'NetSlime' Initial port finished and working with 2 players (at least)

This commit is contained in:
2024-04-23 18:54:17 -04:00
parent 2574960fff
commit 82a33a0f0f
25 changed files with 799 additions and 401 deletions

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@ -7,29 +7,34 @@ using namespace Gasa;
#pragma region GameFramework
// TODO(Ed): Make a NetLog
UGasaGameInstance::UGasaGameInstance()
{
GameFrameworkState = EGameFrameworkState::Uninitialized;
}
void UGasaGameInstance::NotifyGameFrameworkClassReady(EGameFrameworkClassFlag ClassReady)
{
switch (ClassReady)
{
case EGameFrameworkClassFlag::GameMode:
GameFrameworkClassesState |= (uint32)EGameFrameworkClassFlag::GameMode;
NetLog("Gameplay Framework class ready: Game State", ELogV::Log, LogGasaNet );
NetLog("Game Framework class ready: Game State", ELogV::Log, LogGasaNet );
break;
case EGameFrameworkClassFlag::GameState:
GameFrameworkClassesState |= (uint32)EGameFrameworkClassFlag::GameState;
NetLog("Gameplay Framework class ready: Game State", ELogV::Log, LogGasaNet );
NetLog("Game Framework class ready: Game State", ELogV::Log, LogGasaNet );
break;
case EGameFrameworkClassFlag::PlayerController:
GameFrameworkClassesState |= (uint32)EGameFrameworkClassFlag::PlayerController;
NetLog("Gameplay Framework class ready: Player Controller", ELogV::Log, LogGasaNet);
NetLog("Game Framework class ready: Player Controller", ELogV::Log, LogGasaNet);
break;
case EGameFrameworkClassFlag::PlayerState:
GameFrameworkClassesState |= (uint32)EGameFrameworkClassFlag::PlayerState;
NetLog("Gameplay Framework class ready: Player State", ELogV::Log, LogGasaNet);
NetLog("Game Framework class ready: Player State", ELogV::Log, LogGasaNet);
break;
case EGameFrameworkClassFlag::Levels:
GameFrameworkClassesState |= (uint32)EGameFrameworkClassFlag::Levels;
NetLog("Gameplay Framework class ready: Levels", ELogV::Log, LogGasaNet);
NetLog("Game Framework class ready: Levels", ELogV::Log, LogGasaNet);
break;
}
ProcessGameFrameworkState();
@ -68,7 +73,7 @@ void UGasaGameInstance::ProcessGameFrameworkState()
if (GameFrameworkClassesState == InitializedFlags)
{
GameFrameworkState = EGameFrameworkState::Initialized;
NetLog("Gameplay Framework initialized");
NetLog("Game Framework initialized");
Event_OnGameFrameworkInitialized.Broadcast();
}
@ -84,8 +89,5 @@ void UGasaGameInstance::Init()
Super::Init();
DevOptionsCache.CachedDevOptions();
using namespace Gasa;
NetLog(FString::Printf(TEXT("UObject Size: %d RT: %d"), sizeof(UObject), UObject::StaticClass()->PropertiesSize ));
}
#pragma region GameInstance
#pragma endregion GameInstance

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@ -21,8 +21,8 @@ enum class EGameFrameworkClassFlag : uint8
UENUM(BlueprintType)
enum class EGameFrameworkState : uint8
{
Initialized,
Uninitialized
Uninitialized,
Initialized
};
DECLARE_DYNAMIC_MULTICAST_DELEGATE(FOnGameFrameworkInitializedSig);
@ -33,6 +33,8 @@ class GASA_API UGasaGameInstance : public UGameInstance
GENERATED_BODY()
public:
UGasaGameInstance();
UPROPERTY(VisibleAnywhere, Category="Dev Cache")
FGasaDevOptionsCache DevOptionsCache;

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@ -1,9 +1,9 @@
#include "GasaGameMode.h"
#include "Online/CoreOnline.h"
#include "GasaGameInstance.h"
#include "GasaGameState.h"
#include "GasaPlayerController.h"
#include "GasaPlayerState.h"
#include "Engine/Player.h"
#include "GameFramework/GameSession.h"
#include "GameFramework/GameState.h"
