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Engine.GameReplicationInfo

Extends
ReplicationInfo
Modifiers
config ( Game ) native nativereplication

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Info
      |   
      +-- Engine.ReplicationInfo
         |   
         +-- Engine.GameReplicationInfo

Direct Known Subclasses:

UTGameReplicationInfo

Variables Summary
boolbIsArbitrated
boolbMatchHasBegun
boolbMatchIsOver
boolbNeedsOnlineCleanup
boolbStopCountDown
boolbTrackStats
CurrentGameDataStoreCurrentGameData
intElapsedTime
class<GameInfo>GameClass
intGoalScore
array<PlayerReplicationInfo>InactivePRIArray
intMatchID
intMaxLives
array<PlayerReplicationInfo>PRIArray
intRemainingMinute
intRemainingTime
floatSecondCount
array<TeamInfo>Teams
intTimeLimit
ActorWinner
GameReplicationInfo
stringAdminEmail
stringAdminName
stringMessageOfTheDay
stringServerName
intServerRegion
stringShortName

Structures Summary
Inherited Structures from Engine.Info
KeyValuePair, PlayerResponseLine, ServerResponseLine

Functions Summary
function AddPRI (PlayerReplicationInfo PRI))
function CleanupGameDataStore ()))
event Destroyed ()))
function EndGame ()))
functionPlayerReplicationInfo FindPlayerByID (int PlayerID ))
functionOnlineGameInterface GetOnlineGameInterface ()))
function GetPRIArray (out array<PlayerReplicationInfo> pris))
function InitializeGameDataStore ()))
functionbool InOrder (PlayerReplicationInfo P1, PlayerReplicationInfo P2 ))
functionbool IsCoopMultiplayerGame ()))
functionbool IsMultiplayerGame ()))
function OnDestroyOnlineGameComplete (bool bWasSuccessful))
event OnlineSession_EndMatch ()))
event OnlineSession_EndSession (bool bForced))
event OnlineSession_StartMatch ()))
functionbool OnSameTeam (Actor A, Actor B)
event PostBeginPlay ()))
functionbool PreventPause ()))
function RemovePRI (PlayerReplicationInfo PRI))
event ReplicatedEvent (name VarName))
function Reset ()))
function SetTeam (int Index, TeamInfo TI ))
function SortPRIArray ()))
function StartMatch ()))
event Timer ()))


Variables Detail

bIsArbitrated Source code

var bool bIsArbitrated;
Used to determine who handles session ending

bMatchHasBegun Source code

var repnotify bool bMatchHasBegun;

bMatchIsOver Source code

var repnotify bool bMatchIsOver;

bNeedsOnlineCleanup Source code

var bool bNeedsOnlineCleanup;
Used to determine if the end of match/session clean up is needed. Game invites might have already cleaned up the match/session so doing so again would break the traveling to the invited game

bStopCountDown Source code

var bool bStopCountDown;

bTrackStats Source code

var bool bTrackStats;

CurrentGameData Source code

var private CurrentGameDataStore CurrentGameData;
The data store instance responsible for presenting state data for the current game session.

ElapsedTime Source code

var databinding int ElapsedTime;

GameClass Source code

var class<GameInfo> GameClass;
Class of the server's gameinfo, assigned by GameInfo.

GoalScore Source code

var databinding int GoalScore;

InactivePRIArray Source code

var array<PlayerReplicationInfo> InactivePRIArray;
This list mirrors the GameInfo's list of inactive PRI objects

MatchID Source code

var int MatchID;

MaxLives Source code

var databinding int MaxLives;

PRIArray Source code

var array<PlayerReplicationInfo> PRIArray;
Array of all PlayerReplicationInfos, maintained on both server and clients (PRIs are always relevant)

RemainingMinute Source code

var databinding int RemainingMinute;

RemainingTime Source code

var databinding int RemainingTime;

SecondCount Source code

var databinding float SecondCount;

Teams Source code

var databinding array<TeamInfo> Teams;

TimeLimit Source code

var databinding int TimeLimit;

Winner Source code

var databinding Actor Winner;

GameReplicationInfo

AdminEmail Source code

var(GameReplicationInfo) databinding globalconfig string AdminEmail;

