GASATHON/Project/Source/Gasa/Game/GasaGameMode.h

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#pragma once
#include "GameFramework/GameMode.h"
#include "GasaCommon.h"
#include "Networking/GasaNetLibrary_Inlines.h"
#include "Engine/Engine.h"
#include "GasaGameMode.generated.h"
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FOnLogoutSig, AGasaPlayerController*, PC);
UCLASS( Blueprintable )
class GASA_API AGasaGameMode : public AGameMode
{
GENERATED_BODY()
public:
UPROPERTY(EditAnywhere, BlueprintAssignable)
FOnLogoutSig Event_OnLogout;
#pragma region GameFramework
UFUNCTION()
void OnGameFrameworkInitialized();
UFUNCTION()
void OwningClient_OnGameFrameworkInitialized(AGasaPlayerController* PC);
UFUNCTION(BlueprintCallable, meta=(DisplayName = "On Game Framework Initialized"))
void BP_OnGameFrameworkInitialized();
#pragma endregion GameFramework
#pragma region NetSlime
// NetSlime interface is generated by GasaGen/GasaGen_NetSlime.cpp
FORCEINLINE ENetworkMode GetNetworkMode() const { return Gasa::GetNetworkMode( this ); }
FORCEINLINE bool IsClient() const { return Gasa::IsClient( this ); }
FORCEINLINE bool IsListenServer() const { return Gasa::IsListenServer( this ); }
FORCEINLINE bool IsNetOwner() const { return Gasa::IsNetOwner( this ); }
FORCEINLINE bool IsServer() const { return Gasa::IsServer( this ); }
FORCEINLINE bool IsSimulatedProxy() const { return Gasa::IsSimulatedProxy( this ); }
FORCEINLINE void NetLog(
FString Message,
EGasaVerbosity Verbosity = EGasaVerbosity::Log,
FLogCategoryBase& Category = LogGasaNet,
bool DumpStack = false,
int32 Line = __builtin_LINE(),
ANSICHAR const* File = __builtin_FILE(),
ANSICHAR const* Func = __builtin_FUNCTION()
)
{
Gasa::NetLog( this, Message, Verbosity, Category, DumpStack, Line, File, Func );
}
#pragma endregion NetSlime
#pragma region GameMode
void HandleMatchAborted() override;
void HandleStartingNewPlayer_Implementation(APlayerController* NewPlayer) override;
bool ReadyToStartMatch_Implementation() override;
#pragma endregion GameMode
#pragma region GameModeBase
void EndPlay(const EEndPlayReason::Type EndPlayReason) override;
void GenericPlayerInitialization(AController* C) override;
TSubclassOf<APlayerController> GetPlayerControllerClassToSpawnForSeamlessTravel(APlayerController* PreviousPlayerController) override;
void HandleSeamlessTravelPlayer(AController*& C) override;
void InitializeHUDForPlayer_Implementation(APlayerController* NewPlayer) override;
void InitSeamlessTravelPlayer(AController* NewController) override;
void Logout(AController* Exiting) override;
void PreLogin(const FString& Options, const FString& Address, const FUniqueNetIdRepl& UniqueId, FString& ErrorMessage) override;
void PostLogin(APlayerController* NewPlayer) override;
void PostSeamlessTravel() override;
void SetPlayerDefaults(APawn* PlayerPawn) override;
void SetSeamlessTravelViewTarget(APlayerController* PC) override;
void StartPlay() override;
void StartToLeaveMap() override;
void SwapPlayerControllers(APlayerController* OldPC, APlayerController* NewPC) override;
APlayerController* SpawnPlayerControllerCommon(ENetRole InRemoteRole, FVector const& SpawnLocation, FRotator const& SpawnRotation, TSubclassOf<APlayerController> InPlayerControllerClass) override;
#pragma endregion GameModeBase
};
namespace Gasa
{
inline AGasaGameMode* GetGameMode( UObject* Context )
{
UWorld* World = GEngine->GetWorldFromContextObject( Context, EGetWorldErrorMode::LogAndReturnNull );
if ( World == nullptr )
{
Log( "World is null... are you running in a proper context?", ELogV::Error );
return nullptr;
}
return Cast<AGasaGameMode>( World->GetAuthGameMode() );
}
}