'NetSlime' Initial port finished and working with 2 players (at least)
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BIN
Project/Binaries/Win64/UnrealEditor-Gasa.dll
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BIN
Project/Binaries/Win64/UnrealEditor-Gasa.dll
(Stored with Git LFS)
Binary file not shown.
BIN
Project/Binaries/Win64/UnrealEditor-GasaEditor.dll
(Stored with Git LFS)
BIN
Project/Binaries/Win64/UnrealEditor-GasaEditor.dll
(Stored with Git LFS)
Binary file not shown.
@ -1,4 +1,5 @@
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#include "EnemyCharacter.h"
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#include "Networking/GasaNetLibrary_Inlines.h"
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AEnemyCharacter::AEnemyCharacter()
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{
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@ -11,13 +11,12 @@
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#include "AbilitySystem/GasaAttributeSet.h"
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#include "Components/SkeletalMeshComponent.h"
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#include "Engine/PostProcessVolume.h"
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#include "Game/GasaGameInstance.h"
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#include "Game/GasaLevelScriptActor.h"
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#include "Game/GasaPlayerController.h"
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#include "Materials/MaterialInstanceDynamic.h"
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void AGasaCharacter::SetHighlight(EHighlight Desired)
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{
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HighlightState = Desired;
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}
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#include "Networking/GasaNetLibrary_Inlines.h"
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using namespace Gasa;
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AGasaCharacter::AGasaCharacter()
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{
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@ -51,12 +50,111 @@ AGasaCharacter::AGasaCharacter()
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Attributes = CreateDefaultSubobject<UGasaAttributeSet>("Attributes");
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}
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// Replication
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bReplicates = false;
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bNetLoadOnClient = true;
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NetDormancy = DORM_Awake;
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NetCullDistanceSquared = NetCullDist_Medium;
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NetUpdateFrequency = 30.0f;
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MinNetUpdateFrequency = 5.0f;
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NetPriority = 2.0f;
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ACharacter::SetReplicateMovement(true);
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}
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#pragma region GameFramework
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void AGasaCharacter::Controller_OnPawnPossessed()
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{
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NetLog("Controller confirmed possession.");
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// Do stuff here that you needed to wait for the player controller be aware of you for.
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BP_Controller_OnPawnPossessed();
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if (Event_OnPawnReady.IsBound())
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Event_OnPawnReady.Broadcast();
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}
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void AGasaCharacter::ServerRPC_R_NotifyClientPawnReady_Implementation()
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{
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Event_OnPawnReady.Broadcast();
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}
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#pragma endregion GameFramework
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#pragma region Highlight
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void AGasaCharacter::SetHighlight(EHighlight Desired)
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{
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HighlightState = Desired;
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}
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#pragma endregion Highlight
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#pragma region Pawn
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void AGasaCharacter::OnRep_PlayerState()
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{
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Super::OnRep_PlayerState();
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}
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void AGasaCharacter::PossessedBy(AController* NewController)
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{
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Super::PossessedBy(NewController);
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NetLog("Pawn possessed.");
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AController* OldController;
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// APawn::PossessedBy
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{
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SetOwner(NewController);
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OldController = Controller;
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Controller = NewController;
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ForceNetUpdate();
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#if UE_WITH_IRIS
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// The owning connection depends on the Controller having the new value.
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UpdateOwningNetConnection();
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#endif
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if (Controller->PlayerState != nullptr)
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SetPlayerState(Controller->PlayerState);
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if (APlayerController* PlayerController = Cast<APlayerController>(Controller))
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{
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if (GetNetMode() != NM_Standalone)
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{
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SetReplicates(true);
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SetAutonomousProxy(true);
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}
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}
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else
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CopyRemoteRoleFrom(GetDefault<APawn>());
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}
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if (AGasaPlayerController* PC = Cast<AGasaPlayerController>(NewController))
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{
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PC->Event_OnPawnPossessed.AddUniqueDynamic(this, & ThisClass::Controller_OnPawnPossessed);
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}
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else
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{
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NetLog("Controller assigned to GasaCharacter is not derived from GasaPlayerController.", ELogV::Warning);
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NetLog("Controller: Name: " + NewController->GetName() + " Class: " + NewController->GetClass()->GetName(), ELogV::Warning);
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}
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// cont. APawn::PossessedBy
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{
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// Dispatch Blueprint event if necessary
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if (OldController != NewController)
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{
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ReceivePossessed(Controller);
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NotifyControllerChanged();
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}
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}
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// ACharacter::PossessedBy
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{
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// If we are controlled remotely, set animation timing to be driven by client's network updates. So timing and events remain in sync.
