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/** * This game search data store handles generating and receiving results for internet queries of all gametypes. * * Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. */ class UTDataStore_GameSearchDM extends UTDataStore_GameSearchBase dependson(UTUIFrontEnd_BrowserMutatorFilters) config(UI); const GS_USERNAME_MAXLENGTH = 15; const GS_PASSWORD_MAXLENGTH = 30; const GS_MESSAGE_MAXLENGTH = 255; const GS_EMAIL_MAXLENGTH = 50; const GS_CDKEY_PART_MAXLENGTH = 4; const CONTEXT_PRESENCE_MENUPRESENCE = 0; const CONTEXT_GAME_MODE = 0x0000800B; const CONTEXT_GAME_MODE_DM = 0; const CONTEXT_GAME_MODE_CTF = 1; const CONTEXT_GAME_MODE_WAR = 2; const CONTEXT_GAME_MODE_VCTF = 3; const CONTEXT_GAME_MODE_TDM = 4; const CONTEXT_GAME_MODE_DUEL = 5; const CONTEXT_GAME_MODE_CUSTOM = 6; const CONTEXT_GAME_MODE_CAMPAIGN = 7; const CONTEXT_GAME_MODE_GREED = 8; const CONTEXT_GAME_MODE_BETRAYAL = 9; const CONTEXT_BOTSKILL = 0; const CONTEXT_MAPNAME = 1; const CONTEXT_PURESERVER = 6; const CONTEXT_LOCKEDSERVER = 7; const CONTEXT_VSBOTS = 8; const CONTEXT_CAMPAIGN = 9; const CONTEXT_FORCERESPAWN = 10; const CONTEXT_ALLOWKEYBOARD = 11; const CONTEXT_FULLSERVER = 12; const CONTEXT_EMPTYSERVER = 13; const CONTEXT_DEDICATEDSERVER = 14; const CONTEXT_BOTSKILL_AUTOADJUSTSKILL = 0; const CONTEXT_BOTSKILL_NOVICE = 1; const CONTEXT_BOTSKILL_AVERAGE = 2; const CONTEXT_BOTSKILL_EXPERIENCED = 3; const CONTEXT_BOTSKILL_SKILLED = 4; const CONTEXT_BOTSKILL_ADEPT = 5; const CONTEXT_BOTSKILL_MASTERFUL = 6; const CONTEXT_BOTSKILL_INHUMAN = 7; const CONTEXT_BOTSKILL_GODLIKE = 8; const CONTEXT_MAPNAME_CUSTOM = 0; const CONTEXT_MAPNAME_CORET = 1; const CONTEXT_MAPNAME_HYDROSIS = 2; const CONTEXT_MAPNAME_OMICRON_DAWN = 3; const CONTEXT_MAPNAME_REFLECTION = 4; const CONTEXT_MAPNAME_STRIDENT = 5; const CONTEXT_MAPNAME_VERTEBRAE = 6; const CONTEXT_MAPNAME_ARSENAL = 7; const CONTEXT_MAPNAME_BIOHAZARD = 8; const CONTEXT_MAPNAME_CARBON_FIRE = 9; const CONTEXT_MAPNAME_DECK = 10; const CONTEXT_MAPNAME_DEFIANCE = 11; const CONTEXT_MAPNAME_DEIMOS = 12; const CONTEXT_MAPNAME_DIESEL = 13; const CONTEXT_MAPNAME_FEARLESS = 14; const CONTEXT_MAPNAME_GATEWAY = 15; const CONTEXT_MAPNAME_HEAT_RAY = 16; const CONTEXT_MAPNAME_RISING_SUN = 17; const CONTEXT_MAPNAME_SANCTUARY = 18; const CONTEXT_MAPNAME_SENTINEL = 19; const CONTEXT_MAPNAME_SHANGRILA = 20; const CONTEXT_MAPNAME_CONTAINMENT = 21; const CONTEXT_MAPNAME_CONTAINMENTSP = 22; const CONTEXT_MAPNAME_CORRUPTION = 23; const CONTEXT_MAPNAME_KARGO = 24; const CONTEXT_MAPNAME_NECROPOLIS = 25; const CONTEXT_MAPNAME_SANDSTORM = 26; const CONTEXT_MAPNAME_SUSPENSE = 27; const CONTEXT_MAPNAME_AVALANCHE = 28; const CONTEXT_MAPNAME_DOWNTOWN = 29; const CONTEXT_MAPNAME_DUSK = 30; const CONTEXT_MAPNAME_FLOODGATE = 31; const CONTEXT_MAPNAME_ISLANDER = 32; const CONTEXT_MAPNAME_ISLANDERNECRIS = 33; const CONTEXT_MAPNAME_MARKET_DISTRICT = 34; const CONTEXT_MAPNAME_ONYX_COAST = 35; const CONTEXT_MAPNAME_POWER_SURGE = 36; const CONTEXT_MAPNAME_SERENITY = 37; const CONTEXT_MAPNAME_SERENITYNECRIS = 38; const CONTEXT_MAPNAME_SINKHOLE = 39; const CONTEXT_MAPNAME_TANK_CROSSING = 40; const CONTEXT_MAPNAME_TORLAN = 41; const