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/** * Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. */ class UTVoteReplicationInfo extends ReplicationInfo dependson(UTVoteCollector) nativereplication native; struct native LocalGameEntry { var string GameName; // Displayed game name var byte NumVotes; }; struct native LocalMapEntry { var string MapName; var byte NumVotes; var bool bSelectable; // Whether or not this map entry can be voted for }; struct native LocalMutEntry { var string MutName; // Displayed mutator name var string MutDescription; // Localized (or replicated, if localization fails) description of the mutator var byte NumVotes; var bool bIsActive; // Is the mutator currently active? Determines whether the mutator is displayed in the 'Add' or 'Remove' list }; // Clientside variables /** Local vote information */ var array<LocalGameEntry> GameVotes; // Current game votes var array<LocalMapEntry> MapVotes; // Current map votes var array<LocalMutEntry> MutatorVotes; // Current mutator votes var array<KickVoteInfo> KickVotes; // Current kick votes var bool bMapVotingReady; // Set when all mapvote info has finished transferring var bool bGameVotingReady; // Set when all gamevote info has finished transferring var bool bMutatorVotingReady; // As above, but relating to mutator voting var int MutatorVotePercentage; // The percentage of votes required in order to enable/disable a mutator var byte WinningGameIndex; // The index into 'GameTypes' for the winning gametype var byte WinningMapIndex; // As above, except relating to 'MapVotes' /** Cached list of mutator data providers, for retrieving localized mutator descriptions */ var array<UTUIResourceDataProvider> MutProviders; /** Cached list of map data providers, for sanitizing map names */ var array<UTUIDataProvider_MapInfo> MapProviders; // Clientside/Serverside variables /** Variables for tracking vote info transfers (usually done when the client first joins) */ var byte ListIndex; // Used to count the progress of the current transfer var int TransferFailCount; // The number of failed item transfers /** Information about the clients active votes */ var byte CurGameVoteIndex; // The index of the clients current game vote var byte CurMapVoteIndex; // Index of the clients current map vote var array<byte> CurMutVoteIndicies; // The indicies representing mutators the client has voted var array<int> CurKickVoteIDs; // The list of PlayerID's the client has contributed kickvotes for /** Random client/server vote status information */ var bool bVotingAllowed; // Whether or not the server is currently accepting votes var bool bSupportsNewVoting; // Whether or not the client is compatible with the new vote and replication systems var bool bMapVotingEnabled; var bool bGameVotingEnabled; var bool bMutatorVotingEnabled; var bool bKickVotingEnabled; var bool bMapVotePending; // If true, then map voting will be enabled once game voting is over // Serverside variables /** Serverside transfer progress/state tracking variables */ var byte ElementIndex; // The index of the current element which is being transferred var bool bTransferTimerActive; // Whether or not the main transfer timer (which controls the rate of transfer) is active var bool bTransfersEnabled; // Whether or not transferring has begun var array<name> PendingTransferStates; // Holds the names of special transfer-control states, which are waiting to become active var array<name> CompletedTransfers; // The names of transfer states which have completed transferring var int TotalTransferCount; // The estimated number of times that replicated functions which will be called (for transfer timing) var name LastConfirmedState; // The last state which the client has reported a successful transition to var array<byte> PendingResends; // A list of transfer items which the client wants the server to resend var bool bOldClient; /** Vote function replication limitation */ var float RecordVoteTimestamp; var int RecordVoteCounter, KickVoteCounter; var array<int> KickVoteHistory; // Old vote system variables (some also relevant to new system, and some reused when playing on old servers) /** Our local view of the map data */ var array<MapVoteInfo> Maps; /** How many maps are we expecting */ var int MapCount; var int SendIndex; var int LastSendIndex; /** Used to detect the setting of the owner without RepNotifing Owner */ var actor OldOwner; var int dummy; var deprecated int MyCurrnetVoteID; var string LeadingMap; var array<string> LeadingMaps; var byte PendingBeginVoting; var bool bVotingOver; /** Cached reference to the vote collector */ var UTVoteCollector Collector; replication { if (ROLE==ROLE_Authority) dummy; } // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) /** * @Returns the index of the a map given the ID or -1 if it's not in the array */ native function int GetMapIndex(int MapID); simulated function PostBeginPlay() { Super.PostBeginPlay(); Dummy=3; } /** * Called when the client receives