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if (GetMesh() && IsReplicatingMovement() && (GetRemoteRole() == ROLE_AutonomousProxy && GetNetConnection() != nullptr))
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GetMesh()->bOnlyAllowAutonomousTickPose = true;
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}
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if (bAutoAbilitySystem)
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{
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@ -65,9 +163,14 @@ void AGasaCharacter::PossessedBy(AController* NewController)
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}
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}
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void AGasaCharacter::OnRep_PlayerState()
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void AGasaCharacter::SetPlayerDefaults()
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{
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Super::OnRep_PlayerState();
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Super::SetPlayerDefaults();
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}
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void AGasaCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
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{
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Super::SetupPlayerInputComponent(PlayerInputComponent);
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}
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#pragma endregion Pawn
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@ -4,7 +4,7 @@
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#include "GameFramework/Character.h"
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#include "GasaCommon.h"
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#include "Game/GasaPlayerState.h"
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#include "Game/GasaGameState.h"
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#include "Networking/GasaNetLibrary.h"
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#include "GasaCharacter.generated.h"
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@ -22,6 +22,9 @@ class GASA_API AGasaCharacter : public ACharacter
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{
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GENERATED_BODY()
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public:
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AGasaCharacter();
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#pragma region Ability System
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UPROPERTY(EditAnywhere, Category="Ability System")
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bool bAutoAbilitySystem = true;
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@ -38,6 +41,20 @@ public:
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TObjectPtr<USkeletalMeshComponent> Weapon;
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#pragma endregion Combat
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#pragma region GameFramework
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UPROPERTY(BlueprintAssignable)
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FOnPawnSig Event_OnPawnReady;
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UFUNCTION()
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void Controller_OnPawnPossessed();
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UFUNCTION(BlueprintImplementableEvent)
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void BP_Controller_OnPawnPossessed();
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UFUNCTION(Server, Reliable)
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void ServerRPC_R_NotifyClientPawnReady();
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#pragma endregion GameFramework
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#pragma region Highlighting
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static constexpr float HighlightStencilDepth = 256.0;
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@ -57,10 +74,6 @@ public:
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FORCEINLINE void Dehighlight() { SetHighlight(EHighlight::Disabled); };
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#pragma endregion Highlighting
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AGasaCharacter();
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FORCEINLINE AGasaPlayerState* GetGasaPlayerState() { return GetPlayerState<AGasaPlayerState>(); }
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#pragma region NetSlime
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// NetSlime interface is generated by GasaGen/GasaGen_NetSlime.cpp
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FORCEINLINE ENetworkMode GetNetworkMode() const { return Gasa::GetNetworkMode( this ); }
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@ -89,14 +102,14 @@ public:
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#pragma endregion IAbilitySystem
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#pragma region Pawn
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void PossessedBy(AController* NewController) override;
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void OnRep_PlayerState() override;
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void PossessedBy(AController* NewController) override;
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void SetPlayerDefaults() override;
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void SetupPlayerInputComponent(UInputComponent* PlayerInputComponent) override;
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#pragma endregion Pawn
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#pragma region Actor
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void BeginPlay() override;
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void Tick(float DeltaSeconds) override;
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#pragma endregion Actor
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};
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@ -108,3 +121,4 @@ namespace Gasa
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//
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// }
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}
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@ -1,5 +1,6 @@
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#include "PlayerCharacter.h"
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#include "Networking/GasaNetLibrary_Inlines.h"
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#include "AbilitySystemComponent.h"
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#include "Game/GasaPlayerController.h"
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#include "UI/GasaHUD.h"
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@ -12,46 +13,12 @@ APlayerCharacter::APlayerCharacter()
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bAutoAbilitySystem = false;
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}
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// TODO(Ed): We need to setup Net Slime...
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void APlayerCharacter::PossessedBy(AController* NewController)
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{
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Super::PossessedBy(NewController);
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AGasaPlayerState* PS = GetGasaPlayerState();
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// Server setup ability system (character side)
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{
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AbilitySystem = PS->AbilitySystem;
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Attributes = PS->Attributes;
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AbilitySystem->InitAbilityActorInfo(PS, this);
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}
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if (IsLocallyControlled())
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{
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AGasaPlayerController* PC = GetController<AGasaPlayerController>();
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AGasaHUD* HUD = PC->GetHUD<AGasaHUD>();
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FWidgetControllerData Data = { PC, PS, AbilitySystem, Attributes };
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HUD->InitHostWidget(& Data);
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}
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}
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// TODO(Ed): We need to setup Net Slime...