@ -71,6 +71,33 @@ void AGasaGameMode::EndPlay(const EEndPlayReason::Type EndPlayReason)
NetLog("EndPlay");
}
void AGasaGameMode::FinishRestartPlayer(AController* NewPlayer, const FRotator& StartRotation)
{
// Super::FinishRestartPlayer(NewPlayer, StartRotation);
{
NewPlayer->Possess(NewPlayer->GetPawn());
// If the Pawn is destroyed as part of possession we have to abort
if (!IsValid(NewPlayer->GetPawn()))
{
FailedToRestartPlayer(NewPlayer);
}
else
{
// Set initial control rotation to starting rotation rotation
NewPlayer->ClientSetRotation(NewPlayer->GetPawn()->GetActorRotation(), true);
FRotator NewControllerRot = StartRotation;
NewControllerRot.Roll = 0.f;
NewPlayer->SetControlRotation(NewControllerRot);
SetPlayerDefaults(NewPlayer->GetPawn());
K2_OnRestartPlayer(NewPlayer);
}
}
}
void AGasaGameMode::GenericPlayerInitialization(AController* C)
{
NetLog("GenericPlayerInitialization: " + C->GetName());
@ -360,10 +387,10 @@ void AGasaGameMode::PostLogin(APlayerController* NewPlayer)
{
UGasaGameInstance* GI = GetGameInstance<UGasaGameInstance>();
// int32 numconnections = gi->sessionsettings.bpublicgame
// ? GI->SessionSettings.PublicConnections : GI->SessionSettings.PrivateConnections;
#if 0
int32 numconnections = GI->sessionsettings.bPublicGame
? GI->SessionSettings.PublicConnections : GI->SessionSettings.PrivateConnections;
if (GS->OnlinePlayers.Num() < NumConnections)
{
GS->OnlinePlayers.Init( nullptr, NumConnections );
@ -388,8 +415,8 @@ void AGasaGameMode::PostLogin(APlayerController* NewPlayer)
}
AGasaPlayerController* PC = Cast<AGasaPlayerController>(NewPlayer);
// if (PC)
// PC->Event_OnNetOwner_GameplayFrameworkInitialized.AddDynamic(this, &ThisClass::OwningClient_OnGameFrameworkInitialized);
if (PC)
PC->Event_NetOwner_OnGameFrameworkInitialized.AddDynamic(this, &ThisClass::OwningClient_OnGameFrameworkInitialized);
}
void AGasaGameMode::PostSeamlessTravel()
@ -401,11 +428,7 @@ void AGasaGameMode::PostSeamlessTravel()
void AGasaGameMode::SetPlayerDefaults(APawn* PlayerPawn)
{
InitializeHUDForPlayer(Cast<APlayerController>(PlayerPawn->GetController()));
// Super::SetPlayerDefaults(PlayerPawn);
{
PlayerPawn->SetPlayerDefaults();
}
Super::SetPlayerDefaults(PlayerPawn);
}
void AGasaGameMode::SetSeamlessTravelViewTarget(APlayerController* PC)

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@ -24,7 +24,7 @@ public:
UFUNCTION()
void OwningClient_OnGameFrameworkInitialized(AGasaPlayerController* PC);
UFUNCTION(BlueprintCallable, meta=(DisplayName = "On Game Framework Initialized"))
UFUNCTION(BlueprintCallable, BlueprintImplementableEvent, meta=(DisplayName = "On Game Framework Initialized"))
void BP_OnGameFrameworkInitialized();
#pragma endregion GameFramework
@ -60,6 +60,8 @@ public:
#pragma region GameModeBase
void EndPlay(const EEndPlayReason::Type EndPlayReason) override;
void FinishRestartPlayer(AController* NewPlayer, const FRotator& StartRotation) override;
void GenericPlayerInitialization(AController* C) override;
TSubclassOf<APlayerController> GetPlayerControllerClassToSpawnForSeamlessTravel(APlayerController* PreviousPlayerController) override;

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@ -5,6 +5,7 @@
#include "GasaPlayerState.h"
#include "GasaGameInstance.h"
#include "Net/UnrealNetwork.h"
#include "Networking/GasaNetLibrary_Inlines.h"
using namespace Gasa;
AGasaGameState::AGasaGameState()
@ -15,7 +16,6 @@ AGasaGameState::AGasaGameState()