his owner. Let the server know it can begin sending maps */ simulated event ClientHasOwner() { // Create the reference to myself in the PC if (ROLE < ROLE_Authority) UTPlayerController(Owner).VoteRI = self; // New vote code (includes engine version in case there are more breaking changes in the future) ServerClientIsReadyNew(WorldInfo.EngineVersion); // The old function must also be called for new clients to work on old servers; // delay it for a second though, to be doubly sure that the above call gets to the server first SetTimer(1.0 * WorldInfo.TimeDilation,, 'ServerClientIsReady'); } function Initialize(UTVoteCollector NewCollector) { Collector = NewCollector; if (Role == ROLE_Authority && bLocallyOwned()) ClientHasOwner(); } simulated reliable client function ClientTimesUp() { local UTGameReplicationInfo GRI; bVotingOver = True; if (!bSupportsNewVoting) LeadingMaps.Length = 0; // Force a final update for the vote timer GRI = UTGameReplicationInfo(WorldInfo.GRI); if (GRI != none && GRI.CurrentMidGameMenu != none) GRI.CurrentMidGameMenu.UpdateVote(GRI); } reliable server function ServerClientIsReady() { if (bSupportsNewvoting || bOldClient || GetStateName() != Class.Name) return; bOldClient = True; UpdateVoteStatus(); } simulated reliable client function ClientInitTransfer(int TotalMapCount) { MapCount = TotalMapCount; ServerAckTransfer(); } reliable server function ServerAckTransfer() { if (bMapVotingEnabled && !bSupportsNewVoting && GetStateName() == Class.Name) GotoState('ReplicatingToClient'); } /** We have received a map from the server. Add it */ simulated reliable client function ClientRecvMapInfo(MapVoteInfo VInfo) { local int Idx; Idx = GetMapIndex(VInfo.MapID); // Add one if (Idx == INDEX_None) { Idx = Maps.Length; Maps.Length = Maps.Length+1; } // Set the data Maps[Idx].MapID = VInfo.MapID; Maps[Idx].Map = VInfo.Map; Maps[Idx].NoVotes= VInfo.NoVotes; ServerAckTransfer(); if (Idx == MapCount) bMapVotingReady = True; } simulated reliable client function ClientRecvMapUpdate(int MapId, byte VoteCntUpdate) { local int Idx, LeadingVoteCount; local array<int> LeadingMapIndicies; Idx = GetMapIndex(MapID); if (Idx != INDEX_None) Maps[Idx].NoVotes = VoteCntUpdate; else LogInternal("Received a map update for a none existant MapID ("$MapID$")",'UTVoting'); // Generate the list of leading maps if (!bVotingOver) { for (Idx=0; Idx<Maps.Length; ++Idx) { if (LeadingMapIndicies.Length == 0 || Maps[Idx].NoVotes > LeadingVoteCount) { LeadingMapIndicies.Length = 1; LeadingMapIndicies[0] = Idx; LeadingVoteCount = Maps[Idx].NoVotes; } else if (Maps[Idx].NoVotes == LeadingVoteCount) { LeadingMapIndicies.AddItem(Idx); } } LeadingMaps.Length = 0; for (Idx=0; Idx<LeadingMapIndicies.Length; ++Idx) LeadingMaps.AddItem(Maps[LeadingMapIndicies[Idx]].Map); } } simulated reliable client function ClientBeginVoting() { local UTGameReplicationInfo GRI; GRI = UTGameReplicationInfo(WorldInfo.GRI); if (GRI != none && DemoRecSpectator(Owner) == none && GRI.CurrentMidGameMenu != none) GRI.CurrentMidGameMenu.BeginVoting(self); } // Old (pre midgame-vote) clients wont receive this function call; I use this fact to ensure old clients only get 'ClientBeginVoting' at endgame simulated reliable client function ClientBeginVotingNew() { ClientBeginVoting(); } reliable server function ServerRecordVoteFor(int MapIdToVoteFor) { ServerRecordMapVote(MapIdToVoteFor); } /** * Replicate the votes to the client. We send 1 vote at a time and wait for a response. */ state ReplicatingToClient { function BeginState(name PrevStateName) { if (SendIndex >= 0 && SendIndex < Collector.MapVotes.Length) { ClientRecvMapInfo(Collector.MapVotes[SendIndex]); LastSendIndex = SendIndex; } } reliable server function ServerAckTransfer() { ++SendIndex; // Replication is done asynchronously during tick Enable('Tick'); // New vote handling for old clients if (SendIndex >= Collector.MapVotes.Length) GotoState('Voting'); } function Tick(float DeltaTime) { if (SendIndex != LastSendIndex && SendIndex >= 0 && SendIndex < Collector.MapVotes.Length) { ClientRecvMapInfo(Collector.MapVotes[SendIndex]); LastSendIndex = SendIndex; } // Optimise by enabling/disabling tick as needed Disable('Tick'); } } state Voting { function BeginState(name PrevStateName) { // Old clients can receive 'ClientBeginVoting' calls, but not 'ClientBeginVotingNew'; only call on clients when a mapvote is in progress if (bMapVotingEnabled && Collector.CountdownInProgress()) ClientBeginVoting(); else ClientBeginVotingNew(); } } // ***** New replication system function NotifyVoteRoundUpdate() { UpdateVoteStatus(); } function UpdateVoteStatus() { bMapVotingEnabled = Collector.bMapVotingActive; bGameVotingEnabled = Collector.bGameVotingActive; bMutatorVotingEnabled = Collector.bMutatorVotingActive; bKickVotingEnabled = Collector.bKickVotingActive; bMapVotePending = bGameVotingEnabled && Collector.bAllowMapVoting; if (bSupportsNewVoting) { if (bGameVotingEnabled) AddTransferState('GameVoteInfoTransfer', Collector.GameVotes.Length); if (bMapVotingEnabled) AddTransferState('MapVoteInfoTransfer', Collector.MapVotes.Length); if (bMutatorVotingEnabled) AddTransferState('MutatorInfoTransfer', Collector.MutatorVotes.Length); // If voting has already been enabled, then start transferring if (bVotingAllowed) EnableTransfers(); ClientUpdateVoteStatus(bVotingAllowed, bMapVotingEnabled, bGameVotingEnabled, bMutatorVotingEnabled, bKickVotingEnabled, bMapVotePending); } else if (bOldClient && bMapVotingEnabled) { ClientInitTransfer(Collector.MapVotes.Length); } } reliable client function ClientUpdateVoteStatus(bool bVotingEnabled, bool bMapVoting, bool bGameVoting, bool bMutatorVoting, bool bKickVoting, optional bool bPendingMapVote) { local UTGameReplicationInfo GRI; if (WorldInfo.NetMode == NM_DedicatedServer) return; bSupportsNewVoting = True; bVotingAllowed = bVotingEnabled; bMapVotingEnabled = bMapVoting; bGameVotingEnabled = bGameVoting; bMutatorVotingEnabled = bMutatorVoting; bKickVotingEnabled = bKickVoting; bMapVotePending = bPendingMapVote; if (bVotingEnabled) { // Update the menus again, as the above values must be set in order for the menu to display properly GRI = UTGameReplicationInfo(WorldInfo.GRI); if (GRI != none && DemoRecSpectator(Owner) == none && GRI.CurrentMidGameMenu != none) GRI.CurrentMidGameMenu.BeginVoting(self); } } reliable client function ClientOpenVoteMenu() { UTPlayerController(Owner).ShowMidGameMenu('VoteTab', True); } // Delayed enabling of actual voting (replication starts early; votes later) function NotifyAllowVoting() { bVotingAllowed = True; UpdateVoteStatus(); // Notify the client if map voting has been enabled at endgame or after a delay //if (bMapVotingEnabled && (Collector.InitialVoteDelay > 0 || !Collector.bMidGameMapVoting)) // PlayerController(Owner).ReceiveLocalizedMessage(WorldInfo.Game.GameMessageClass, 17); } // ***** Voting send/receive functions reliable server function ServerRecordGameVote(byte GameIndex) { if (!bVotingAllowed || VoteRepeatCounter() || GameIndex >= Collector.GameVotes.Length) return; // Only update the vote if it has actually changed if ( GameIndex != CurGameVoteIndex ) { if (CurGameVoteIndex != 255) Collector.RemoveGameVote(Self); Collector.AddGameVote(Self, GameIndex); } } simulated reliable client function ClientGameVoteConfirmed(byte GameIndex) { local UTGameReplicationInfo GRI; CurGameVoteIndex = GameIndex; GRI = UTGameReplicationInfo(WorldInfo.GRI); if (GRI != none && GRI.CurrentMidGameMenu != none) GRI.CurrentMidGameMenu.UpdateVoteMenuLists(Self, True); } reliable server function ServerRecordMapVote(byte MapIndex) { if (!bVotingAllowed || VoteRepeatCounter() || MapIndex >= Collector.MapVotes.Length) return; // Only update the vote if it has actually changed if ( MapIndex != CurMapVoteIndex ) { if (CurMapVoteIndex != 255) Collector.RemoveMapVote(Self); Collector.AddMapVote(Self, MapIndex); } } simulated reliable client function ClientMapVoteConfirmed(byte MapIndex) { local UTGameReplicationInfo GRI; CurMapVoteIndex = MapIndex; GRI = UTGameReplicationInfo(WorldInfo.GRI); if (GRI != none && GRI.CurrentMidGameMenu != none) GRI.CurrentMidGameMenu.UpdateVoteMenuLists(Self,, True); } reliable server function ServerRecordMutVote(byte MutIndex, bool bAddVote) { if (!bVotingAllowed || VoteRepeatCounter() || MutIndex >= Collector.MutatorVotes.Length) return; if (bAddVote && CurMutVoteIndicies.Find(MutIndex) == INDEX_None) Collector.AddMutatorVote(Self, MutIndex); else if (!bAddVote && CurMutVoteIndicies.Find(MutIndex) != INDEX_None) Collector.RemoveMutatorVote(Self, MutIndex); } simulated reliable client function ClientMutVoteConfirmed(byte MutIndex, bool bAddVote) { local UTGameReplicationInfo GRI; if (bAddVote) CurMutVoteIndicies.AddItem(MutIndex); else CurMutVoteIndicies.RemoveItem(MutIndex); GRI = UTGameReplicationInfo(WorldInfo.GRI); if (GRI != none && GRI.CurrentMidGameMenu != none) GRI.CurrentMidGameMenu.UpdateVoteMenuLists(Self,,, True); } reliable server function ServerRecordKickVote(int PlayerID, bool bAddVote) { local PlayerReplicationInfo PRI; local bool bValid; // If voting is not allowed, or if you already added (or removed) the vote from the list, return if (!bVotingAllowed || VoteRepeatCounter() || (bAddVote ^^ CurKickVoteIDs.Find(PlayerID) == INDEX_None)) return; // Check that the vote is valid foreach WorldInfo.GRI.PRIArray(PRI) { if (PRI.PlayerID == PlayerID) { if (PRI != UTPlayerController(Owner).PlayerReplicationInfo) bValid = True; break; } } // Invalid vote, count it as vote spam and return if (!bValid) { if (KickVoteSpamCounter(INDEX_None)) Collector.HandleKickVoteSpam(Self); return; } if (bAddVote) { if (KickVoteSpamCounter(PlayerID)) Collector.HandleKickVoteSpam(Self); else Collector.AddKickVote(Self, PlayerID); } else { Collector.RemoveKickVote(Self, PlayerID); } } simulated reliable client function ClientKickVoteConfirmed(int PlayerID, bool bAddVote) { local UTGameReplicationInfo GRI; if (bAddVote) CurKickVoteIDs.AddItem(PlayerID); else