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void APlayerCharacter::OnRep_PlayerState()
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{
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Super::OnRep_PlayerState();
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AGasaPlayerState* PS = GetGasaPlayerState();
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// Client setup ability system
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{
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AbilitySystem = PS->AbilitySystem;
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Attributes = PS->Attributes;
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AbilitySystem->InitAbilityActorInfo(PS, this);
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}
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if (IsLocallyControlled())
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{
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AGasaPlayerController* PC = GetController<AGasaPlayerController>();
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AGasaHUD* HUD = PC->GetHUD<AGasaHUD>();
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FWidgetControllerData Data = { PC, PS, AbilitySystem, Attributes };
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HUD->InitHostWidget(& Data);
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}
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}
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#pragma region GameFramework
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// TODO(Ed): Make a NetLog
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UGasaGameInstance::UGasaGameInstance()
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{
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GameFrameworkState = EGameFrameworkState::Uninitialized;
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}
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void UGasaGameInstance::NotifyGameFrameworkClassReady(EGameFrameworkClassFlag ClassReady)
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{
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switch (ClassReady)
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{
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case EGameFrameworkClassFlag::GameMode:
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GameFrameworkClassesState |= (uint32)EGameFrameworkClassFlag::GameMode;
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NetLog("Gameplay Framework class ready: Game State", ELogV::Log, LogGasaNet );
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NetLog("Game Framework class ready: Game State", ELogV::Log, LogGasaNet );
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break;
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case EGameFrameworkClassFlag::GameState:
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GameFrameworkClassesState |= (uint32)EGameFrameworkClassFlag::GameState;
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NetLog("Gameplay Framework class ready: Game State", ELogV::Log, LogGasaNet );
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NetLog("Game Framework class ready: Game State", ELogV::Log, LogGasaNet );
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break;
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case EGameFrameworkClassFlag::PlayerController:
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GameFrameworkClassesState |= (uint32)EGameFrameworkClassFlag::PlayerController;
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NetLog("Gameplay Framework class ready: Player Controller", ELogV::Log, LogGasaNet);
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NetLog("Game Framework class ready: Player Controller", ELogV::Log, LogGasaNet);
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break;
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case EGameFrameworkClassFlag::PlayerState:
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GameFrameworkClassesState |= (uint32)EGameFrameworkClassFlag::PlayerState;
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NetLog("Gameplay Framework class ready: Player State", ELogV::Log, LogGasaNet);
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NetLog("Game Framework class ready: Player State", ELogV::Log, LogGasaNet);
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break;
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case EGameFrameworkClassFlag::Levels:
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GameFrameworkClassesState |= (uint32)EGameFrameworkClassFlag::Levels;
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NetLog("Gameplay Framework class ready: Levels", ELogV::Log, LogGasaNet);
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NetLog("Game Framework class ready: Levels", ELogV::Log, LogGasaNet);
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break;
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}
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ProcessGameFrameworkState();
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@ -68,7 +73,7 @@ void UGasaGameInstance::ProcessGameFrameworkState()