CONTEXT_MAPNAME_TORLANLEVIATHAN = 42; const CONTEXT_MAPNAME_TORLANNECRIS = 43; const CONTEXT_MAPNAME_MISSION_SELECTION = 44; const CONTEXT_MAPNAME_KBARGE = 45; const CONTEXT_MAPNAME_MORBIAS = 46; const CONTEXT_MAPNAME_FACINGWORLDS = 47; const CONTEXT_MAPNAME_SEARCHLIGHT = 48; const CONTEXT_MAPNAME_RAILS = 49; const CONTEXT_MAPNAME_SUSPENSE_NECRIS = 50; const CONTEXT_MAPNAME_COLDHARBOR = 51; const CONTEXT_MAPNAME_DOWNTOWNNECRIS = 52; const CONTEXT_MAPNAME_LOSTCAUSE = 53; const CONTEXT_MAPNAME_MORBID = 54; const CONTEXT_MAPNAME_NANOBLACK = 55; const CONTEXT_MAPNAME_SHAFT = 56; const CONTEXT_MAPNAME_DARKMATCH = 57; const CONTEXT_MAPNAME_OCEANRELIC = 58; const CONTEXT_MAPNAME_EDENINC = 59; const CONTEXT_MAPNAME_TURBINE = 60; const CONTEXT_MAPNAME_STRANDED = 61; const CONTEXT_MAPNAME_CONFRONTATION = 62; const CONTEXT_MAPNAME_HOSTILE = 63; const CONTEXT_GOALSCORE_5 = 0; const CONTEXT_GOALSCORE_10 = 1; const CONTEXT_GOALSCORE_15 = 2; const CONTEXT_GOALSCORE_20 = 3; const CONTEXT_GOALSCORE_30 = 4; const CONTEXT_NUMBOTS_0 = 0; const CONTEXT_NUMBOTS_1 = 1; const CONTEXT_NUMBOTS_2 = 2; const CONTEXT_NUMBOTS_3 = 3; const CONTEXT_NUMBOTS_4 = 4; const CONTEXT_NUMBOTS_5 = 5; const CONTEXT_NUMBOTS_6 = 6; const CONTEXT_NUMBOTS_7 = 7; const CONTEXT_NUMBOTS_8 = 8; const CONTEXT_TIMELIMIT_5 = 0; const CONTEXT_TIMELIMIT_10 = 1; const CONTEXT_TIMELIMIT_15 = 2; const CONTEXT_TIMELIMIT_20 = 3; const CONTEXT_TIMELIMIT_30 = 4; const CONTEXT_PURESERVER_NO = 0; const CONTEXT_PURESERVER_YES = 1; const CONTEXT_PURESERVER_ANY = 2; const CONTEXT_LOCKEDSERVER_NO = 0; const CONTEXT_LOCKEDSERVER_YES = 1; const CONTEXT_CAMPAIGN_NO = 0; const CONTEXT_CAMPAIGN_YES = 1; const CONTEXT_FORCERESPAWN_NO = 0; const CONTEXT_FORCERESPAWN_YES = 1; const CONTEXT_ALLOWKEYBOARD_NO = 0; const CONTEXT_ALLOWKEYBOARD_YES = 1; const CONTEXT_ALLOWKEYBOARD_ANY = 2; const CONTEXT_FULLSERVER_NO = 0; const CONTEXT_FULLSERVER_YES = 1; const CONTEXT_EMPTYSERVER_NO = 0; const CONTEXT_EMPTYSERVER_YES = 1; const CONTEXT_DEDICATEDSERVER_NO = 0; const CONTEXT_DEDICATEDSERVER_YES = 1; const CONTEXT_VSBOTS_NONE = 0; const CONTEXT_VSBOTS_1_TO_2 = 1; const CONTEXT_VSBOTS_1_TO_1 = 2; const CONTEXT_VSBOTS_3_TO_2 = 3; const CONTEXT_VSBOTS_2_TO_1 = 4; const CONTEXT_VSBOTS_3_TO_1 = 5; const CONTEXT_VSBOTS_4_TO_1 = 6; const PROPERTY_NUMBOTS = 0x100000F7; const PROPERTY_GOALSCORE = 0x100000F8; const PROPERTY_TIMELIMIT = 0x100000F9; const PROPERTY_NUMBOTSIA = 0x100000FA; const PROPERTY_LEADERBOARDRATING = 0x20000004; const PROPERTY_EPICMUTATORS = 0x10000105; const PROPERTY_STEAMID = 0x10000200; const PROPERTY_STEAMVAC = 0x10000201; const PROPERTY_CUSTOMMAPNAME = 0x40000001; const PROPERTY_CUSTOMGAMEMODE = 0x40000002; const PROPERTY_SERVERDESCRIPTION = 0x40000003; const PROPERTY_CUSTOMMUTATORS = 0x40000004; const PROPERTY_CUSTOMMUTCLASSES = 0x40000005; const QUERY_DM = 0; const QUERY_TDM = 1; const QUERY_CTF = 2; const QUERY_VCTF = 3; const QUERY_WAR = 4; const QUERY_DUEL = 5; const QUERY_CAMPAIGN = 6; const QUERY_GREED = 7; const QUERY_BETRAYAL = 8; const STATS_VIEW_DM_PLAYER_ALLTIME = 1; const STATS_VIEW_DM_RANKED_ALLTIME = 2; const STATS_VIEW_DM_WEAPONS_ALLTIME = 3; const STATS_VIEW_DM_VEHICLES_ALLTIME = 4; const STATS_VIEW_DM_VEHICLEWEAPONS_ALLTIME = 5; const STATS_VIEW_DM_VEHICLES_RANKED_ALLTIME = 6; const STATS_VIEW_DM_VEHICLEWEAPONS_RANKED_ALLTIME = 7; const STATS_VIEW_DM_WEAPONS_RANKED_ALLTIME = 8; #linenumber 10 /** Struct for defining a mutator filter setting */ struct MutatorFilter { var string MutatorClass; // Classname of the mutator (must not include package name) var bool bMutatorName; // If true, MutatorClass represents a mutator name instead of class var int OfficialMutValue; // If this is non-zero, then MutatorClass is ignored and this is treated as an official mutator var bool bMustBeOn; // If true, the mutator must be enabled on the server, otherwise it must be disabled }; var class<UTDataStore_GameSearchHistory> HistoryGameSearchDataStoreClass; /** Reference to the search data store that handles the player's list of most recently visited servers */ var transient UTDataStore_GameSearchHistory HistoryGameSearchDataStore; /** Reference to the data store which handles the 'Find IP' and 'Add IP' IP search queries */ var transient UTDataStore_GameSearchFind FindGameSearchDataStore; /** Can be set to ML_NoMutators (no mutators must be running), ML_AnyMutators (doesn't matter what mutators are running) and ML_Custom (checks MutatorFilters) */ var EMutatorList MutatorFilterSetting; /** If 'MutatorFilterSetting' is set to ML_Custom, then servers must match the list of mutator filter settings defined here */ var array<MutatorFilter> MutatorFilters; /** These lists are cached here for use by the mutator filter menu */ var array<EMutFilterList> InstalledMutFilters; var array<EMutFilterList> AdditionalMutClassFilters; var array<EMutFilterList> AdditionalMutNameFilters; var bool bMutatorFilterSet; /** When a custom gametype is selected in the server browser, this value is set to the gametypes class, and is used to properly filter that gametype */ var transient string CustomGameTypeClass; /** * A simple mapping of localized setting ID to a localized setting value ID. */ struct PersistentLocalizedSettingValue { /** the ID of the setting */ var config int SettingId; /** the id of the value */ var config int ValueId; }; /** * Stores a list of values ids for a single game search configuration. */ struct GameSearchSettingsStorage { /** the name of the game search configuration */ var config name GameSearchName; /** the list of stored values */ var config array<PersistentLocalizedSettingValue> StoredValues; }; /** the list of search parameter values per game search configuration */ var config array<GameSearchSettingsStorage> StoredGameSearchValues; event Registered( LocalPlayer PlayerOwner ) { local DataStoreClient DSClient; Super.Registered(PlayerOwner); DSClient = GetDataStoreClient(); if ( DSClient != None ) { // now create the game history data store if ( HistoryGameSearchDataStoreClass == None ) { HistoryGameSearchDataStoreClass = class'UTGame.UTDataStore_GameSearchHistory'; } HistoryGameSearchDataStore = DSClient.CreateDataStore(HistoryGameSearchDataStoreClass); HistoryGameSearchDataStore.PrimaryGameSearchDataStore = Self; // and register it DSClient.RegisterDataStore(HistoryGameSearchDataStore, PlayerOwner); // Create the game find data store FindGameSearchDataStore = DSClient.CreateDataStore(Class'UTGame.UTDataStore_GameSearchFind'); FindGameSearchDataStore.PrimaryGameSearchDataStore = Self; FindGameSearchDataStore.HistoryGameSearchDataStore = HistoryGameSearchDataStore; // Register it DSClient.RegisterDataStore(FindGameSearchDataStore, PlayerOwner); } LoadGameSearchParameters(); } /** * Called to kick off an online game search and set up all of the delegates needed; this version saved the search parameters * to persistent storage and sets up extra filters. * * @param ControllerIndex the ControllerId for the player to perform the search for * @param bInvalidateExistingSearchResults specify FALSE to keep previous searches (i.e. for other gametypes) in memory; default * behavior is to clear all search results when switching to a different item in the game search list * * @return TRUE if the search call works, FALSE otherwise */ event bool SubmitGameSearch(byte ControllerIndex, optional bool bInvalidateExistingSearchResults=true) { local int i, OfficialMutsOn, OfficialMutsOff; local OnlineGameSearch GS; local ClientOnlineGameSearchOrClause CurClientFilter; local RawOnlineGameSearchOrClause CurRawFilter; local array<string> CustomMutClassesOn, CustomMutClassesOff, CustomMutNamesOn, CustomMutNamesOff; // Setup the filters GS = GetCurrentGameSearch(); GS.ResetFilters(); if (MutatorFilterSetting == ML_NoMutators) { // Setup the clientside filter to remove all servers running any official mutators CurClientFilter.OrParams.Length = 1; CurClientFilter.OrParams[0].EntryId = PROPERTY_EPICMUTATORS; CurClientFilter.OrParams[0].EntryType = OGSET_Property; CurClientFilter.OrParams[0].ComparisonDelegate = NoOfficialMuts; CurClientFilter.OrParams[0].ComparedValue = "0"; GS.ClientsideFilters.AddItem(CurClientFilter); // Setup the 'raw' master server query to removal all servers running custom mutators CurRawFilter.OrParams.Length = 1; CurRawFilter.OrParams[0].EntryId = PROPERTY_CUSTOMMUTCLASSES; CurRawFilter.OrParams[0].EntryType = OGSET_Property; CurRawFilter.OrParams[0].ComparisonOperator = "="; CurRawFilter.OrParams[0].ComparedValue = "''"; GS.RawFilterQueries.AddItem(CurRawFilter); // Check the mutator names field as well as the mutator classes field CurRawFilter.OrParams[0].EntryId = PROPERTY_CUSTOMMUTATORS; GS.RawFilterQueries.AddItem(CurRawFilter); } else if (MutatorFilterSetting == ML_Custom) { // First generate the official mutator bitmasks and custom mutator lists for (i=0; i<MutatorFilters.Length; ++i) { if (MutatorFilters[i].OfficialMutValue != 0) { if (MutatorFilters[i].bMustBeOn) OfficialMutsOn = OfficialMutsOn | MutatorFilters[i].OfficialMutValue; else OfficialMutsOff = OfficialMutsOff | MutatorFilters[i].OfficialMutValue; } else if (MutatorFilters[i].MutatorClass != "") { if (MutatorFilters[i].bMutatorName) { if (MutatorFilters[i].bMustBeOn) CustomMutNamesOn.AddItem(MutatorFilters[i].MutatorClass); else CustomMutNamesOff.AddItem(MutatorFilters[i].MutatorClass); } else { if (MutatorFilters[i].bMustBeOn) CustomMutClassesOn.AddItem(MutatorFilters[i].MutatorClass); else CustomMutClassesOff.AddItem(MutatorFilters[i].MutatorClass); } } } // Now setup the clientside filters for the official mutator bitmask filters (must be done clientside since Gamespy can't do