CurKickVoteIDs.RemoveItem(PlayerID); GRI = UTGameReplicationInfo(WorldInfo.GRI); if (GRI != none && GRI.CurrentMidGameMenu != none) GRI.CurrentMidGameMenu.ScoreTabKickVoteNotify(); } // Limit vote calls to a maximum of 4 every two seconds final function bool VoteRepeatCounter() { if (WorldInfo.RealTimeSeconds - RecordVoteTimestamp < 2.0) { if (RecordVoteCounter < 4) ++RecordVoteCounter; else return True; } else { RecordVoteCounter = 1; RecordVoteTimestamp = WorldInfo.RealTimeSeconds; } return False; } final function bool KickVoteSpamCounter(int KickID) { if (KickVoteCounter < 16) { // Only repeat votes are counted if (KickID == INDEX_None || KickVoteHistory.Find(KickID) != INDEX_None) ++KickVoteCounter; else KickVoteHistory.AddItem(KickID); } else { return True; } return False; } function NotifyGameVoteUpdate(byte GameIdx, byte NumVotes, optional bool bBroadcastVote, optional PlayerReplicationInfo VotePRI) { if (bSupportsNewVoting) ClientReceiveGameVoteUpdate(GameIdx, NumVotes, bBroadcastVote, VotePRI); } function NotifyMapVoteUpdate(byte MapIdx, byte NumVotes, optional bool bBroadcastVote, optional PlayerReplicationInfo VotePRI) { if (bSupportsNewVoting) ClientReceiveMapVoteUpdate(MapIdx, NumVotes, bBroadcastVote, VotePRI); else ClientRecvMapUpdate(MapIdx, NumVotes); } function NotifyMutVoteUpdate(byte MutIdx, byte NumVotes) { if (bSupportsNewVoting) ClientReceiveMutVoteUpdate(MutIdx, NumVotes); } function NotifyKickVoteUpdate(KickVoteInfo KickVote) { if (bSupportsNewVoting) ClientReceiveKickVoteUpdate(KickVote); } simulated reliable client function ClientReceiveGameVoteUpdate(byte GameIdx, byte NumVotes, optional bool bBroadcastVote, optional PlayerReplicationInfo VotePRI) { local UTGameReplicationInfo GRI; local UTPlayerController PCOwner; local string VoteMsg; if (GameIdx < GameVotes.Length) GameVotes[GameIdx].NumVotes = NumVotes; // If all the game vote info has been transferred, then update the vote menu if (bGameVotingReady) { GRI = UTGameReplicationInfo(WorldInfo.GRI); if (GRI != none && GRI.CurrentMidGameMenu != none) GRI.CurrentMidGameMenu.UpdateVoteMenuLists(Self, True); } if (bBroadcastVote) { PCOwner = UTPlayerController(Owner); if (PCOwner != none) { VoteMsg = Repl(Class'GameMessage'.default.MapVoteSubmitted, "`p", VotePRI.GetPlayerAlias()); VoteMsg = Repl(VoteMsg, "`m", GameVotes[GameIdx].GameName); PCOwner.TeamMessage(none, VoteMsg, 'Event'); } } } simulated reliable client function ClientReceiveMapVoteUpdate(byte MapIdx, byte NumVotes, optional bool bBroadcastVote, optional PlayerReplicationInfo VotePRI) { local UTGameReplicationInfo GRI; local UTPlayerController PCOwner; local string VoteMsg; if (MapIdx > MapVotes.Length) return; MapVotes[MapIdx].NumVotes = NumVotes; // Force the clients vote menu to update, but only if the maplists etc. have been transferred if (bMapVotingReady) { GRI = UTGameReplicationInfo(WorldInfo.GRI); if (GRI != none && GRI.CurrentMidGameMenu != none) GRI.CurrentMidGameMenu.UpdateVoteMenuLists(Self,, True); } if (bBroadcastVote) { PCOwner = UTPlayerController(Owner); if (PCOwner != none) { VoteMsg = Repl(Class'GameMessage'.default.MapVoteSubmitted, "`p", VotePRI.GetPlayerAlias()); VoteMsg = Repl(VoteMsg, "`m", MapVotes[MapIdx].MapName); PCOwner.TeamMessage(none, VoteMsg, 'Event'); } } } simulated reliable client function ClientReceiveMutVoteUpdate(byte MutIdx, byte NumVotes) { local UTGameReplicationInfo GRI; if (MutIdx < MutatorVotes.Length) MutatorVotes[MutIdx].NumVotes = NumVotes; // Force the clients vote menu to update, but only if all the mutators etc. have been transferred if (bMutatorVotingReady) { GRI = UTGameReplicationInfo(WorldInfo.GRI); if (GRI != none && GRI.CurrentMidGameMenu != none) GRI.CurrentMidGameMenu.UpdateVoteMenuLists(Self,,, True); } } simulated reliable client function ClientReceiveKickVoteUpdate(KickVoteInfo KickVote) { local int i; i = KickVotes.Find('PlayerID', KickVote.PlayerID); if (KickVote.NumVotes > 0) { if (i == INDEX_None) KickVotes.AddItem(KickVote); else KickVotes[i].NumVotes = KickVote.NumVotes; } else if (i != INDEX_None) { KickVotes.Remove(i, 1); } } simulated reliable client function ClientSetWinningGameIndex(byte Index) { local UTGameReplicationInfo GRI; WinningGameIndex = Index; GRI = UTGameReplicationInfo(WorldInfo.GRI); if (GRI != none && GRI.CurrentMidGameMenu != none) GRI.CurrentMidGameMenu.UpdateVoteMenuLists(Self, True); } simulated reliable client function ClientSetWinningMapIndex(byte Index) { local UTGameReplicationInfo GRI; WinningMapIndex = Index; GRI = UTGameReplicationInfo(WorldInfo.GRI); if (GRI != none && GRI.CurrentMidGameMenu != none) GRI.CurrentMidGameMenu.UpdateVoteMenuLists(Self,, True); } // ***** Transfer state handling (manages queuing and timing of the initial mapvote/mutvote/etc. data transfers) function EnableTransfers() { if (bTransfersEnabled) return; bTransfersEnabled = True; StartNextTransfer(); if (!bLocallyOwned()) SetDesiredTransferTime(Collector.InitialVoteTransferTime, TotalTransferCount, Collector.CountdownInProgress()); } // Queues