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if (GameFrameworkClassesState == InitializedFlags)
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{
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GameFrameworkState = EGameFrameworkState::Initialized;
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NetLog("Gameplay Framework initialized");
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NetLog("Game Framework initialized");
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Event_OnGameFrameworkInitialized.Broadcast();
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}
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@ -84,8 +89,5 @@ void UGasaGameInstance::Init()
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Super::Init();
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DevOptionsCache.CachedDevOptions();
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using namespace Gasa;
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NetLog(FString::Printf(TEXT("UObject Size: %d RT: %d"), sizeof(UObject), UObject::StaticClass()->PropertiesSize ));
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}
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#pragma region GameInstance
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#pragma endregion GameInstance
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@ -21,8 +21,8 @@ enum class EGameFrameworkClassFlag : uint8
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UENUM(BlueprintType)
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enum class EGameFrameworkState : uint8
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{
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Initialized,
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Uninitialized
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Uninitialized,
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Initialized
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};
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DECLARE_DYNAMIC_MULTICAST_DELEGATE(FOnGameFrameworkInitializedSig);
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@ -33,6 +33,8 @@ class GASA_API UGasaGameInstance : public UGameInstance
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GENERATED_BODY()
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public:
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UGasaGameInstance();
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UPROPERTY(VisibleAnywhere, Category="Dev Cache")
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FGasaDevOptionsCache DevOptionsCache;
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@ -1,9 +1,9 @@
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#include "GasaGameMode.h"
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#include "Online/CoreOnline.h"
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#include "GasaGameInstance.h"
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#include "GasaGameState.h"
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#include "GasaPlayerController.h"
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#include "GasaPlayerState.h"
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#include "Engine/Player.h"
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#include "GameFramework/GameSession.h"
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#include "GameFramework/GameState.h"
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@ -71,6 +71,33 @@ void AGasaGameMode::EndPlay(const EEndPlayReason::Type EndPlayReason)
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NetLog("EndPlay");
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}
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void AGasaGameMode::FinishRestartPlayer(AController* NewPlayer, const FRotator& StartRotation)
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{
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// Super::FinishRestartPlayer(NewPlayer, StartRotation);
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{
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NewPlayer->Possess(NewPlayer->GetPawn());
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// If the Pawn is destroyed as part of possession we have to abort
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if (!IsValid(NewPlayer->GetPawn()))
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{
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FailedToRestartPlayer(NewPlayer);
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}
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else
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{
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// Set initial control rotation to starting rotation rotation
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NewPlayer->ClientSetRotation(NewPlayer->GetPawn()->GetActorRotation(), true);
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FRotator NewControllerRot = StartRotation;
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NewControllerRot.Roll = 0.f;
