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/** * UTEntryPlayerController * * Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. */ class UTEntryPlayerController extends UTPlayerController config(Game) native; #linenumber 11 var PostProcessChain EntryPostProcessChain; var array<PostProcessChain> OldPostProcessChain; var LocalPlayer OldPlayer; event InitInputSystem() { // Need to bypass the UTPlayerController since it initializes voice and we do not want to do that in the menus. Super(GamePlayerController).InitInputSystem(); AddOnlineDelegates(false); // we do this here so that we only bother to create it for local players CameraAnimPlayer = new(self) class'CameraAnimInst'; if (EntryPostProcessChain != None) { // Store the old post process chains if(OldPostProcessChain.length==0) { OldPostProcessChain = LocalPlayer(Player).PlayerPostProcessChains; OldPlayer = LocalPlayer(Player); } // Remove all post processing chains for the player LocalPlayer(Player).RemoveAllPostProcessingChains(); LocalPlayer(Player).InsertPostProcessingChain(EntryPostProcessChain, -1, FALSE); } } simulated function RestorePostProcessing() { local int PPIdx; // Restore the old post process chain if we removed it if( (OldPlayer != None) && (EntryPostProcessChain != none) ) { OldPlayer.RemoveAllPostProcessingChains(); for(PPIdx=0; PPIdx<OldPostProcessChain.length; PPIdx++) { OldPlayer.InsertPostProcessingChain(OldPostProcessChain[PPIdx], -1, true); } OldPostProcessChain.length = 0; OldPlayer = None; } } /** Destroyed event for the PC, resets the post process chain to normal. */ simulated event Destroyed() { RestorePostProcessing(); Super.Destroyed(); } /** * Attempts to pause/unpause the game when a controller becomes * disconnected/connected * * @param ControllerId the id of the controller that changed * @param bIsConnected whether the controller is connected or not */ function OnControllerChanged(int ControllerId,bool bIsConnected) { local LocalPlayer LocPlayer; // Don't worry about remote players LocPlayer = LocalPlayer(Player); // If the controller that changed, is attached to the this playercontroller if (LocPlayer != None && LocPlayer.ControllerId == ControllerId) { bIsControllerConnected = bIsConnected; if(bIsConnected) { class'UTUIScene'.static.HideOnlineToast(); } else { class'UTUIScene'.static.ShowOnlineToast(Localize("ToastMessages","ReconnectController","UTGameUI")$" ("$(ControllerId+1)$")", -1); // Time of -1 to make the toast stay up until we hide it. } } } /** Callback for when a game invite has been received. */ function OnGameInviteReceived(byte LocalUserNum,string RequestingNick) { local string FinalMsg; if(Len(RequestingNick) > 0) { FinalMsg = Repl(Localize("ToastMessages","ReceivedGameInviteSpecific","UTGameUI"), "`PlayerName`",RequestingNick, true); // Display toast class'UTUIScene'.static.ShowOnlineToast(FinalMsg); } } /** Callback for when a friend request has been received. */ function OnFriendInviteReceived(byte LocalUserNum,UniqueNetId RequestingPlayer,string RequestingNick,string Message) { local string FinalMsg; if(Len(RequestingNick) > 0) { FinalMsg = Repl(Localize("ToastMessages","ReceivedFriendInviteSpecific","UTGameUI"), "`PlayerName`",RequestingNick, true); } else { FinalMsg = Localize("ToastMessages","ReceivedFriendInvite","UTGameUI"); } // Display toast class'UTUIScene'.static.ShowOnlineToast(FinalMsg); } /** * Called when a friend invite arrives for a local player * * @param LocalUserNum the user that is receiving the invite * @param SendingPlayer the player sending the friend request * @param SendingNick the nick of the player sending the friend request * @param