PrimaryActorTick.bStartWithTickEnabled = true;
// Replication
bReplicates = true;
bNetLoadOnClient = false;
NetDormancy = DORM_Awake;

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@ -1,3 +1,4 @@
#pragma once
#include "GameFramework/GameState.h"
#include "GasaCommon.h"
@ -6,10 +7,6 @@
#include "GasaGameState.generated.h"
DECLARE_MULTICAST_DELEGATE( FOnTravelDelegate );
DECLARE_DYNAMIC_MULTICAST_DELEGATE( FOnTravelSig );
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FOnPlayerCharacterReadySig, APlayerCharacter*, Character);
UCLASS( Blueprintable )
class GASA_API AGasaGameState : public AGameState
{
@ -29,11 +26,21 @@ public:
AGasaGameState();
#pragma region GameFramework
UPROPERTY(BlueprintAssignable)
FOnPawnReadySig Event_OnPlayerPawnReady;
UFUNCTION()
void OnGameFrameworkInitialized();
UFUNCTION(BlueprintCallable, BlueprintImplementableEvent, meta=(DisplayName = "Game Framework Initialized"))
void BP_OnGameFrameworkInitialized();
UFUNCTION()
void NotifyPlayerPawnReady(APawn* Pawn)
{
if (Event_OnPlayerPawnReady.IsBound())
Event_OnPlayerPawnReady.Broadcast(Pawn);
}
#pragma endregion GameFramework
#pragma region Networking
@ -41,7 +48,7 @@ public:
AGasaPlayerState* ListenServerHost;
UPROPERTY(ReplicatedUsing = "Client_OnRep_OnlinePlayers", BlueprintReadOnly)
TArray<AGasaPlayerState> OnlinePlayers;
TArray<AGasaPlayerState*> OnlinePlayers;
UFUNCTION()
void Client_OnRep_OnlinePlayers();

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@ -6,6 +6,7 @@
#include "Kismet/GameplayStatics.h"
#include "Materials/MaterialInstance.h"
#include "Materials/MaterialInstanceDynamic.h"
#include "Networking/GasaNetLibrary_Inlines.h"
using namespace Gasa;
#pragma region Game Framework
@ -54,7 +55,7 @@ void AGasaLevelScriptActor::BeginPlay()
if(GI)
GI->Event_OnGameFrameworkInitialized.AddUniqueDynamic(this, & ThisClass::OnGameFrameworkInitialized);
if (!bOverrideGameplayFrameworkReady)
if (!bOverrideGameFrameworkReady)
GI->NotifyGameFrameworkClassReady(EGameFrameworkClassFlag::Levels);
}
#pragma endregion Actor

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@ -19,7 +19,7 @@ public:
#pragma region GameFramework
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly)
bool bOverrideGameplayFrameworkReady = false;
bool bOverrideGameFrameworkReady = false;
UFUNCTION()
void OnGameFrameworkInitialized();

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@ -1,18 +1,26 @@
#include "GasaPlayerController.h"
#include "GasaPlayerController_Inlines.h"
#include "Networking/GasaNetLibrary_Inlines.h"
#include "AbilitySystemComponent.h"
#include "Engine/LocalPlayer.h"
#include "EnhancedInputComponent.h"
#include "EnhancedInputSubsystems.h"
#include "Characters/GasaCharacter.h"
#include "Characters/PlayerCharacter.h"
#include "Components/CapsuleComponent.h"
#include "Interfaces/NetworkPredictionInterface.h"
#include "Kismet/KismetSystemLibrary.h"
#include "Net/UnrealNetwork.h"
#include "GameFramework/PawnMovementComponent.h"
#include "GasaDevOptions.h"
#include "GasaGameInstance.h"
#include "GasaGameState.h"
#include "GasaPlayerState.h"
#include "Actors/CameraMount.h"
#include "Camera/CameraComponent.h"
#include "Characters/GasaCharacter.h"
#include "Components/CapsuleComponent.h"
#include "GameFramework/SpringArmComponent.h"
#include "Kismet/KismetSystemLibrary.h"
#include "UI/GasaHUD.h"
#include "UI/WidgetController.h"
using namespace Gasa;
AGasaPlayerController::AGasaPlayerController()
@ -24,7 +32,143 @@ AGasaPlayerController::AGasaPlayerController()