bitmask operations) CurClientFilter.OrParams.Length = 1; CurClientFilter.OrParams[0].EntryId = PROPERTY_EPICMUTATORS; CurClientFilter.OrParams[0].EntryType = OGSET_Property; if (OfficialMutsOn != 0) { CurClientFilter.OrParams[0].ComparisonDelegate = OfficialMutEnabled; CurClientFilter.OrParams[0].ComparedValue = string(OfficialMutsOn); GS.ClientsideFilters.AddItem(CurClientFilter); } if (OfficialMutsOff != 0) { CurClientFilter.OrParams[0].ComparisonDelegate = OfficialMutDisabled; CurClientFilter.OrParams[0].ComparedValue = string(OfficialMutsOff); GS.ClientsideFilters.AddItem(CurClientFilter); } // Setup the 'raw' master server filters for the custom mutator class filters CurRawFilter.OrParams.Length = 1; CurRawFilter.OrParams[0].EntryId = PROPERTY_CUSTOMMUTCLASSES; CurRawFilter.OrParams[0].EntryType = OGSET_Property; if (CustomMutClassesOn.Length != 0) { CurRawFilter.OrParams[0].ComparisonOperator = " LIKE"; for (i=0; i<CustomMutClassesOn.Length; ++i) { // N.B. All mutator class entries are encased with a special character, Chr(28) CurRawFilter.OrParams[0].ComparedValue = "'%"$Chr(28)$CustomMutClassesOn[i]$Chr(28)$"%'"; GS.RawFilterQueries.AddItem(CurRawFilter); } } if (CustomMutClassesOff.Length != 0) { CurRawFilter.OrParams[0].ComparisonOperator = " NOT LIKE"; for (i=0; i<CustomMutClassesOff.Length; ++i) { CurRawFilter.OrParams[0].ComparedValue = "'%"$Chr(28)$CustomMutClassesOff[i]$Chr(28)$"%'"; GS.RawFilterQueries.AddItem(CurRawFilter); } } // Finally, setup the raw filters for the custom mutator name filters CurRawFilter.OrParams[0].EntryId = PROPERTY_CUSTOMMUTATORS; if (CustomMutNamesOn.Length != 0) { CurRawFilter.OrParams[0].ComparisonOperator = " LIKE"; for (i=0; i<CustomMutNamesOn.Length; ++i) { // N.B. It can't be guaranteed that the Chr(28) delimiter will be present in the names list, so don't include it in the query CurRawFilter.OrParams[0].ComparedValue = "'%"$CustomMutNamesOn[i]$"%'"; GS.RawFilterQueries.AddItem(CurRawFilter); } } if (CustomMutNamesOff.Length != 0) { CurRawFilter.OrParams[0].ComparisonOperator = " NOT LIKE"; for (i=0; i<CustomMutNamesOff.Length; ++i) { CurRawFilter.OrParams[0].ComparedValue = "'%"$CustomMutNamesOff[i]$"%'"; GS.RawFilterQueries.AddItem(CurRawFilter); } } } // If the current search is a custom gametype search, then add a filter for that gametypes classname if (CustomGameTypeClass != "" && GameSearchCfgList[SelectedIndex].SearchName == 'UTGameSearchCustom') { CurRawFilter.OrParams.Length = 1; CurRawFilter.OrParams[0].EntryId = PROPERTY_CUSTOMGAMEMODE; CurRawFilter.OrParams[0].EntryType = OGSET_Property; CurRawFilter.OrParams[0].ComparisonOperator = "="; CurRawFilter.OrParams[0].ComparedValue = "'"$CustomGameTypeClass$"'"; GS.RawFilterQueries.AddItem(CurRawFilter); } if ( bInvalidateExistingSearchResults || !HasExistingSearchResults() ) { SaveGameSearchParameters(); } return Super.SubmitGameSearch(ControllerIndex, bInvalidateExistingSearchResults); } // Clientside mutator filter operators // For official mutators which must be on final function bool OfficialMutEnabled(string PropertyValue, string ComparedValue) { return !bool(~int(PropertyValue) & int(ComparedValue)); } // For official muts which must be off final