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NewPlayer->SetControlRotation(NewControllerRot);
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SetPlayerDefaults(NewPlayer->GetPawn());
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K2_OnRestartPlayer(NewPlayer);
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}
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}
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}
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void AGasaGameMode::GenericPlayerInitialization(AController* C)
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{
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NetLog("GenericPlayerInitialization: " + C->GetName());
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@ -360,10 +387,10 @@ void AGasaGameMode::PostLogin(APlayerController* NewPlayer)
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{
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UGasaGameInstance* GI = GetGameInstance<UGasaGameInstance>();
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// int32 numconnections = gi->sessionsettings.bpublicgame
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// ? GI->SessionSettings.PublicConnections : GI->SessionSettings.PrivateConnections;
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#if 0
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int32 numconnections = GI->sessionsettings.bPublicGame
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? GI->SessionSettings.PublicConnections : GI->SessionSettings.PrivateConnections;
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if (GS->OnlinePlayers.Num() < NumConnections)
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{
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GS->OnlinePlayers.Init( nullptr, NumConnections );
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@ -388,8 +415,8 @@ void AGasaGameMode::PostLogin(APlayerController* NewPlayer)
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}
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AGasaPlayerController* PC = Cast<AGasaPlayerController>(NewPlayer);
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// if (PC)
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// PC->Event_OnNetOwner_GameplayFrameworkInitialized.AddDynamic(this, &ThisClass::OwningClient_OnGameFrameworkInitialized);
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if (PC)
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PC->Event_NetOwner_OnGameFrameworkInitialized.AddDynamic(this, &ThisClass::OwningClient_OnGameFrameworkInitialized);
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}
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void AGasaGameMode::PostSeamlessTravel()
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@ -401,11 +428,7 @@ void AGasaGameMode::PostSeamlessTravel()
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void AGasaGameMode::SetPlayerDefaults(APawn* PlayerPawn)
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{
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InitializeHUDForPlayer(Cast<APlayerController>(PlayerPawn->GetController()));
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// Super::SetPlayerDefaults(PlayerPawn);
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{
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PlayerPawn->SetPlayerDefaults();
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}
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Super::SetPlayerDefaults(PlayerPawn);
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}
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void AGasaGameMode::SetSeamlessTravelViewTarget(APlayerController* PC)
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|
@ -24,7 +24,7 @@ public:
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UFUNCTION()
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void OwningClient_OnGameFrameworkInitialized(AGasaPlayerController* PC);
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UFUNCTION(BlueprintCallable, meta=(DisplayName = "On Game Framework Initialized"))
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UFUNCTION(BlueprintCallable, BlueprintImplementableEvent, meta=(DisplayName = "On Game Framework Initialized"))
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void BP_OnGameFrameworkInitialized();
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#pragma endregion GameFramework
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@ -60,6 +60,8 @@ public:
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#pragma region GameModeBase
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void EndPlay(const EEndPlayReason::Type EndPlayReason) override;
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void FinishRestartPlayer(AController* NewPlayer, const FRotator& StartRotation) override;
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void GenericPlayerInitialization(AController* C) override;
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TSubclassOf<APlayerController> GetPlayerControllerClassToSpawnForSeamlessTravel(APlayerController* PreviousPlayerController) override;
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|