bReplicates = true;
}
void AGasaPlayerController::OnSeamlessTravelStart()
{
}
#pragma region GameFramework
void AGasaPlayerController::Client_CheckIfOwnerReady()
{
if (IsServer())
return;
UGasaGameInstance* GI = GetGameInstance<UGasaGameInstance>();
if ( ! GI->IsGameFrameworkInitialized() || PlayerState == NULL || ! IsValid(GetPawn()))
return;
NetOwner_OnReady();
}
void AGasaPlayerController::NetOwner_OnReady()
{
NetLog("Net Owner of controller is ready to play.");
if ( ! IsNetOwner() || bNetOwnerReady)
return;
BP_NetOwner_OnReady();
Event_NetOwner_OnReady.Broadcast(this);
bNetOwnerReady = true;
AGasaGameState* GS = Cast<AGasaGameState>(GetWorld()->GetGameState());
if (GS)
GS->NotifyPlayerPawnReady(GetPawn());
if (IsClient())
ServerRPC_R_NotifyOwningClientReady();
AGasaPlayerState* PS = GetPlayerState();
APlayerCharacter* PlayerChar = GetPawn<APlayerCharacter>();
{
PlayerChar->AbilitySystem = PS->AbilitySystem;
PlayerChar->Attributes = PS->Attributes;
PlayerChar->AbilitySystem->InitAbilityActorInfo(PS, this);
Cam->AttachToActor(PlayerChar, FAttachmentTransformRules::KeepRelativeTransform);
}
}
void AGasaPlayerController::OnGameFrameworkInitialized()
{
NetLog("Received game framework initialization.");
if (IsNetOwner())
{
Server_SetNetOwner_GameFrameworkInitialized();
Client_CheckIfOwnerReady();
}
AGasaGameState* GS = GetGameState(this);
NullGuard_DEV(GS, Log, "OnGameFrameworkInitialized: GS is null");
GS->Event_OnSeamlessTravelStart.AddDynamic( this, & ThisClass::OnSeamlessTravelStart );
BP_OnGameFrameworkInitialized();
}
void AGasaPlayerController::OnPawnReady()
{
NetLog("Player is ready.");
// Originally: Super::OnPossess(PawnToPossess);
{
ChangeState(NAME_Playing);
if (bAutoManageActiveCameraTarget)
{
AutoManageActiveCameraTarget(GetPawn());
ResetCameraMode();
}
}
// Override this and add your own conditions...
BP_OnPawnReady();
if (IsServer() && IsNetOwner())
{
// The server host doesn't have to wait for the player state to replicate.
NetOwner_OnReady();
}
}
void AGasaPlayerController::Server_SetupOnPawnReadyBinds(APawn* PawnToBindTo)
{
if (IsClient())
return;
#if 0
if (PawnToBindTo->IsA(AGasaPawn::StaticClass()))
{
Cast<AGasaPawn>(PawnToBindTo)->Event_OnPawnReady.AddUniqueDynamic(this, & ThisClass::OnPawnReady);
}
else
#endif
if (PawnToBindTo->IsA(AGasaCharacter::StaticClass()))
{
Cast<AGasaCharacter>(PawnToBindTo)->Event_OnPawnReady.AddUniqueDynamic(this, & ThisClass::OnPawnReady);
}
}
void AGasaPlayerController::Server_SetNetOwner_GameFrameworkInitialized()
{
if (IsClient())
{
ServerRPC_R_SetNetOwner_GameFrameworkInitialized();
return;
}
bNetOwner_GameFrameworkInitialized = true;
if (Event_NetOwner_OnGameFrameworkInitialized.IsBound())
{
Event_NetOwner_OnGameFrameworkInitialized.Broadcast(this);
Event_NetOwner_OnGameFrameworkInitialized.Clear();
}
}
void AGasaPlayerController::ServerRPC_R_NotifyOwningClientReady_Implementation()
{
NetLog("Net Owner Ready: Notified via RPC.");
BP_NetOwner_OnReady();
bNetOwnerReady = true;
Event_NetOwner_OnReady.Broadcast(this);
Event_NetOwner_OnReady.Clear();
AGasaGameState* GS = GetGameState(this);
if (GS)
GS->NotifyPlayerPawnReady(GetPawn());
}
void AGasaPlayerController::ServerRPC_R_SetNetOwner_GameFrameworkInitialized_Implementation()
{
Server_SetNetOwner_GameFrameworkInitialized();
}
#pragma endregion GameFramework
#pragma region Input
void AGasaPlayerController::Move(FInputActionValue const& ActionValue)