a transfer state for execution (or executes it immediately if there are none currently running) function AddTransferState(name StateName, optional int TransferCount, optional bool bForceTransfer) { if (!IsChildState(StateName, 'TransferBase') || (!bForceTransfer && CompletedTransfers.Find(StateName) != INDEX_None)) return; if (PendingTransferStates.Find(StateName) == INDEX_None || bForceTransfer) { PendingTransferStates.AddItem(StateName); TotalTransferCount += TransferCount; } if (bTransfersEnabled) { if (GetStateName() == Class.Name) StartNextTransfer(); // Update the transfer timer (n.b. this only changes the rate of the timer, it doesn't start over) if (!bLocallyOwned()) SetDesiredTransferTime(Collector.InitialVoteTransferTime, TotalTransferCount, Collector.CountdownInProgress()); } } // Moves on to the next queued transfer state function StartNextTransfer() { local name NextState; local int i; if (PendingTransferStates.Length > 0) { if (!bLocallyOwned()) { NextState = PendingTransferStates[0]; PendingTransferStates.Remove(0, 1); GotoState(NextState); ClientGotoState(NextState, True); } else { for (i=0; i<PendingTransferStates.Length; ++i) { GotoState(PendingTransferStates[i]); ListenInstantTransfer(); } PendingTransferStates.Length = 0; GotoState(''); } } else { GotoState(''); if (!bLocallyOwned()) ClientGotoState(NextState); } } // Adjusts the timer used for sending off data, to send the remaining data very quickly (usually happens when the client opens the vote menu) reliable server function ServerRushTransfers(); reliable client function ClientGotoState(name StateName, optional bool bConfirmStateChange) { GotoState(StateName); if (bConfirmStateChange) ServerStateChangeConfirmed(); } // Used to delay transfers until the client can confirm a state change reliable server function ServerStateChangeConfirmed() { local name CurState; CurState = GetStateName(); if (LastConfirmedState != CurState) { LastConfirmedState = CurState; StateChangeConfirmed(); } } function StateChangeConfirmed(); function ListenInstantTransfer(); // Optimised replication, allowing the class to spread out transfers over 'x' seconds function SetDesiredTransferTime(optional int Seconds, optional int NumTransfers, optional bool bEnableTick); // Gets the client to check the current transfer list for missing elements, and calls 'ServerResendInfo' for each missing element simulated reliable client function ClientCheckTransferStatus(); reliable server function ServerResendInfo(byte Index); reliable server function ServerTransferComplete(); // Base state for handling optimised transfer replication state TransferBase { simulated function BeginState(name PreviousStateName) { ListIndex = 0; TransferFailCount = 0; PendingResends.Length = 0; ElementIndex = 0; } // Optimised replication, allowing the class to spread out transfers over 'x' seconds function SetDesiredTransferTime(optional int Seconds, optional int NumTransfers, optional bool bEnableTick) { local float TransferRate; if (bEnableTick) { ClearTimer('TransferTimer'); Enable('Tick'); } else if (Seconds != 0 && NumTransfers != 0) { TransferRate = float(Seconds) / float(NumTransfers); if (TransferRate < 0.05) { ClearTimer('TransferTimer'); Enable('Tick'); } else { Disable('Tick'); SetTimer(TransferRate * WorldInfo.TimeDilation, True, 'TransferTimer'); } } else { ClearTimer('TransferTimer'); Enable('Tick'); } bTransferTimerActive = True; } function DisableTransferTimer() { Disable('Tick'); ClearTimer('TransferTimer'); bTransferTimerActive = False; } function Tick(float DeltaTime) { if (IsTimerActive('TransferTimer') || !bTransferTimerActive) { Disable('Tick'); return; } TransferTimer(); } function TransferTimer(); reliable server function ServerRushTransfers() { SetDesiredTransferTime(Collector.RushVoteTransferTime, TotalTransferCount, Collector.CountdownInProgress()); } // This shouldn't ever happen really, but there needs to be some attempted cleanup in case it does reliable server function ServerResendInfo(byte Index) { if (TransferFailCount > 10) return; if (PendingResends.Find(Index) == INDEX_None) PendingResends.AddItem(Index); ++TransferFailCount; } function EndState(name NextStateName) { CompletedTransfers.AddItem(GetStateName()); if (!IsChildState(NextStateName, 'TransferBase')) DisableTransferTimer(); } } // ***** Replicated function stubs (implemented within appropriate transfer states) simulated reliable client function ClientBeginGameVoteTransfer(byte InGameCount); simulated reliable client function ClientReceiveGameVoteInfo(byte Index, string GameName, byte NumVotes); simulated reliable client function ClientBeginMapVoteTransfer(byte InMapCount); simulated reliable client function ClientReceiveMapVoteInfo(byte Index, string MapName, byte NumVotes, bool bSelectable); simulated reliable client function ClientBeginMutVoteTransfer(byte InMutCount, byte InMutVotePercentage); simulated reliable client function ClientReceiveMutVoteInfo(byte