@ -5,6 +5,7 @@
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#include "GasaPlayerState.h"
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#include "GasaGameInstance.h"
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#include "Net/UnrealNetwork.h"
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#include "Networking/GasaNetLibrary_Inlines.h"
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using namespace Gasa;
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AGasaGameState::AGasaGameState()
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@ -15,7 +16,6 @@ AGasaGameState::AGasaGameState()
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PrimaryActorTick.bStartWithTickEnabled = true;
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// Replication
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bReplicates = true;
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bNetLoadOnClient = false;
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NetDormancy = DORM_Awake;
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|
@ -1,3 +1,4 @@
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#pragma once
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#include "GameFramework/GameState.h"
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||||
#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();
|
||||
|
@ -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
|
||||
|
@ -19,7 +19,7 @@ public:
|
||||
|
||||
#pragma region GameFramework
|
||||
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly)
|
||||
bool bOverrideGameplayFrameworkReady = false;
|
||||
bool bOverrideGameFrameworkReady = false;
|
||||
|
||||
UFUNCTION()
|
||||
void OnGameFrameworkInitialized();
|
||||
|
@ -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)
|
||||
@ -72,27 +216,107 @@ 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()
|
||||
@ -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
|
||||
|
@ -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;
|
||||
@ -34,6 +43,55 @@ public:
|
||||
#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)
|
||||
TObjectPtr<AGasaCharacter> HoverPrev;
|
||||
@ -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
|
||||
|
@ -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
|
||||
|
@ -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;
|
||||
@ -26,7 +28,29 @@ public:
|
||||
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
|
||||
@ -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
|
||||
};
|
||||
|
@ -48,6 +48,7 @@ public class Gasa : ModuleRules
|
||||
"Core",
|
||||
|
||||
"AIModule",
|
||||
"CoreOnline",
|
||||
"CoreUObject",
|
||||
"DeveloperSettings",
|
||||
"Engine",
|
||||
|
@ -35,8 +35,8 @@
|
||||
#include "Game/GasaViewport.h"
|
||||
|
||||
// Networking
|
||||
// #include "Networking/GasaNetLibrary.h"
|
||||
// #include "Networking/GasaNetLibrary_Inlines.h"
|
||||
#include "Networking/GasaNetLibrary.h"
|
||||
#include "Networking/GasaNetLibrary_Inlines.h"
|
||||
|
||||
// UI
|
||||
// #include "UI/GasaCanvas.h"
|
||||
|
@ -2,6 +2,8 @@
|
||||
|
||||
#include "GasaEngineMinimal.h"
|
||||
|
||||
#include "GasaCommon.generated.h"
|
||||
|
||||
#define global
|
||||
#define internal static
|
||||
#define local_persist static
|
||||
@ -18,14 +20,19 @@
|
||||
#pragma region Engine Forwards
|
||||
struct FInputActionValue;
|
||||
struct FOnAttributeChangeData;
|
||||
struct FReplicationFlags;
|
||||
|
||||
class AActor;
|
||||
class APawn;
|
||||
class APostProcessVolume;
|
||||
|
||||
class FOutBunch;
|
||||
|
||||
class IAbilitySystemInterface;
|
||||
|
||||
class UAbilitySystemComponent;
|
||||
class UAbilitySystemInterface;
|
||||
class UActorChannel;
|
||||
class UAttributeSet;
|
||||
class UCameraComponent;
|
||||
class UGameplayEffect;
|
||||
@ -189,3 +196,12 @@ namespace Gasa
|
||||
constexpr float _480Hz = .002f;
|
||||
}
|
||||
#pragma endregion Timing
|
||||
|
||||
#pragma region Delegates
|
||||
DECLARE_MULTICAST_DELEGATE(FOnTravelDelegate);
|
||||
DECLARE_DYNAMIC_MULTICAST_DELEGATE(FOnTravelSig);
|
||||
DECLARE_DYNAMIC_MULTICAST_DELEGATE(FOnPawnSig);
|
||||
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FOnPlayerCharacterReadySig, APlayerCharacter*, Character);
|
||||
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FOnPawnReadySig, APawn*, Pawn);
|
||||
#pragma endregion Delegates
|
||||
|
||||
|
@ -21,140 +21,5 @@
|
||||
#include "Misc/VarArgs.h"
|
||||
#include "Logging/LogVerbosity.h"
|
||||
#include "UObject/ObjectMacros.h"
|
||||
|
||||
// #include "Misc/OutputDevice.h"
|
||||
// #include "HAL/PlatformCrt.h"
|
||||
// #include "HAL/PlatformMisc.h"
|
||||
// #include "Misc/AssertionMacros.h"
|
||||
// #include "Templates/IsPointer.h"
|
||||
// #include "HAL/PlatformMemory.h"
|
||||
// #include "HAL/PlatformAtomics.h"
|
||||
// #include "Misc/Exec.h"
|
||||
// #include "HAL/MemoryBase.h"
|
||||
// #include "HAL/UnrealMemory.h"
|
||||
// #include "Templates/IsArithmetic.h"
|
||||
// #include "Templates/AndOrNot.h"
|
||||
// #include "Templates/IsPODType.h"
|
||||
// #include "Templates/IsUECoreType.h"
|
||||
// #include "Templates/IsTriviallyCopyConstructible.h"
|
||||