@ -72,29 +216,109 @@ void AGasaPlayerController::Move(FInputActionValue const& ActionValue)
#pragma endregion Input
#pragma region PlayerController
void AGasaPlayerController::SpawnDefaultHUD()
bool AGasaPlayerController::CanRestartPlayer()
{
Super::SpawnDefaultHUD();
bool BaseCheck =
PlayerState &&
!PlayerState->IsOnlyASpectator() &&
HasClientLoadedCurrentWorld() &&
PendingSwapConnection == NULL
;
return BaseCheck && bNetOwner_GameFrameworkInitialized;
}
void AGasaPlayerController::ClientSetHUD_Implementation(TSubclassOf<AHUD> NewHUDClass)
{
Super::ClientSetHUD_Implementation(NewHUDClass);
AGasaPlayerState* PS = GetPlayerState();
AGasaHUD* HUD = GetHUD<AGasaHUD>();
FWidgetControllerData Data = { this, PS, PS->AbilitySystem, PS->Attributes };
HUD->InitHostWidget(& Data);
}
void AGasaPlayerController::ClientUpdateLevelStreamingStatus_Implementation(FName PackageName, bool bNewShouldBeLoaded, bool bNewShouldBeVisible,
bool bNewShouldBlockOnLoad, int32 LODIndex, FNetLevelVisibilityTransactionId TransactionId, bool bNewShouldBlockOnUnload)
{
Super::ClientUpdateLevelStreamingStatus_Implementation(PackageName, bNewShouldBeLoaded, bNewShouldBeVisible, bNewShouldBlockOnLoad, LODIndex,
TransactionId, bNewShouldBlockOnUnload);
NetLog("ClientUpdateLevelStreamingStatus");
NetLog(FString("PackageName : ") + PackageName.ToString());
NetLog(FString("NewShouldBeLoaded : ") + FString(bNewShouldBeLoaded ? "true" : "false"));
NetLog(FString("NewShouldBeVisible : ") + FString(bNewShouldBeVisible ? "true" : "false"));
NetLog(FString("bNewShouldBlockOnLoad : ") + FString(bNewShouldBlockOnLoad ? "true" : "false"));
NetLog(FString("bNewShouldBlockOnUnload: ") + FString(bNewShouldBlockOnUnload ? "true" : "false"));
NetLog(FString("LODIndex : ") + FString::FromInt( LODIndex ));
}
// TODO(Ed): We need to setup Net Slime...
void AGasaPlayerController::OnPossess(APawn* InPawn)
void AGasaPlayerController::OnPossess(APawn* PawnPossesed)
{
Super::OnPossess(InPawn);
Cam->AttachToActor(InPawn, FAttachmentTransformRules::KeepRelativeTransform);
AGasaPlayerState* PS = GetPlayerState();
AGasaCharacter* character = Cast<AGasaCharacter>(InPawn);
// Net Owner setup ability system
if (0)
// Super::OnPossess(PawnPossesed);
{
character->AbilitySystem = PS->AbilitySystem;
character->Attributes = PS->Attributes;
character->AbilitySystem->InitAbilityActorInfo(PS, character);
if (PawnPossesed && (PlayerState == NULL || !PlayerState->IsOnlyASpectator()) )
{
// ====================================================================Originally: Super::OnPossess(PawnToPossess);
const bool bNewPawn = (GetPawn() != PawnPossesed);
if (GetPawn() && bNewPawn)
UnPossess();
if (PawnPossesed->Controller != NULL)
PawnPossesed->Controller->UnPossess();
PawnPossesed->PossessedBy(this);
// update rotation to match possessed pawn's rotation
SetControlRotation( PawnPossesed->GetActorRotation() );
SetPawn(PawnPossesed);
check(GetPawn() != NULL);
if (GetPawn() && GetPawn()->PrimaryActorTick.bStartWithTickEnabled)
GetPawn()->SetActorTickEnabled(true);
INetworkPredictionInterface* NetworkPredictionInterface = GetPawn()
? Cast<INetworkPredictionInterface>(GetPawn()->GetMovementComponent())
: nullptr;
if (NetworkPredictionInterface)
NetworkPredictionInterface->ResetPredictionData_Server();
AcknowledgedPawn = NULL;
// Local PCs will have the Restart() triggered right away in ClientRestart (via PawnClientRestart()), but the server should call Restart() locally for remote PCs.