Index, string MutClass, string MutName, byte NumVotes, bool bIsActive); // If the client can't localize a mutator description, this is called to retreive it from the server reliable server function ServerRequestMutDescription(byte Index); simulated reliable client function ClientReceiveMutDescription(byte Index, string MutDescription); // ***** Data transfer states state GameVoteInfoTransfer extends TransferBase { // Called (indirectly) by the client, once the client has changed state function StateChangeConfirmed() { ClientBeginGameVoteTransfer(Collector.GameVotes.Length); } function TransferTimer() { local string GameName; local byte NumVotes; local int i; if (LastConfirmedState != GetStateName()) return; if (ListIndex < Collector.GameVotes.Length) { if (Collector.GetGameVoteInfo(ListIndex, GameName, NumVotes)) ClientReceiveGameVoteInfo(ListIndex, GameName, NumVotes); ++ListIndex; if (ListIndex == Collector.GameVotes.Length) ClientCheckTransferStatus(); } else if (PendingResends.Length > 0) { i = PendingResends.Length-1; if (Collector.GetGameVoteInfo(PendingResends[i], GameName, NumVotes)) ClientReceiveGameVoteInfo(PendingResends[i], GameName, NumVotes); PendingResends.Length = i; if (PendingResends.Length == 0) ClientCheckTransferStatus(); } } simulated reliable client function ClientBeginGameVoteTransfer(byte InGameCount) { GameVotes.Length = InGameCount; } simulated reliable client function ClientReceiveGameVoteInfo(byte Index, string GameName, byte NumVotes) { // 'GameName == ""' is used to check for failed transfers, so prevent blank GameName values from triggering resends if (GameName == "") GameName = " "; GameVotes[Index].GameName = GameName; GameVotes[Index].NumVotes = NumVotes; } // Replication verification/confirmation functions simulated reliable client function ClientCheckTransferStatus() { local int i; local UTGameReplicationInfo GRI; TransferFailCount = 0; for (i=0; i<GameVotes.Length; ++i) { if (GameVotes[i].GameName == "") { if (TransferFailCount > 10) break; ServerResendInfo(i); ++TransferFailCount; } } if (TransferFailCount == 0) { bGameVotingReady = True; ServerTransferComplete(); // Force the clients vote menu to update GRI = UTGameReplicationInfo(WorldInfo.GRI); if (GRI != none && GRI.CurrentMidGameMenu != none) GRI.CurrentMidGameMenu.UpdateVoteMenuLists(Self, True); } } reliable server function ServerTransferComplete() { if (ListIndex >= Collector.GameVotes.Length) StartNextTransfer(); } // Handles instant-transfers for listen servers function ListenInstantTransfer() { local int i; local string GameName; local byte NumVotes; local UTGameReplicationInfo GRI; GameVotes.Length = Collector.GameVotes.Length; for (i=0; i<GameVotes.Length; ++i) { if (Collector.GetGameVoteInfo(i, GameName, NumVotes)) { GameVotes[i].GameName = GameName; GameVotes[i].NumVotes = NumVotes; } } bGameVotingReady = True; // Force the clients vote menu to update GRI = UTGameReplicationInfo(WorldInfo.GRI); if (GRI != none && GRI.CurrentMidGameMenu != none) GRI.CurrentMidGameMenu.UpdateVoteMenuLists(Self, True); } } state MapVoteInfoTransfer extends TransferBase { function StateChangeConfirmed() { ClientBeginMapVoteTransfer(Collector.MapVotes.Length); } function TransferTimer() { local int i; local UTMapListManager MLManager; if (LastConfirmedState != GetStateName()) return; MLManager = Collector.MapListManager; if (ListIndex < Collector.MapVotes.Length) { ClientReceiveMapVoteInfo(ListIndex, Collector.MapVotes[ListIndex].Map, Collector.MapVotes[ListIndex].NoVotes, (ListIndex == Collector.ForceEnableMapIdx || MLManager.bMapEnabled(Collector.MapVoteMapList, ListIndex))); ++ListIndex; if (ListIndex == Collector.MapVotes.Length) ClientCheckTransferStatus(); } else if (PendingResends.Length > 0) { i = PendingResends.Length-1; ClientReceiveMapVoteInfo(PendingResends[i], Collector.MapVotes[PendingResends[i]].Map, Collector.MapVotes[PendingResends[i]].NoVotes, (ListIndex == Collector.ForceEnableMapIdx || MLManager.bMapEnabled(Collector.MapVoteMapList, PendingResends[i]))); PendingResends.Length = i; if (PendingResends.Length == 0) ClientCheckTransferStatus(); } } simulated reliable client function ClientBeginMapVoteTransfer(byte InMapCount) { MapVotes.Length = InMapCount; } simulated reliable client function ClientReceiveMapVoteInfo(byte Index, string MapName, byte NumVotes, bool bSelectable) { SanitizeMapName(MapName); MapVotes[Index].MapName = MapName; MapVotes[Index].NumVotes = NumVotes; MapVotes[Index].bSelectable = bSelectable; } // Replication verification/confirmation functions simulated reliable client function ClientCheckTransferStatus() { local int i; local UTGameReplicationInfo GRI; TransferFailCount = 0; for (i=0; i<MapVotes.Length; ++i) { if (MapVotes[i].MapName == "") { if (TransferFailCount > 10) break; ServerResendInfo(i); ++TransferFailCount; } } if (TransferFailCount == 0) { bMapVotingReady = True; ServerTransferComplete(); // Force the clients vote menu to update GRI = UTGameReplicationInfo(WorldInfo.GRI); if (GRI != none && GRI.CurrentMidGameMenu != none) GRI.CurrentMidGameMenu.UpdateVoteMenuLists(Self,, True); } } reliable server function ServerTransferComplete() { if (ListIndex >= Collector.MapVotes.Length) StartNextTRansfer(); } function ListenInstantTransfer() { local int i; local UTGameReplicationInfo GRI; local string CurMapStr; MapVotes.Length = Collector.MapVotes.Length; for (i=0; i<Collector.MapVotes.Length; ++i) { CurMapStr = Collector.MapVotes[i].Map; SanitizeMapName(CurMapStr); MapVotes[i].MapName = CurMapStr; Mapvotes[i].Numvotes = Collector.MapVotes[i].NoVotes; MapVotes[i].bSelectable = (i == Collector.ForceEnableMapIdx || Collector.MapListManager.bMapEnabled(Collector.MapVoteMapList, i)); } bMapVotingReady = True; // Force the clients vote menu to update GRI = UTGameReplicationInfo(WorldInfo.GRI); if (GRI != none && GRI.CurrentMidGameMenu != none) GRI.CurrentMidGameMenu.UpdateVoteMenuLists(Self,, True); } } state MutatorInfoTransfer extends TransferBase { function StateChangeConfirmed() { ClientBeginMutVoteTransfer(Collector.MutatorVotes.Length, Collector.MutatorVotePercentage); } function TransferTimer() { local int i; local string MutClass, MutName; local byte NumVotes; local byte bIsActive; if (LastConfirmedState != GetStateName()) return; if (ListIndex < Collector.MutatorVotes.Length) { if (Collector.GetMutVoteInfo(ListIndex, MutClass, MutName, NumVotes, bIsActive)) ClientReceiveMutVoteInfo(ListIndex, MutClass, MutName, NumVotes, bool(bIsActive)); ++ListIndex; if (ListIndex == Collector.MutatorVotes.Length) ClientCheckTransferStatus(); } else if (PendingResends.Length > 0) { i = PendingResends.Length-1; if (Collector.GetMutVoteInfo(PendingResends[i], MutClass, MutName, NumVotes, bIsActive)) ClientReceiveMutVoteInfo(PendingResends[i], MutClass, MutName, NumVotes, bool(bIsActive)); PendingResends.Length = i; if (PendingResends.Length == 0) ClientCheckTransferStatus(); } } simulated reliable client function ClientBeginMutVoteTransfer(byte InMutCount, byte InMutVotePercentage) { MutatorVotes.Length = InMutCount; MutatorVotePercentage = InMutVotePercentage; } simulated reliable client function ClientReceiveMutVoteInfo(byte Index, string MutClass, string MutName, byte NumVotes, bool bIsActive) { local int i; MutatorVotes[Index].MutName = MutName; MutatorVotes[Index].NumVotes = NumVotes; MutatorVotes[Index].bIsActive = bIsActive; // Fill the 'MutProviders' list if it has not yet been filled if (MutProviders.Length == 0) Class'UTUIDataStore_MenuItems'.static.GetAllResourceDataProviders(Class'UTUIDataProvider_Mutator', MutProviders); // Attempt to localize 'MutDescription' for (i=0; i<MutProviders.Length; ++i) { if (UTUIDataProvider_Mutator(MutProviders[i]).ClassName ~= MutClass) { MutatorVotes[Index].MutDescription = UTUIDataProvider_Mutator(MutProviders[i]).Description; break; } } // Request the description from the server if that fails (but not for mutators within UTGame) if (MutatorVotes[Index].MutDescription == "" && !(Left(MutClass, InStr(MutClass, ".")) ~= "UTGame")) ServerRequestMutDescription(Index); } // Not currently used (UIToolTip's, which would have displyed this info, are very unstable), but kept in case it can be used later reliable server function ServerRequestMutDescription(byte Index) { local string MutClass; local UTUIDataProvider_Mutator DP; // Limit the number of requests (ElementIndex isn't needed in this state, so recycle it to count requests) if (Index >= Collector.MutatorVotes.Length || ElementIndex >= Collector.MutatorVotes.Length) return; ++ElementIndex; MutClass = Collector.VotableMutators[Collector.MutatorVotes[Index].MutIdx].MutClass; // The client should only ever request details from custom mutators, not stock mutators if (Left(MutClass, InStr(MutClass, ".")) ~= "UTGame") return; if (Collector.MutatorVotes[Index].ProviderIdx != INDEX_None) DP = UTUIDataProvider_Mutator(Collector.MutProviders[Collector.MutatorVotes[Index].ProviderIdx]); if (DP != none && DP.Description != "") ClientReceiveMutDescription(Index, DP.Description); } simulated reliable client function ClientReceiveMutDescription(byte Index, string MutDescription) { if (Index < MutatorVotes.Length) MutatorVotes[Index].MutDescription = MutDescription; } // Replication verification/confirmation functions simulated reliable client function ClientCheckTransferStatus() { local int i; local UTGameReplicationInfo GRI; TransferFailCount = 0; for (i=0; i<MutatorVotes.Length; ++i) { if (MutatorVotes[i].MutName == "") { if (TransferFailCount > 10) break; ServerResendInfo(i); ++TransferFailCount; } } if (TransferFailCount == 0) { bMutatorVotingReady = True; // Force the clients vote menu to update GRI = UTGameReplicationInfo(WorldInfo.GRI); if (GRI != none && GRI.CurrentMidGameMenu != none) GRI.CurrentMidGameMenu.UpdateVoteMenuLists(Self,,, True); // If there are entries with a missing description, delay 'ServerTransferComplete' to let any description requests finish if (MutatorVotes.Find('MutDescription', "") == INDEX_None) ServerTransferComplete(); else SetTimer(1.0 * WorldInfo.TimeDilation,, 'ServerTransferComplete'); } } reliable server function ServerTransferComplete() { if (ListIndex >= Collector.MutatorVotes.Length) StartNextTransfer(); } // Handles instant transferral (i.e. copying) of mutator data when running as a listen server; ignores all regular transfer code function ListenInstantTransfer() { local int i, j; local string MutClass, MutName; local UTGameReplicationInfo GRI; local byte NumVotes, bIsActive; MutatorVotes.Length = Collector.MutatorVotes.Length; MutatorVotePercentage = Collector.MutatorVotePercentage; for (i=0; i<MutatorVotes.Length; ++i) { if (!Collector.GetMutVoteInfo(i, MutClass, MutName, NumVotes, bIsActive)) continue; MutatorVotes[i].MutName = MutName; MutatorVotes[i].NumVotes = NumVotes; MutatorVotes[i].bIsActive = bool(bIsActive); // Attempt to localize the mutator description using the collectors mutator provider list for (j=0; j<Collector.MutProviders.Length; ++j) { if (UTUIDataProvider_Mutator(Collector.MutProviders[i]).ClassName ~= MutClass) { MutatorVotes[i].MutDescription = UTUIDataProvider_Mutator(Collector.MutProviders[i]).Description; break; } } } bMutatorVotingReady = True; // Force the clients vote menu to update GRI = UTGameReplicationInfo(WorldInfo.GRI); if (GRI != none && GRI.CurrentMidGameMenu != none) GRI.CurrentMidGameMenu.UpdateVoteMenuLists(Self,,, True); } } // ***** Helper functions // For use with listen servers final function bool bLocallyOwned() { if (WorldInfo.NetMode != NM_DedicatedServer && Owner != none && LocalPlayer(PlayerController(Owner).Player) != none) return True; return False; } final simulated function SanitizeMapName(out string MapName) { local array<UTUIResourceDataProvider> MapProviderList; local int i, j, k; local array<string> Loc; local bool bSkipPrefixCheck; if (MapProviders.Length == 0) { Class'UTUIDataStore_MenuItems'.static.GetAllResourceDataProviders(class'UTUIDataProvider_MapInfo', MapProviderList); for (i=0; i<MapProviderList.Length; ++i) if (MapProviderList[i] != none) MapProviders.AddItem(UTUIDataProvider_MapInfo(MapProviderList[i])); } // Sanitize the map name (trying to use any available UI map name first) for (i=0; i<MapProviders.Length; ++i) { if (MapProviders[i].MapName ~= MapName) { bSkipPrefixCheck = True; j = InStr(Caps(MapProviders[i].FriendlyName), "<STRINGS:"); if (j == INDEX_None) { MapName = MapProviders[i].FriendlyName; break; } MapName = Right(MapProviders[i].FriendlyName, Len(MapProviders[i].FriendlyName) - j - 9); k = InStr(MapName, ">"); if (k != INDEX_None) { MapName = Left(MapName, k); ParseStringIntoArray(MapName, Loc, ".", True); if (Loc.Length >= 3) MapName = Localize(Loc[1], Loc[2], Loc[0]); } } } // Strip the prefix if (!bSkipPrefixCheck) { i = InStr(MapName, "-"); if (i != INDEX_None) MapName = Right(MapName, Len(MapName) - i - 1); } // If there is still a link setup in the map name, then remove it i = InStr(Caps(MapName), "?LINKSETUP="); if (i != INDEX_None) MapName = Left(MapName, i)@"("$Mid(MapName, i+11)$")"; } simulated reliable client function ClientTimesUpNew(string WinningMap) { LeadingMaps.Length = 1; LeadingMaps[0] = WinningMap; ClientTimesUp(); } // Clients that support gametype voting call this function instead of the above reliable server function ServerClientIsReadyNew(string ClientVersion) { // Only call once if (bSupportsNewVoting) return; bSupportsNewVoting = True; // Immediately initialize new clients ClientBeginVotingNew(); // Valid calls only occur from outside of state code if (GetStateName() != Class.Name) return; UpdateVoteStatus(); } // ***** Admin related functions reliable server function ServerForceGameVote(byte GameIndex) { if (UTPlayerController(Owner) == none || !UTPlayerController(Owner).PlayerReplicationInfo.bAdmin) { VoteRepeatCounter(); return; } if (!bVotingAllowed || GameIndex > Collector.GameVotes.Length) return; Collector.AdminForceGameVote(Self, GameIndex); } reliable server function ServerForceMapVote(byte MapIndex) { if (UTPlayerController(Owner) == none || !UTPlayerController(Owner).PlayerReplicationInfo.bAdmin) { VoteRepeatCounter(); return; } if (!bVotingAllowed || MapIndex >= Collector.MapVotes.Length) return; Collector.AdminForceMapVote(Self, MapIndex); } reliable server function ServerForceMutVote(byte MutIndex, bool bAddMutator) { if (UTPlayerController(Owner) == none || !UTPlayerController(Owner).PlayerReplicationInfo.bAdmin) { VoteRepeatCounter(); return; } if (!bVotingAllowed || MutIndex >= Collector.MutatorVotes.Length) return; Collector.AdminForceMutatorVote(Self, MutIndex, bAddMutator); } defaultproperties { WinningGameIndex=255 WinningMapIndex=255 CurGameVoteIndex=255 CurMapVoteIndex=255 TickGroup=TG_DuringAsyncWork bSkipActorPropertyReplication=False NetUpdateFrequency=1.000000 Name="Default__UTVoteReplicationInfo" ObjectArchetype=ReplicationInfo'Engine.Default__ReplicationInfo' } |
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