AdminName Source code

var(GameReplicationInfo) databinding globalconfig string AdminName;

MessageOfTheDay Source code

var(GameReplicationInfo) databinding globalconfig string MessageOfTheDay;

ServerName Source code

var(GameReplicationInfo) databinding globalconfig string ServerName;

ServerRegion Source code

var(GameReplicationInfo) databinding globalconfig int ServerRegion;

ShortName Source code

var(GameReplicationInfo) databinding globalconfig string ShortName;


Functions Detail

AddPRI Source code

simulated function AddPRI ( PlayerReplicationInfo PRI) )

CleanupGameDataStore Source code

simulated function CleanupGameDataStore ( ) )
Unregisters the data store for the current game session.

Destroyed Source code

simulated event Destroyed ( ) )
Called when this actor is destroyed

EndGame Source code

simulated function EndGame ( ) )
Called on the server when the match is over Network - Server and Client (Via ReplicatedEvent)

FindPlayerByID Source code

simulated function PlayerReplicationInfo FindPlayerByID ( int PlayerID ) )

GetOnlineGameInterface Source code

simulated function OnlineGameInterface GetOnlineGameInterface ( ) )
@Returns a reference to the OnlineGameInterface if one exists. Network: Client and Server

GetPRIArray Source code

simulated function GetPRIArray ( out array<PlayerReplicationInfo> pris) )

InitializeGameDataStore Source code

simulated function InitializeGameDataStore ( ) )
Creates and registers a data store for the current game session.

InOrder Source code

simulated function bool InOrder ( PlayerReplicationInfo P1, PlayerReplicationInfo P2 ) )
returns true if P1 should be sorted before P2

IsCoopMultiplayerGame Source code

simulated function bool IsCoopMultiplayerGame ( ) )
Is the current gametype a coop multiplayer game?

IsMultiplayerGame Source code

simulated function bool IsMultiplayerGame ( ) )
Is the current gametype a multiplayer game?

OnDestroyOnlineGameComplete Source code

function OnDestroyOnlineGameComplete ( bool bWasSuccessful) )

OnlineSession_EndMatch Source code

simulated event OnlineSession_EndMatch ( ) )
Signal that this match is over. NETWORK - Both Client and Server

OnlineSession_EndSession Source code

simulated event OnlineSession_EndSession ( bool bForced) )
Signal that this session is over. Called natively NETWORK - Both Client and Server

OnlineSession_StartMatch Source code

simulated event OnlineSession_StartMatch ( ) )
Signal that this match has begun NETWORK - Both Client and Server

OnSameTeam Source code

simulated native function bool OnSameTeam ( Actor A, Actor B )
Checks to see if two actors are on the same team.
@return true if they are, false if they aren't

PostBeginPlay Source code

simulated event PostBeginPlay ( ) )

PreventPause Source code

simulated function bool PreventPause ( ) )
hook to allow the GRI to prevent pausing; used when it's performing asynch tasks that must be completed

RemovePRI Source code

simulated function RemovePRI ( PlayerReplicationInfo PRI) )

ReplicatedEvent Source code

simulated event ReplicatedEvent ( name VarName) )

Reset Source code

function Reset ( ) )

SetTeam Source code

simulated function SetTeam ( int Index, TeamInfo TI ) )
Assigns the specified TeamInfo to the location specified.
@param Index location in the Teams array to place the new TeamInfo.
@param TI the TeamInfo to assign

SortPRIArray Source code

simulated function SortPRIArray ( ) )

StartMatch Source code

simulated function StartMatch ( ) )
Called on the server when the match has begin Network - Server and Client (Via ReplicatedEvent)

Timer Source code

simulated event Timer ( ) )


Defaultproperties

defaultproperties
{
   bStopCountDown=True
   ShortName="UT3 Server"
   MessageOfTheDay="Welcome to a UT3 Server!"
   TickGroup=TG_DuringAsyncWork
   Name="Default__GameReplicationInfo"
   ObjectArchetype=ReplicationInfo'Engine.Default__ReplicationInfo'
}

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Creation time: sk 18-3-2018 10:00:37.095 - Created with UnCodeX