function bool OfficialMutDisabled(string PropertyValue, string ComparedValue) { return !bool(int(PropertyValue) & int(ComparedValue)); } // No official muts at all final function bool NoOfficialMuts(string PropertyValue, string ComparedValue) { return int(PropertyValue) == 0; } /** * @param bRestrictCheckToSelf if TRUE, will not check related game search data stores for outstanding queries. * * @return TRUE if a server list query was started but has not completed yet. */ function bool HasOutstandingQueries( optional bool bRestrictCheckToSelf ) { local bool bResult; bResult = Super.HasOutstandingQueries(bRestrictCheckToSelf); if ( !bResult && !bRestrictCheckToSelf && HistoryGameSearchDataStore != None ) { bResult = HistoryGameSearchDataStore.HasOutstandingQueries(true); if ( !bResult && HistoryGameSearchDataStore.FavoritesGameSearchDataStore != None ) { bResult = HistoryGameSearchDataStore.FavoritesGameSearchDataStore.HasOutstandingQueries(true); } } return bResult; } /** these have been moved up a class and are left like this for binary compatibility */ function bool GetEnabledMutators(out array<int> MutatorIndices) { return Super.GetEnabledMutators(MutatorIndices); } function bool HasExistingSearchResults() { return Super.HasExistingSearchResults(); } /** * Finds the index of the saved parameters for the specified game search. * * @param GameSearchName the name of the game search to find saved parameters for * * @return the index for the saved parameters associated with the specified gametype, or INDEX_NONE if not found. */ function int FindStoredSearchIndex( name GameSearchName ) { local int i, Result; Result = INDEX_NONE; for ( i = 0; i < StoredGameSearchValues.Length; i++ ) { if ( StoredGameSearchValues[i].GameSearchName == GameSearchName ) { Result = i; break; } } return Result; } /** * Find the index for the specified setting in a game search configuration's saved parameters. * * @param StoredGameSearchIndex the index of the game search configuration to lookup * @param LocalizedSettingId the id of the setting to find the value for * @param bAddIfNecessary if the specified setting Id is not found in the saved parameters for the game search config, * automatically creates an entry for that setting if this value is TRUE * * @return the index of the setting in the game search configuration's saved parameters list of settings, or INDEX_NONE if * it doesn't exist. */ function int FindStoredSettingValueIndex( int StoredGameSearchIndex, int LocalizedSettingId, optional bool bAddIfNecessary ) { local int i, Result; Result = INDEX_NONE; if ( StoredGameSearchIndex >= 0 && StoredGameSearchIndex < StoredGameSearchValues.Length ) { for ( i = 0; i < StoredGameSearchValues[StoredGameSearchIndex].StoredValues.Length; i++ ) { if ( StoredGameSearchValues[StoredGameSearchIndex].StoredValues[i].SettingId == LocalizedSettingId ) { Result = i; break; } } if ( Result == INDEX_NONE && bAddIfNecessary ) { Result = StoredGameSearchValues[StoredGameSearchIndex].StoredValues.Length; StoredGameSearchValues[StoredGameSearchIndex].StoredValues.Length = Result + 1; StoredGameSearchValues[StoredGameSearchIndex].StoredValues[Result].SettingId = LocalizedSettingId; } } return Result; } /** * Loads