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/** * This class provides the UI with access to game session settings providers. * * Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. * * @fixme - not ready for use yet! */ class UIDataStore_SessionSettings extends UIDataStore_Settings native(inherit); // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) /** * Array of SessionSettingsProvider derived class names to load and initialize */ var const config array<string> SessionSettingsProviderClassNames; /** * Array of SessionSettingsProvider derived classes loaded from SessionSettingsProviderClassNames. Filled in InitializeDataStore(). */ var const transient array<class<SessionSettingsProvider> > SessionSettingsProviderClasses; /** * The data providers for all session settings, such as game info settings, access control settings, etc. */ var transient array<SessionSettingsProvider> SessionSettings; /** * Clears all data provider references. */ final function ClearDataProviders() { local int i; for ( i = 0; i < SessionSettings.Length; i++ ) { //@todo - what to do if CleanupDataProvider return false? SessionSettings[i].CleanupDataProvider(); } SessionSettings.Length = 0; } /** * Called when the current map is being unloaded. Cleans up any references which would prevent garbage collection. * * @return TRUE indicates that this data store should be automatically unregistered when this game session ends. */ function bool NotifyGameSessionEnded() { ClearDataProviders(); return Super.NotifyGameSessionEnded(); } defaultproperties { Tag="GameSettings" Name="Default__UIDataStore_SessionSettings" ObjectArchetype=UIDataStore_Settings'Engine.Default__UIDataStore_Settings' } |
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