// We're really just trying to avoid calling Restart() multiple times.
if (!IsLocalPlayerController())
GetPawn()->Restart();
ClientRestart(GetPawn());
// Moved to: void AGasaPlayerController::OnPawnReady
#if 0
ChangeState( NAME_Playing );
if (bAutoManageActiveCameraTarget)
{
AutoManageActiveCameraTarget(GetPawn());
ResetCameraMode();
}
#endif
//==========================================================End of=================== Originally: Super::OnPossess(PawnToPossess);
NetLog("OnPossess");
Server_SetupOnPawnReadyBinds(PawnPossesed);
Event_OnPawnPossessed.Broadcast();
}
}
}
void AGasaPlayerController::OnRep_Pawn()
{
Super::OnRep_Pawn();
NetLog("OnRep_Pawn");
Client_CheckIfOwnerReady();
}
void AGasaPlayerController::OnUnPossess()
{
Super::OnUnPossess();
@ -138,6 +362,11 @@ void AGasaPlayerController::PlayerTick(float DeltaTime)
}
}
void AGasaPlayerController::PostSeamlessTravel()
{
Super::PostSeamlessTravel();
}
void AGasaPlayerController::SetupInputComponent()
{
Super::SetupInputComponent();
@ -148,12 +377,22 @@ void AGasaPlayerController::SetupInputComponent()
EIC->BindAction(IA_Move, ETriggerEvent::Triggered, this, &ThisClass::Move);
}
}
void AGasaPlayerController::SpawnDefaultHUD()
{
Super::SpawnDefaultHUD();
}
#pragma endregion PlayerController
#pragma region Actor
void AGasaPlayerController::BeginPlay()
{
Super::BeginPlay();
NetLog("BeginPlay");
UGasaGameInstance* GI = GetGameInstance<UGasaGameInstance>();
GI->Event_OnGameFrameworkInitialized.AddUniqueDynamic(this, & AGasaPlayerController::OnGameFrameworkInitialized);
GI->NotifyGameFrameworkClassReady(EGameFrameworkClassFlag::PlayerController);
if (IsLocalController())
{
@ -209,4 +448,11 @@ void AGasaPlayerController::Tick(float DeltaSeconds)
}
#endif
}
void AGasaPlayerController::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const
{
Super::GetLifetimeReplicatedProps(OutLifetimeProps);
DOREPLIFETIME(AGasaPlayerController, bNetOwner_GameFrameworkInitialized);
}
#pragma endregion Actor

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@ -1,17 +1,26 @@
#pragma once
#include "GasaCommon.h"
#include "GasaPlayerState.h"
#include "Networking/GasaNetLibrary.h"
#include "Engine/Engine.h"
#include "GameFramework/PlayerController.h"
#include "Networking/GasaNetLibrary.h"
#include "GasaPlayerController.generated.h"
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FOnGasaPlayerControllerSig, AGasaPlayerController*, PC);
UCLASS(Blueprintable)
class GASA_API AGasaPlayerController : public APlayerController
{
GENERATED_BODY()
protected:
friend void AGasaPlayerState::ClientInitialize(AController* NewOwner);
public:
UFUNCTION()
void OnSeamlessTravelStart();
#pragma region Camera
UPROPERTY(EditAnywhere, BlueprintReadWrite)
TObjectPtr<ACameraMount> Cam;
@ -33,6 +42,55 @@ public:
FORCEINLINE void Dehighlight() { SetHighlight(EHighlight::Disabled); };
#pragma endregion Highlighting
#endif
#pragma region GameFramework
UPROPERTY(BlueprintAssignable)
FOnGasaPlayerControllerSig Event_NetOwner_OnGameFrameworkInitialized;
UPROPERTY(BlueprintAssignable)
FOnGasaPlayerControllerSig Event_NetOwner_OnReady;
UPROPERTY(BlueprintAssignable)
FOnPawnSig Event_OnPawnPossessed;
UPROPERTY(Replicated, VisibleAnywhere)
bool bNetOwner_GameFrameworkInitialized = false;
UPROPERTY(VisibleAnywhere, Category = "Game Framework")
bool bNetOwnerReady = false;
void Client_CheckIfOwnerReady();
UFUNCTION()
void NetOwner_OnReady();
UFUNCTION(BlueprintCallable, BlueprintImplementableEvent, meta = (DisplayName = "NetOwner: On Ready"))
void BP_NetOwner_OnReady();
UFUNCTION()
void OnGameFrameworkInitialized();
UFUNCTION(BlueprintCallable, BlueprintImplementableEvent, meta=(DisplayName = "On Game Framework Initialized"))
void BP_OnGameFrameworkInitialized();
UFUNCTION()
void OnPawnReady();
UFUNCTION(BlueprintCallable, BlueprintImplementableEvent, meta=(DisplayName = "On Pawn Ready"))
void BP_OnPawnReady();
UFUNCTION()
void Server_SetupOnPawnReadyBinds(APawn* PawnToBindTo);
UFUNCTION()
void Server_SetNetOwner_GameFrameworkInitialized();
UFUNCTION(Server, Reliable)
void ServerRPC_R_NotifyOwningClientReady();
UFUNCTION(Server, Reliable)
void ServerRPC_R_SetNetOwner_GameFrameworkInitialized();
#pragma endregion GameFramework
#pragma region Input
UPROPERTY(VisibleAnywhere, BlueprintReadOnly)
@ -50,10 +108,6 @@ public:
void Move(FInputActionValue const& ActionValue);
#pragma endregion Input
AGasaPlayerController();
inline AGasaPlayerState* GetPlayerState();
#pragma region NetSlime
// NetSlime interface is generated by GasaGen/GasaGen_NetSlime.cpp
FORCEINLINE ENetworkMode GetNetworkMode() const { return Gasa::GetNetworkMode( this ); }
@ -76,24 +130,35 @@ public:
}
#pragma endregion NetSlime
AGasaPlayerController();
inline AGasaPlayerState* GetPlayerState();
#pragma region PlayerController
void SpawnDefaultHUD() override;
void OnPossess(APawn* InPawn) override;
void OnUnPossess() override;
bool CanRestartPlayer() override;
void ClientSetHUD_Implementation(TSubclassOf<AHUD> NewHUDClass) override;
void ClientUpdateLevelStreamingStatus_Implementation(FName PackageName, bool bNewShouldBeLoaded, bool bNewShouldBeVisible, bool bNewShouldBlockOnLoad, int32 LODIndex, FNetLevelVisibilityTransactionId TransactionId, bool bNewShouldBlockOnUnload) override;
void PlayerTick(float DeltaTime) override;
void PostSeamlessTravel() override;
void SetupInputComponent() override;
void SpawnDefaultHUD() override;
#pragma endregion PlayerController
#pragma region Controller
void OnPossess(APawn* InPawn) override;
void OnRep_Pawn() override;
void OnUnPossess() override;
#pragma endregion Controller
#pragma region Actor
void BeginPlay() override;
void PostInitializeComponents() override;
void Tick(float DeltaSeconds) override;
#pragma endregion Actor
#pragma region UObject
void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const override;
#pragma endregion UObject
};
namespace Gasa

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@ -1,5 +1,8 @@
#include "GasaPlayerState.h"
#include "Networking/GasaNetLibrary_Inlines.h"
#include "GasaGameInstance.h"
#include "GasaPlayerController.h"
#include "AbilitySystem/GasaAbilitySystemComponent.h"
#include "AbilitySystem/GasaAttributeSet.h"
@ -16,3 +19,74 @@ AGasaPlayerState::AGasaPlayerState()
// Replication
NetUpdateFrequency = 100.f;
}
#pragma region GameFramework
void AGasaPlayerState::OnGameFrameworkInitialized()
{
NetLog("Received game framework initialization.");
BP_OnGameFrameworkInitialized();
}
void AGasaPlayerState::OnNetOwnerReady(AGasaPlayerController* PC)
{
BP_OnNetOwnerReady();
}
void AGasaPlayerState::Reset()
{