Message the message to display to the recipient * * @return true if successful, false otherwise */ function OnFriendMessageReceived(byte LocalUserNum,UniqueNetId SendingPlayer,string SendingNick,string Message) { local string FinalMsg; if(Len(SendingNick) > 0) { FinalMsg = Repl(Localize("ToastMessages","ReceivedMessageSpecific","UTGameUI"), "`PlayerName`",SendingNick, true); } else { FinalMsg = Localize("ToastMessages","ReceivedMessage","UTGameUI"); } // Display toast class'UTUIScene'.static.ShowOnlineToast(FinalMsg); } /** * Callback for when a character has been unlocked. */ event OnCharacterUnlocked() { local string FinalMsg; FinalMsg = Localize("ToastMessages","CharacterUnlocked","UTGameUI"); class'UTUIScene'.static.ShowOnlineToast(FinalMsg); } /** * Called when a system level connection change notification occurs. If we are * playing a match through the platform's online service, we may need to notify and * go back to the menu. Otherwise silently ignore this. * * @param ConnectionStatus the new connection status. */ exec function OnConnectionStatusChange(EOnlineServerConnectionStatus ConnectionStatus) { local GameUISceneClient SceneClient; local bool bInvalidConnectionStatus; local string OutValue; // Only handle the error if we arent currently creating a profile. if(class'UIRoot'.static.GetDataStoreStringValue("<Registry:CreatingProfile>",OutValue)==false || OutValue!="1") { // Determine whether the connection status change requires us to drop and go to the menu switch (ConnectionStatus) { case OSCS_DuplicateLoginDetected: // Two people can't play or badness will happen LogInternal("Detected another user logging-in with this profile."); // now set an error message to be displayed to the user SetFrontEndErrorMessage("<Strings:UTGameUI.Errors.DuplicateLogin_Title>", "<Strings:UTGameUI.Errors.DuplicateLogin_Message>"); bInvalidConnectionStatus = true; break; case OSCS_ConnectionDropped: case OSCS_NoNetworkConnection: case OSCS_UpdateRequired: case OSCS_ServersTooBusy: // set an error message to be displayed to the user SetFrontEndErrorMessage("<Strings:UTGameUI.Errors.ConnectionLost_Title>", "<Strings:UTGameUI.Errors.ConnectionLost_Message>"); bInvalidConnectionStatus = true; break; case OSCS_ServiceUnavailable: SetFrontEndErrorMessage("<Strings:UTGameUI.Errors.ServiceUnavailable_Title>", "<Strings:UTGameUI.Errors.ServiceUnavailable_Message>"); bInvalidConnectionStatus = true; break; } // notify the UI scene client, which will propagate the notification to all scenes. Any scenes // which require a valid online service will close themselves. SceneClient = class'UIRoot'.static.GetSceneClient(); if ( SceneClient != None ) { SceneClient.NotifyOnlineServiceStatusChanged(ConnectionStatus); } LogInternal(Name$"::"$GetFuncName()@"ConnectionStatus:'"$GetEnum(Enum'EOnlineServerConnectionStatus',ConnectionStatus)$"'"@"bInvalidConnectionStatus:'"$bInvalidConnectionStatus$"'",'DevOnline'); if ( bInvalidConnectionStatus ) { // finalize QuitToMainMenu(); } } } /** * Called when the platform's network link status changes. If we are playing a match on a remote server, we need to go back * to the front end menus and notify the player. */ exec function OnLinkStatusChanged( bool bConnected ) { local GameUISceneClient SceneClient; local string ErrorDisplay; LogInternal(Name$"::"$GetFuncName()@"bConnected:'"$bConnected$"'",'DevNet'); // notify the UI scene client, which will propagate the notification to all scenes. Any scenes // which require a valid network connection will close themselves. SceneClient = class'UIRoot'.static.GetSceneClient(); if ( SceneClient != None ) { SceneClient.NotifyLinkStatusChanged(bConnected); } if ( !bConnected ) { // if we're no longer connected to the network, check to see if another error message has been set // only display our message if none are currently set. if (!class'UIRoot'.static.GetDataStoreStringValue("<Registry:FrontEndError_Display>", ErrorDisplay) || int(ErrorDisplay) == 0 ) { SetFrontEndErrorMessage("<Strings:UTGameUI.Errors.Error_Title>", "<Strings:UTGameUI.Errors.NetworkLinkLost_Message>"); QuitToMainMenu(); } } } /** Called when returning to the main menu. */ function QuitToMainMenu() { local GameUISceneClient SceneClient; local int SceneIdx; local UTUIFrontEnd Scene; LogInternal("UTEntryPlayerController::QuitToMainMenu() - Quitting to main menu."); if(GetURLMap()=="UTFrontEnd") { //Is an online session in progress? if (OnlineSub != None && OnlineSub.GameInterface != None && OnlineSub.GameInterface.GetOnlineGameState() != OGS_NoSession) { // Set the destroy delegate so we can know when that is complete OnlineSub.GameInterface.AddDestroyOnlineGameCompleteDelegate(OnDestroyOnlineGameComplete); // Now we can destroy the game, kill the pending connection LogInternal("UTEntryPlayerController::QuitToMainMenu() - Destroying Online Game, ControllerId: " $ LocalPlayer(Player).ControllerId); OnlineSub.GameInterface.DestroyOnlineGame(); } SceneClient = class'UIRoot'.static.GetSceneClient(); if ( SceneClient != None && SceneClient.IsUIActive(0x00000020) ) { for ( SceneIdx = SceneClient.ActiveScenes.Length - 1; SceneIdx >= 0; SceneIdx-- ) { Scene = UTUIFrontEnd(SceneClient.ActiveScenes[SceneIdx]); if ( Scene != None ) { Scene.SetupButtonBar(); Scene.CheckForFrontEndError(); break; } } } } else { Super.QuitToMainMenu(); } } /** * Called when the destroy online game has completed. At this point it is safe * to travel back to the menus * * @param bWasSuccessful whether it worked ok or not */ function OnDestroyOnlineGameComplete(bool bWasSuccessful) { LogInternal("UTEntryPlayerController::OnDestroyOnlineGameComplete() - Finishing Quit to Main Menu, ControllerId: " $ LocalPlayer(Player).ControllerId); OnlineSub.GameInterface.ClearDestroyOnlineGameCompleteDelegate(OnDestroyOnlineGameComplete); // Clear out the gamesettings cache if (WorldInfo.Game != None) WorldInfo.Game.GameSettings = None; } function LoadCharacterFromProfile(UTProfileSettings Profile); // Do nothing function SetPawnConstructionScene(bool bShow); // Do nothing function UTUIScene_MidGameMenu ShowMidGameMenu(optional name TabTag,optional bool bEnableInput); function ShowScoreboard(); exec function UnlockChapter(int ChapterIndex) { local UTProfileSettings Profile; Profile = UTProfileSettings(OnlinePlayerData.ProfileProvider.Profile); if (Profile != none) { Profile.UnlockChapter(ChapterIndex); } } defaultproperties { EntryPostProcessChain=PostProcessChain'FX_HitEffects.UTMenuPostProcess' bInitialProcessingComplete=True Begin Object Class=CylinderComponent Name=CollisionCylinder ObjName=CollisionCylinder Archetype=CylinderComponent'UTGame.Default__UTPlayerController:CollisionCylinder' ObjectArchetype=CylinderComponent'UTGame.Default__UTPlayerController:CollisionCylinder' End Object CylinderComponent=CollisionCylinder Begin Object Class=SpriteComponent Name=Sprite ObjName=Sprite Archetype=SpriteComponent'UTGame.Default__UTPlayerController:Sprite' ObjectArchetype=SpriteComponent'UTGame.Default__UTPlayerController:Sprite' End Object Components(0)=Sprite Components(1)=CollisionCylinder CollisionComponent=CollisionCylinder Name="Default__UTEntryPlayerController" ObjectArchetype=UTPlayerController'UTGame.Default__UTPlayerController' } |
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