the saved game search parameters from disk and initializes the game search objects with the previously * selected values. */ function LoadGameSearchParameters() { local OnlineGameSearch Search; local int GameIndex, SettingIndex, SettingId, StoredSearchIndex, SettingValueIndex, SettingValueId; // for each game configuration for ( GameIndex = 0; GameIndex < GameSearchCfgList.Length; GameIndex++ ) { Search = GameSearchCfgList[GameIndex].Search; if ( Search != None ) { // find the index of the persistent settings for this gametype StoredSearchIndex = FindStoredSearchIndex(GameSearchCfgList[GameIndex].SearchName); if ( StoredSearchIndex != INDEX_NONE ) { // for each localized setting in this game search object, copy the stored value into the search object for this game search configuration. for ( SettingIndex = 0; SettingIndex < Search.LocalizedSettings.Length; SettingIndex++ ) { SettingId = Search.LocalizedSettings[SettingIndex].Id; // skip the gametype property if ( SettingId != class'UTGameSearchCommon'.const.CONTEXT_GAME_MODE ) { SettingValueIndex = FindStoredSettingValueIndex(StoredSearchIndex, SettingId); if (SettingValueIndex >= 0 && SettingValueIndex < StoredGameSearchValues[StoredSearchIndex].StoredValues.Length) { SettingValueId = StoredGameSearchValues[StoredSearchIndex].StoredValues[SettingValueIndex].ValueId; // apply it to the settings object Search.SetStringSettingValue(SettingId, SettingValueId, false); } } } } } } } /** * Saves the user selected game search options to disk. */ function SaveGameSearchParameters() { local OnlineGameSearch Search; local int GameIndex, SettingIndex, SettingId, StoredSearchIndex, SettingValueIndex; local bool bDirty; // for each game configuration for ( GameIndex = 0; GameIndex < GameSearchCfgList.Length; GameIndex++ ) { Search = GameSearchCfgList[GameIndex].Search; if ( Search != None ) { // find the index of the persistent settings for this gametype StoredSearchIndex = FindStoredSearchIndex(GameSearchCfgList[GameIndex].SearchName); if ( StoredSearchIndex == INDEX_NONE ) { // if not found, add a new entry to hold this game configuration's search params StoredSearchIndex = StoredGameSearchValues.Length; StoredGameSearchValues.Length = StoredSearchIndex + 1; StoredGameSearchvalues[StoredSearchIndex].GameSearchName = GameSearchCfgList[GameIndex].SearchName; bDirty = true; } // for each localized setting in this game search object, copy the current value into our persistent storage for ( SettingIndex = 0; SettingIndex < Search.LocalizedSettings.Length; SettingIndex++ ) { SettingId = Search.LocalizedSettings[SettingIndex].Id; // skip the gametype property if ( SettingId != class'UTGameSearchCommon'.const.CONTEXT_GAME_MODE ) { SettingValueIndex = FindStoredSettingValueIndex(StoredSearchIndex, SettingId, true); bDirty = bDirty || StoredGameSearchValues[StoredSearchIndex].StoredValues[SettingValueIndex].ValueId != Search.LocalizedSettings[SettingIndex].ValueIndex; StoredGameSearchValues[StoredSearchIndex].StoredValues[SettingValueIndex].ValueId = Search.LocalizedSettings[SettingIndex].ValueIndex; } } } } if ( bDirty ) { SaveConfig(); } } function SetCurrentByIndex(int NewIndex, optional bool bInvalidateExistingSearchResults=True) { // Reset 