Super::Reset();
NetLog("Reset");
}
#pragma endregion GameFramework
#pragma region PlayerState
void AGasaPlayerState::ClientInitialize(AController* NewOwner)
{
Super::ClientInitialize(NewOwner);
NetLog("Client Initialization: This is the OnRep for player state.");
AGasaPlayerController* GasaPC = Cast<AGasaPlayerController>(NewOwner);
if (GasaPC)
GasaPC->Client_CheckIfOwnerReady();
}
#pragma endregion PlayerState
#pragma region Actor
void AGasaPlayerState::BeginPlay()
{
NetLog("Begin Play");
Super::BeginPlay();
UGasaGameInstance* GI = GetGameInstance<UGasaGameInstance>();
GI->Event_OnGameFrameworkInitialized.AddDynamic(this, & ThisClass::OnGameFrameworkInitialized);
GI->NotifyGameFrameworkClassReady(EGameFrameworkClassFlag::PlayerState);
}
void AGasaPlayerState::PostInitializeComponents()
{
Super::PostInitializeComponents();
NetLog("Post Initialization");
}
void AGasaPlayerState::RegisterPlayerWithSession(bool bWasFromInvite)
{
Super::RegisterPlayerWithSession(bWasFromInvite);
NetLog("RegisterPlayerWithSession");
if (IsServer() && GetInstigatorController())
{
AGasaPlayerController* PC = Cast<AGasaPlayerController>(GetInstigatorController());
PC->Event_NetOwner_OnReady.AddDynamic(this, & ThisClass::OnNetOwnerReady);
}
}
#pragma endregion Actor
#pragma region UObject
void AGasaPlayerState::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const
{
Super::GetLifetimeReplicatedProps(OutLifetimeProps);
}
#pragma endregion UObject

View File

@ -15,6 +15,8 @@ class GASA_API AGasaPlayerState : public APlayerState
{
GENERATED_BODY()
public:
AGasaPlayerState();
#pragma region Ability System
UPROPERTY(EditAnywhere, Category="Ability System")
bool bAutoAbilitySystem;
@ -25,9 +27,31 @@ public:
UPROPERTY(EditAnywhere, Category="Ability System")
TObjectPtr<UAttributeSet> Attributes;
#pragma endregion Ability System
AGasaPlayerState();
#pragma region GameFramework
UFUNCTION()
void OnGameFrameworkInitialized();
UFUNCTION(BlueprintCallable, BlueprintImplementableEvent, meta = (DisplayName = "On Game Framework Initialized"))
void BP_OnGameFrameworkInitialized();
UFUNCTION()
void OnNetOwnerReady(AGasaPlayerController* PC);
UFUNCTION(BlueprintCallable, BlueprintImplementableEvent, meta = (DisplayName = "On Net Owner Ready"))
void BP_OnNetOwnerReady();
#pragma endregion GameFramework
#pragma region Networking
#if 0
UPROPERTY(ReplicatedUsing = Client_OnRep_GasaID)
int32 GasaID = INDEX_NONE;
UFUNCTION()
void Client_OnRep_GasaID;
#endif
#pragma endregion Networking
#pragma region NetSlime
// NetSlime interface is generated by GasaGen/GasaGen_NetSlime.cpp
FORCEINLINE ENetworkMode GetNetworkMode() const { return Gasa::GetNetworkMode( this ); }
@ -55,7 +79,18 @@ public:
FORCEINLINE UAbilitySystemComponent* GetAbilitySystemComponent() const override { return AbilitySystem; }
#pragma endregion IAbilitySystem
// #pragma region
//
// #pragma endregion
#pragma region PlayerState
void ClientInitialize(AController* C) override;
#pragma endregion PlayerState
#pragma region Actor
void BeginPlay() override;
void PostInitializeComponents() override;
void RegisterPlayerWithSession(bool bWasFromInvite) override;
void Reset() override;
#pragma endregion Actor
#pragma region UObject
void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const override;
#pragma endregion UObject
};