// #include "Templates/UnrealTypeTraits.h"
|
||||
// #include "Templates/EnableIf.h"
|
||||
// #include "Templates/RemoveReference.h"
|
||||
// #include "Templates/IntegralConstant.h"
|
||||
// #include "Templates/IsClass.h"
|
||||
// #include "Templates/TypeCompatibleBytes.h"
|
||||
// #include "Traits/IsContiguousContainer.h"
|
||||
// #include "Templates/UnrealTemplate.h"
|
||||
// #include "Math/NumericLimits.h"
|
||||
// #include "HAL/PlatformMath.h"
|
||||
// #include "Templates/IsTriviallyCopyAssignable.h"
|
||||
// #include "Templates/IsTriviallyDestructible.h"
|
||||
// #include "Templates/MemoryOps.h"
|
||||
// #include "Containers/ContainerAllocationPolicies.h"
|
||||
// #include "Templates/IsEnumClass.h"
|
||||
// #include "HAL/PlatformProperties.h"
|
||||
// #include "Misc/EngineVersionBase.h"
|
||||
// #include "Internationalization/TextNamespaceFwd.h"
|
||||
// #include "Serialization/Archive.h"
|
||||
// #include "Templates/Less.h"
|
||||
// #include "Templates/Sorting.h"
|
||||
// #include "Misc/Char.h"
|
||||
// #include "GenericPlatform/GenericPlatformStricmp.h"
|
||||
// #include "GenericPlatform/GenericPlatformString.h"
|
||||
// #include "HAL/PlatformString.h"
|
||||
// #include "Misc/CString.h"
|
||||
// #include "Misc/Crc.h"
|
||||
// #include "Math/UnrealMathUtility.h"
|
||||
// #include "Containers/UnrealString.h"
|
||||
// #include "Containers/Array.h"
|
||||
// #include "Misc/FrameNumber.h"
|
||||
// #include "Misc/Timespan.h"
|
||||
// #include "Containers/StringConv.h"
|
||||
// #include "UObject/UnrealNames.h"
|
||||
// #include "UObject/NameTypes.h"
|
||||
// #include "Misc/Parse.h"
|
||||
// #include "Templates/AlignmentTemplates.h"
|
||||
// #include "Misc/StructBuilder.h"
|
||||
// #include "Templates/Decay.h"
|
||||
// #include "Templates/PointerIsConvertibleFromTo.h"
|
||||
// #include "Templates/Invoke.h"
|
||||
// #include "Templates/Function.h"
|
||||
// #include "Templates/TypeHash.h"
|
||||
|
||||
// #include "Containers/ScriptArray.h"
|
||||
// #include "Containers/BitArray.h"
|
||||
// #include "Containers/SparseArray.h"
|
||||
// #include "Containers/Set.h"
|
||||
|
||||
// #include "Algo/Reverse.h"
|
||||
// #include "Containers/Map.h"
|
||||
// #include "Math/IntPoint.h"
|
||||
// #include "Math/IntVector.h"
|
||||
|
||||
// #include "Logging/LogCategory.h"
|
||||
// #include "Logging/LogMacros.h"
|
||||
|
||||
// #include "Math/Vector2D.h"
|
||||
// #include "Math/IntRect.h"
|
||||
// #include "Misc/ByteSwap.h"
|
||||
// #include "Containers/EnumAsByte.h"
|
||||
// #include "HAL/PlatformTLS.h"
|
||||
// #include "CoreGlobals.h"
|
||||
|
||||
// #include "Templates/SharedPointer.h"
|
||||
// #include "Internationalization/CulturePointer.h"
|
||||
// #include "UObject/WeakObjectPtrTemplates.h"
|
||||
// #include "Delegates/DelegateSettings.h"
|
||||
// #include "Delegates/IDelegateInstance.h"
|
||||
// #include "Delegates/DelegateBase.h"
|
||||
// #include "Delegates/MulticastDelegateBase.h"
|
||||
// #include "Delegates/IntegerSequence.h"
|
||||
// #include "Templates/Tuple.h"
|
||||
// #include "UObject/ScriptDelegates.h"
|
||||
// #include "Delegates/Delegate.h"
|
||||
// #include "Internationalization/TextLocalizationManager.h"
|
||||
// #include "Misc/Optional.h"
|
||||
// #include "Templates/IsArray.h"
|
||||
// #include "Templates/RemoveExtent.h"
|
||||
// #include "Templates/UniquePtr.h"
|
||||
// #include "Internationalization/Text.h"
|
||||
// #include "Templates/UniqueObj.h"
|
||||
// #include "Internationalization/Internationalization.h"
|
||||
// #include "Math/Vector.h"
|
||||
// #include "Math/Vector4.h"
|
||||
// #include "Math/VectorRegister.h"
|
||||
// #include "Math/TwoVectors.h"
|
||||
// #include "Math/Edge.h"
|
||||
// #include "UObject/ObjectVersion.h"
|
||||
// #include "Math/CapsuleShape.h"
|
||||
// #include "Math/Rotator.h"
|
||||
// #include "Misc/DateTime.h"
|
||||
// #include "Math/RangeBound.h"
|
||||
// #include "Misc/AutomationEvent.h"
|
||||
// #include "Math/Range.h"
|
||||
// #include "Math/RangeSet.h"
|
||||
// #include "Math/Interval.h"
|
||||
// #include "Math/Box.h"
|
||||
// #include "Math/Box2D.h"
|
||||
// #include "Math/BoxSphereBounds.h"
|
||||
// #include "Math/OrientedBox.h"
|
||||
// #include "Math/Axis.h"
|
||||
// #include "Math/Matrix.h"
|
||||
// #include "Math/RotationTranslationMatrix.h"
|
||||
// #include "Math/RotationAboutPointMatrix.h"
|
||||
// #include "Math/ScaleRotationTranslationMatrix.h"
|
||||
// #include "Math/RotationMatrix.h"
|
||||
// #include "Math/Quat.h"
|
||||
// #include "Math/PerspectiveMatrix.h"
|
||||
// #include "Math/OrthoMatrix.h"
|
||||
// #include "Math/TranslationMatrix.h"
|
||||
// #include "Math/QuatRotationTranslationMatrix.h"
|
||||
// #include "Math/InverseRotationMatrix.h"
|
||||
// #include "Math/ScaleMatrix.h"
|
||||
// #include "Math/MirrorMatrix.h"
|
||||
// #include "Math/ClipProjectionMatrix.h"
|
||||
// #include "Math/Float32.h"
|
||||
// #include "Math/Float16.h"
|
||||
// #include "Math/Transform.h"
|
||||
// #include "Math/ConvexHull2d.h"
|
||||
// #include "Math/UnrealMath.h"
|
||||
#include "Delegates/Delegate.h"
|
||||
#include "Delegates/DelegateCombinations.h"