'CustomGameTypeClass' if the current search index isn't set to the custom search index if (NewIndex == INDEX_None || NewIndex >= GameSearchCfgList.Length || GameSearchCfgList[NewIndex].SearchName != 'UTGameSearchCustom') CustomGameTypeClass = ""; Super.SetCurrentByIndex(NewIndex, bInvalidateExistingSearchResults); } function SetCurrentByName(name SearchName, optional bool bInvalidateExistingSearchResults=True) { if (SearchName != 'UTGameSearchCustom') CustomGameTypeClass = ""; Super.SetCurrentByName(SearchName, bInvalidateExistingSearchResults); } defaultproperties { HistoryGameSearchDataStoreClass=Class'UTGame.UTDataStore_GameSearchHistory' MutatorFilterSetting=ML_AnyMutators GameSearchCfgList(0)=(GameSearchClass=Class'UTGame.UTGameSearchDM',DefaultGameSettingsClass=Class'UTGame.UTGameSettingsDM',SearchResultsProviderClass=Class'UTGame.UTUIDataProvider_SearchResult',SearchName="UTGameSearchDM") GameSearchCfgList(1)=(GameSearchClass=Class'UTGame.UTGameSearchTDM',DefaultGameSettingsClass=Class'UTGame.UTGameSettingsTDM',SearchResultsProviderClass=Class'UTGame.UTUIDataProvider_SearchResult',SearchName="UTGameSearchTDM") GameSearchCfgList(2)=(GameSearchClass=Class'UTGame.UTGameSearchCTF',DefaultGameSettingsClass=Class'UTGame.UTGameSettingsCTF',SearchResultsProviderClass=Class'UTGame.UTUIDataProvider_SearchResult',SearchName="UTGameSearchCTF") GameSearchCfgList(3)=(GameSearchClass=Class'UTGame.UTGameSearchVCTF',DefaultGameSettingsClass=Class'UTGame.UTGameSettingsVCTF',SearchResultsProviderClass=Class'UTGame.UTUIDataProvider_SearchResult',SearchName="UTGameSearchVCTF") GameSearchCfgList(4)=(GameSearchClass=Class'UTGame.UTGameSearchWAR',DefaultGameSettingsClass=Class'UTGame.UTGameSettingsWAR',SearchResultsProviderClass=Class'UTGame.UTUIDataProvider_SearchResult',SearchName="UTGameSearchWAR") GameSearchCfgList(5)=(GameSearchClass=Class'UTGame.UTGameSearchDUEL',DefaultGameSettingsClass=Class'UTGame.UTGameSettingsDUEL',SearchResultsProviderClass=Class'UTGame.UTUIDataProvider_SearchResult',SearchName="UTGameSearchDUEL") GameSearchCfgList(6)=(GameSearchClass=Class'UTGame.UTGameSearchCampaign',DefaultGameSettingsClass=Class'UTGame.UTGameSettingsCampaign',SearchResultsProviderClass=Class'UTGame.UTUIDataProvider_SearchResult',SearchName="UTGameSearchCampaign") GameSearchCfgList(7)=(GameSearchClass=Class'UTGame.UTGameSearchCustom',DefaultGameSettingsClass=Class'UTGame.UTGameSettingsDM',SearchResultsProviderClass=Class'UTGame.UTUIDataProvider_SearchResult',SearchName="UTGameSearchCustom") GameSearchCfgList(8)=(GameSearchClass=Class'UTGame.UTGameSearchGreed',DefaultGameSettingsClass=Class'UTGame.UTGameSettingsGreed',SearchResultsProviderClass=Class'UTGame.UTUIDataProvider_SearchResult',SearchName="UTGameSearchGreed") GameSearchCfgList(9)=(GameSearchClass=Class'UTGame.UTGameSearchBetrayal',DefaultGameSettingsClass=Class'UTGame.UTGameSettingsBetrayal',SearchResultsProviderClass=Class'UTGame.UTUIDataProvider_SearchResult',SearchName="UTGameSearchBetrayal") Tag="UTGameSearch" Name="Default__UTDataStore_GameSearchDM" ObjectArchetype=UTDataStore_GameSearchBase'UTGame.Default__UTDataStore_GameSearchBase' } |
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