRIArray if the player leaves */ var bool bFromPreviousLevel; /**@hack: patch compatibility hack - can't add replication to bFromPreviousLevel */ var repnotify bool bFromPreviousLevel_Replicated; /** This determines whether the user has turned on or off their Controller Vibration **/ var bool bControllerVibrationAllowed; var byte PacketLoss; // Time elapsed. var int StartTime; var localized String StringDead; var localized String StringSpectating; var localized String StringUnknown; var databinding int Kills; // not replicated var class<GameMessage> GameMessageClass; var float ExactPing; var string SavedNetworkAddress; /** Used to match up InactivePRI with rejoining playercontroller. */ /** * The id used by the network to uniquely identify a player. * NOTE: this property should *never* be exposed to the player as it's transient * and opaque in meaning (ie it might mean date/time followed by something else) */ var repnotify UniqueNetId UniqueId; /** ID of the friend you followed into the game, if applicable **/ var UniqueNetId FriendFollowedId; /** Number of matches played (maybe remove this before shipping) This is really useful for doing soak testing and such to see how long you lasted! NOTE: This is not replicated out to clients atm. **/ var int NumberOfMatchesPlayed; // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) replication { // Things the server should send to the client. if ( bNetDirty && (Role == Role_Authority) ) Score, Deaths, bHasFlag, PlayerLocationHint, PlayerName, PlayerAlias, Team, TeamID, bIsFemale, bAdmin, bIsSpectator, bOnlySpectator, bWaitingPlayer, bReadyToPlay, StartTime, bOutOfLives, UniqueId, bControllerVibrationAllowed, bFromPreviousLevel_Replicated; if ( bNetDirty && (Role == Role_Authority) && (!bNetOwner || bDemoRecording) ) PacketLoss, Ping; if ( bNetInitial && (Role == Role_Authority) ) PlayerID, bBot, bIsInactive; } /** * Returns true if the id from the other PRI matches this PRI's id * * @param OtherPRI the PRI to compare IDs with */ native final function bool AreUniqueNetIdsEqual(PlayerReplicationInfo OtherPRI); /** * Returns the alias to use for this player. If PlayerAlias is blank, then the player name * is returned. */ native function string GetPlayerAlias(); simulated event PostBeginPlay() { // register this PRI with the game's ReplicationInfo if ( WorldInfo.GRI != None ) WorldInfo.GRI.AddPRI(self); if ( Role < ROLE_Authority ) return; if (AIController(Owner) != None) { bBot = true; } StartTime = WorldInfo.GRI.ElapsedTime; Timer(); SetTimer(1.5 + FRand(), true); } /* epic =============================================== * ::ClientInitialize * * Called by Controller when its PlayerReplicationInfo is initially replicated. * Now that * * ===================================================== */ simulated function ClientInitialize(Controller C) { local Actor A; SetOwner(C); if ( PlayerController(C) != None ) { BindPlayerOwnerDataProvider(); // any replicated playercontroller must be this client's playercontroller if ( Team != Default.Team ) { // wasnt' able to call this in ReplicatedEvent() when Team was replicated, because PlayerController did not have me as its PRI ForEach AllActors(class'Actor', A) A.NotifyLocalPlayerTeamReceived(); } } } /* epic =============================================== * ::ReplicatedEvent * * Called when a variable with the property flag "RepNotify" is replicated * * ===================================================== */ simulated event ReplicatedEvent(name VarName) { local Pawn P; local PlayerController PC; local int WelcomeMessageNum; local Actor A; local OnlineSubsystem Online; if ( VarName == 'Team' ) { ForEach DynamicActors(class'Pawn', P) { // find my pawn and tell it if ( P.PlayerReplicationInfo == self ) { P.NotifyTeamChanged(); break; } } ForEach LocalPlayerControllers(class'PlayerController', PC) { if ( PC.PlayerReplicationInfo == self ) { ForEach AllActors(class'Actor', A) A.NotifyLocalPlayerTeamReceived(); } break; } } else if ( VarName == 'PlayerName' ) { // If the new name doesn't match what the local player thinks it should be, // then reupdate the name forcing it to be the unique profile name if (IsInvalidName()) { return; } if ( WorldInfo.TimeSeconds < 2 ) { bHasBeenWelcomed = true; OldName = PlayerName; return; } // new player or name change if ( bHasBeenWelcomed ) { if( ShouldBroadCastWelcomeMessage() && !WorldInfo.IsConsoleBuild() ) { ForEach LocalPlayerControllers(class'PlayerController', PC) { PC.ReceiveLocalizedMessage( GameMessageClass, 2, self ); } } } else { if ( bOnlySpectator ) WelcomeMessageNum = 16; else WelcomeMessageNum = 1; bHasBeenWelcomed = true; if( ShouldBroadCastWelcomeMessage() ) { ForEach LocalPlayerControllers(class'PlayerController', PC) { PC.ReceiveLocalizedMessage( GameMessageClass, WelcomeMessageNum, self ); } } } OldName = PlayerName; } else if (VarName == 'UniqueId') { Online = class'GameEngine'.static.GetOnlineSubsystem(); if (Online != None && Online.GameInterface != None && Online.GameInterface.GetGameSettings() != None) { // Register the player as part of the session Online.GameInterface.RegisterPlayer(UniqueId,false); } } else if (VarName == 'bIsInactive') { // remove and re-add from the GRI so it's in the right list WorldInfo.GRI.RemovePRI(self); WorldInfo.GRI.AddPRI(self); } //@hack: patch compatibility hack - can't add replication to bFromPreviousLevel else if (VarName == 'bFromPreviousLevel_Replicated') { bFromPreviousLevel = bFromPreviousLevel_Replicated; } } /* epic =============================================== * ::UpdatePing update average ping based on newly received round trip timestamp. */ final native function UpdatePing(float TimeStamp); /** * Returns true if should broadcast player welcome/left messages. * Current conditions: must be a human player a network game */ simulated function bool ShouldBroadCastWelcomeMessage() { return (!bIsInactive && WorldInfo.NetMode != NM_StandAlone); } simulated event Destroyed() { local PlayerController PC; local OnlineSubsystem OnlineSub; local UniqueNetId ZeroId; if ( WorldInfo.GRI != None ) { WorldInfo.GRI.RemovePRI(self); } if( ShouldBroadCastWelcomeMessage() ) { ForEach LocalPlayerControllers(class'PlayerController', PC) { PC.ReceiveLocalizedMessage( GameMessageClass, 4, self); } } OnlineSub = class'GameEngine'.static.GetOnlineSubsystem(); // If there is a game and we are a client, unregister this remote player if (WorldInfo.NetMode == NM_Client && OnlineSub != None && OnlineSub.GameInterface != None && OnlineSub.GameInterface.GetGameSettings() != None && UniqueId != ZeroId) { // Register the player as part of the session OnlineSub.GameInterface.UnregisterPlayer(UniqueId); } Super.Destroyed(); } /* Reset() reset actor to initial state - used when restarting level without reloading. */ function Reset() { Super.Reset(); Score = 0; Kills = 0; Deaths = 0; bReadyToPlay = false; NumLives = 0; bOutOfLives = false; bForceNetUpdate = TRUE; } simulated function string GetHumanReadableName() { return PlayerName; } simulated function string GetLocationName() { local String LocationString; if( PlayerLocationHint == None ) return StringSpectating; LocationString = PlayerLocationHint.GetLocationStringFor(self); return (LocationString == "") ? StringUnknown : LocationString; } function UpdatePlayerLocation() { local Volume V, Best; local Pawn P; if( Controller(Owner) != None ) { P = Controller(Owner).Pawn; } if( P == None ) { PlayerLocationHint = None; return; } foreach P.TouchingActors( class'Volume', V ) { if( V.LocationName == "" ) continue; if( (Best != None) && (V.LocationPriority <= Best.LocationPriority) ) continue; if( V.Encompasses(P) ) Best = V; } PlayerLocationHint = (Best != None) ? Best : P.WorldInfo; } /* DisplayDebug() list important controller attributes on canvas */ simulated function DisplayDebug(HUD HUD, out float YL, out float YPos) { local float XS, YS; if ( Team == None ) HUD.Canvas.SetDrawColor(255,255,0); else if ( Team.TeamIndex == 0 ) HUD.Canvas.SetDrawColor(255,0,0); else HUD.Canvas.SetDrawColor(64,64,255); HUD.Canvas.SetPos(4, YPos); HUD.Canvas.Font = class'Engine'.Static.GetSmallFont(); HUD.Canvas.StrLen(PlayerName@"["$GetPlayerAlias()$"]", XS, YS); HUD.Canvas.DrawText(PlayerName@"["$GetPlayerAlias()$"]"); HUD.Canvas.SetPos(4 + XS, YPos); HUD.Canvas.Font = class'Engine'.Static.GetTinyFont(); HUD.Canvas.SetDrawColor(255,255,0); if ( bHasFlag ) HUD.Canvas.DrawText(" has flag "); YPos += YS; HUD.Canvas.SetPos(4, YPos); if ( !bBot && (PlayerController(HUD.Owner).ViewTarget != PlayerController(HUD.Owner).Pawn) ) { HUD.Canvas.SetDrawColor(128,128,255); HUD.Canvas.DrawText(" bIsSpec:"@bIsSpectator@"OnlySpec:"$bOnlySpectator@"Waiting:"$bWaitingPlayer@"Ready:"$bReadyToPlay@"OutOfLives:"$bOutOfLives); YPos += YL; HUD.Canvas.SetPos(4, YPos); } } event Timer() { UpdatePlayerLocation(); SetTimer(1.5 + FRand(), true); } event SetPlayerName(string S) { PlayerName = S; // ReplicatedEvent() won't get called by net code if we are the server if (WorldInfo.NetMode == NM_Standalone || WorldInfo.NetMode == NM_ListenServer) { ReplicatedEvent('PlayerName'); } OldName = PlayerName; bForceNetUpdate = TRUE; } function SetWaitingPlayer(bool B) { bIsSpectator = B; bWaitingPlayer = B; bForceNetUpdate = TRUE; } /* epic =============================================== * ::Duplicate Create duplicate PRI (for saving Inactive PRI) */ function PlayerReplicationInfo Duplicate() { local PlayerReplicationInfo NewPRI; NewPRI = Spawn(class); CopyProperties(NewPRI); return NewPRI; } /* epic =============================================== * ::OverrideWith Get overridden properties from old PRI */ function OverrideWith(PlayerReplicationInfo PRI) { bIsSpectator = PRI.bIsSpectator; bOnlySpectator = PRI.bOnlySpectator; bWaitingPlayer = PRI.bWaitingPlayer; bReadyToPlay = PRI.bReadyToPlay; bOutOfLives = PRI.bOutOfLives || bOutOfLives; FriendFollowedId = PRI.FriendFollowedID; Team = PRI.Team; TeamID = PRI.TeamID; } /* epic =============================================== * ::CopyProperties Copy properties which need to be saved in inactive PRI */ function CopyProperties(PlayerReplicationInfo PRI) { PRI.Score = Score; PRI.Deaths = Deaths; PRI.Ping = Ping; PRI.NumLives = NumLives; PRI.PlayerName = PlayerName; PRI.PlayerID = PlayerID; PRI.StartTime = StartTime; PRI.Kills = Kills; PRI.bOutOfLives = bOutOfLives; PRI.SavedNetworkAddress = SavedNetworkAddress; PRI.Team = Team; PRI.UniqueId = UniqueId; PRI.NumberOfMatchesPlayed = NumberOfMatchesPlayed; PRI.FriendFollowedId = PRI.FriendFollowedID; } /** called by seamless travel when initializing a player on the other side - copy properties to the new PRI that should persist */ function SeamlessTravelTo(PlayerReplicationInfo NewPRI) { CopyProperties(NewPRI); NewPRI.bOnlySpectator = bOnlySpectator; } /** * Finds the PlayerDataProvider that was registered with the CurrentGame data store for this PRI and links it to the * owning player's PlayerOwner data store. */ simulated function BindPlayerOwnerDataProvider() { local PlayerController PlayerOwner; local LocalPlayer LP; local DataStoreClient DataStoreManager; local CurrentGameDataStore CurrentGameData; local PlayerDataProvider DataProvider; LogInternal(">>" @ Self $ "::BindPlayerOwnerDataProvider" @ "(" $ PlayerName $ ")",'DevDataStore'); PlayerOwner = PlayerController(Owner); if ( PlayerOwner != None ) { // only works if this is a local player LP = LocalPlayer(PlayerOwner.Player); if ( LP != None ) { // get the global data store client DataStoreManager = class'UIInteraction'.static.GetDataStoreClient(); if ( DataStoreManager != None ) { // find the "CurrentGame" data store CurrentGameData = CurrentGameDataStore(DataStoreManager.FindDataStore('CurrentGame')); if ( CurrentGameData != None ) { // find the PlayerDataProvider that was created when this PRI was added to the GRI's PRI array. DataProvider = CurrentGameData.GetPlayerDataProvider(Self); if ( DataProvider != None ) { // link it to the CurrentPlayer data provider PlayerOwner.SetPlayerDataProvider(DataProvider); } else { // @todo - is this an error or should we create one here? LogInternal("No player data provider registered for player " $ Self @ "(" $ PlayerName $ ")",'DevDataStore'); } } else { LogInternal("'CurrentGame' data store not found!",'DevDataStore'); } } else { LogInternal("Data store manager not found!",'DevDataStore'); } } else { LogInternal("Non local player:" @ PlayerOwner.Player,'DevDataStore'); } } else { LogInternal("Invalid owner:" @ Owner,'DevDataStore'); } LogInternal("<<" @ Self $ "::BindPlayerOwnerDataProvider" @ "(" $ PlayerName $ ")",'DevDataStore'); } /** Utility for seeing if this PRI is for a locally controller player. */ simulated function bool IsLocalPlayerPRI() { local PlayerController PC; local LocalPlayer LP; PC = PlayerController(Owner); if(PC != None) { LP = LocalPlayer(PC.Player); return (LP != None); } return FALSE; } simulated native function byte GetTeamNum(); /** * Validates that the new name matches the profile if the player is logged in * * @return TRUE if the name doesn't match, FALSE otherwise */ simulated function bool IsInvalidName() { local LocalPlayer LocPlayer; local PlayerController PC; local string ProfileName; local OnlineSubsystem OnlineSub; OnlineSub = class'GameEngine'.static.GetOnlineSubsystem(); if (OnlineSub != None) { PC = PlayerController(Owner); if (PC != None) { LocPlayer = LocalPlayer(PC.Player); if (LocPlayer != None && OnlineSub.GameInterface != None && OnlineSub.PlayerInterface != None) { // Check to see if they are logged in locally or not if (OnlineSub.PlayerInterface.GetLoginStatus(LocPlayer.ControllerId) == LS_LoggedIn) { // Ignore what ever was specified and use the profile's nick ProfileName = OnlineSub.PlayerInterface.GetPlayerNickname(LocPlayer.ControllerId); if (ProfileName != PlayerName) { // Force an update to the proper name PC.SetName(ProfileName); return true; } } } } } return false; } function SetPlayerAlias(string NewAlias) { PlayerAlias = NewAlias; } defaultproperties { bControllerVibrationAllowed=True StringDead="Dead" StringSpectating="Spectating" StringUnknown="Unknown" GameMessageClass=Class'Engine.GameMessage' TickGroup=TG_DuringAsyncWork NetUpdateFrequency=1.000000 Name="Default__PlayerReplicationInfo" ObjectArchetype=ReplicationInfo'Engine.Default__ReplicationInfo' } |
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