|
||||
|
@ -1,14 +1,40 @@
|
||||
#include "GasaNetLibrary.h"
|
||||
#include "GasaNetLibrary_Inlines.h"
|
||||
#include "GasaObject.h"
|
||||
|
||||
#include "Kismet/KismetMathLibrary.h"
|
||||
#include "Kismet/KismetSystemLibrary.h"
|
||||
|
||||
DEFINE_LOG_CATEGORY(LogGasaNet);
|
||||
|
||||
void NetLog( UObject const* Context, FString Message, EGasaVerbosity Verbosity = EGasaVerbosity::Log
|
||||
, FLogCategoryBase& Category = LogGasaNet
|
||||
, bool DumpStack = false
|
||||
, int32 Line = __builtin_LINE()
|
||||
, const ANSICHAR* File = __builtin_FILE()
|
||||
, const ANSICHAR* Func = __builtin_FUNCTION() )
|
||||
namespace Gasa
|
||||
{
|
||||
void DrawNetCullingSphere(const UObject* Context, float Duration, float Thickness)
|
||||
{
|
||||
const AActor* actor = nullptr;
|
||||
|
||||
if (Context->IsA(UGasaObject::StaticClass()))
|
||||
actor = Cast<AActor>(Context->GetOuter());
|
||||
|
||||
else if (Context->IsA(AActor::StaticClass()))
|
||||
actor = Cast<AActor>(Context);
|
||||
|
||||
if (actor)
|
||||
UKismetSystemLibrary::DrawDebugSphere(actor
|
||||
, actor->GetActorLocation()
|
||||
, UKismetMathLibrary::Sqrt(actor->NetCullDistanceSquared) * 2
|
||||
, 12
|
||||
, FLinearColor(FColor::Emerald)
|
||||
, Duration
|
||||
, Thickness);
|
||||
}
|
||||
|
||||
void NetLog( UObject const* Context, FString Message, EGasaVerbosity Verbosity
|
||||
, FLogCategoryBase& Category
|
||||
, bool DumpStack
|
||||
, int32 Line
|
||||
, const ANSICHAR* File
|
||||
, const ANSICHAR* Func )
|
||||
{
|
||||
#if !UE_BUILD_SHIPPING && !NO_LOGGING
|
||||
ELogVerbosity::Type EngineVerbosity = (ELogVerbosity::Type) Verbosity;
|
||||
@ -56,12 +82,13 @@ void NetLog( UObject const* Context, FString Message, EGasaVerbosity Verbosity =
|
||||
static UE::Logging::Private::FStaticBasicLogRecord
|
||||
LOG_Static(TEXT("%s -- %hs %hs(%d)"), File, Line, EngineVerbosity, LOG_Dynamic);
|
||||
|
||||
SET_WARN_COLOR(COLOR_PURPLE)
|
||||
// SET_WARN_COLOR(COLOR_PURPLE)
|
||||
|
||||
if (DumpStack)
|
||||
FDebug::DumpStackTraceToLog(EngineVerbosity);
|
||||
BasicLog(Category, &LOG_Static, * FullMsg, File, Func, Line);
|
||||
|
||||
CLEAR_WARN_COLOR()
|
||||
// CLEAR_WARN_COLOR()
|
||||
#endif
|
||||
}
|
||||
}
|
||||
|
@ -8,6 +8,34 @@
|
||||
|
||||
DECLARE_LOG_CATEGORY_EXTERN(LogGasaNet, Log, All);
|
||||
|
||||
#define NullGuard( Object_, Logger_, Message_ ) \
|
||||
do { \
|
||||
if ( ! IsValid(Object_) ) \
|
||||
{ \
|
||||
Logger_( (Message_) , ELogV::Error ); \
|
||||
ensure( IsValid(Object_) ); \
|
||||
return; \
|
||||
} \
|
||||
} while (0)
|
||||
|
||||
#define NetGuard( Condition_, Logger_, Message_ ) \
|
||||
do { \
|
||||
if ( Condition_ ) \
|
||||
{ \
|
||||
Logger_( (Message_) , ELogV::Error ); \
|
||||
ensure( Condition_ ); \
|
||||
return; \
|
||||
} \
|
||||
} while (0)
|
||||
|
||||
#if UE_BUILD_DEVELOPMENT
|
||||
# define NullGuard_DEV NullGuard
|
||||
# define NetGuard_DEV NetGuard
|
||||
#else
|
||||
# define NullGuard_DEV( Object_, Logger_, Message_)
|
||||
# define NetGuard_DEV( Object_, Logger_, Message_)
|
||||
#endif
|
||||
|
||||
UENUM(BlueprintType)
|
||||
enum class ENetworkMode : uint8
|
||||
{
|
||||
@ -39,13 +67,11 @@ namespace Gasa
|
||||
bool IsListenServer(UObject const* Context);
|
||||
|
||||
bool IsNetOwner(UObject const* Context);
|
||||
bool IsNetOwner(UGasaObject const* Context);
|
||||
bool IsNetOwner(AActor const* Context);
|
||||
|
||||
bool IsServer(UObject const* Context);
|
||||
|
||||
bool IsSimulatedProxy(UObject const* Context);
|
||||
bool IsSimulatedProxy(UGasaObject const* Context);
|
||||
bool IsSimulatedProxy(AActor const* Context);
|
||||
|
||||
void NetLog( UObject const* Context, FString Message, EGasaVerbosity Verbosity = EGasaVerbosity::Log
|
||||
@ -56,6 +82,7 @@ namespace Gasa
|
||||
, const ANSICHAR* Func = __builtin_FUNCTION() );
|
||||
|
||||
bool ServerAuthorized(UObject const* Context);
|
||||
bool ServerAuthorized(UGasaObject const* Context);
|
||||
bool ServerAuthorized(AActor const* Context);
|
||||
}
|
||||
|
||||
#include "GasaNetLibrary_Inlines.h"
|
||||
|
@ -1,35 +1,12 @@
|
||||
#include "GasaNetLibrary.h"
|
||||
#include "GasaObject.h"
|
||||
#pragma once
|
||||
#include "GasaNetLibrary.h"
|
||||
#include "Engine/NetDriver.h"
|
||||
#include "Game/GasaGameMode.h"
|
||||
#include "Kismet/KismetMathLibrary.h"
|
||||
#include "Kismet/KismetSystemLibrary.h"
|
||||
#include "Engine/World.h"
|
||||
|
||||
namespace Gasa
|
||||
{
|
||||
// TODO(Ed): Profile these...
|
||||
|
||||
inline
|
||||
void DrawNetCullingSphere(const UObject* Context, float Duration, float Thickness)
|
||||
{
|
||||
const AActor* actor = nullptr;
|
||||
|
||||
if (Context->IsA(UGasaObject::StaticClass()))
|
||||
actor = Cast<AActor>(Context->GetOuter());
|
||||
|
||||
else if (Context->IsA(AActor::StaticClass()))
|
||||
actor = Cast<AActor>(Context);
|
||||
|
||||
if (actor)
|
||||
UKismetSystemLibrary::DrawDebugSphere(actor
|
||||
, actor->GetActorLocation()
|
||||
, UKismetMathLibrary::Sqrt(actor->NetCullDistanceSquared) * 2
|
||||
, 12
|
||||
, FLinearColor(FColor::Emerald)
|
||||
, Duration
|
||||
, Thickness);
|
||||
}
|
||||
|
||||
inline
|
||||
ENetworkMode GetNetworkMode(UObject const* