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

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#pragma once
#include "Networking/GasaNetLibrary.h"
#include "GasaDevOptionsCache.h"
#include "Engine/Engine.h"
#include "Engine/GameInstance.h"
#include "GasaGameInstance.generated.h"
UENUM(BlueprintType)
enum class EGameFrameworkClassFlag : uint8
{
None = 0 UMETA(Hidden),
GameMode = 1 << 0,
GameState = 1 << 1,
PlayerController = 1 << 2,
PlayerState = 1 << 3,
Levels = 1 << 4
};
UENUM(BlueprintType)
enum class EGameFrameworkState : uint8
{
Initialized,
Uninitialized
};
DECLARE_DYNAMIC_MULTICAST_DELEGATE(FOnGameFrameworkInitializedSig);
UCLASS(Blueprintable)
class GASA_API UGasaGameInstance : public UGameInstance
{
GENERATED_BODY()
public:
UPROPERTY(VisibleAnywhere, Category="Dev Cache")
FGasaDevOptionsCache DevOptionsCache;
#pragma region GameFramework
UPROPERTY(BlueprintAssignable, Category = "GameFramework")
FOnGameFrameworkInitializedSig Event_OnGameFrameworkInitialized;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "GameFramework")
EGameFrameworkState GameFrameworkState;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "GameFramework", meta=(Bitmask, BitmaskEnum = EGameFrameworkClassFlag))
int32 GameFrameworkClassesState;
UFUNCTION(BlueprintCallable, Category="GameFramework")
void ClearGameplayFrameworkState() {
Gasa::Log("Clearing game framework state", EGasaVerbosity::Log, LogGasaNet ); // TODO(Ed): Make a default NetLog
GameFrameworkClassesState = scast(int32, EGameFrameworkClassFlag::None);
GameFrameworkState = EGameFrameworkState::Uninitialized;
}
UFUNCTION(BlueprintCallable, BlueprintPure, Category = "GameFramework")
FORCEINLINE bool IsGameFrameworkInitialized() { return GameFrameworkState == EGameFrameworkState::Initialized; }
UFUNCTION(BlueprintCallable, Category="GameFramework")
void NotifyGameFrameworkClassReady(EGameFrameworkClassFlag ClassReady);
UFUNCTION(BlueprintCallable, Category = "GameFramework", meta=(BlueprintProtected))
void ProcessGameFrameworkState();
#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 GameInstance
void Init() override;
#pragma endregion GameInstance
};
namespace Gasa
{
inline
UGasaGameInstance* GetGameInstance(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<UGasaGameInstance>(World->GetGameInstance());
}
}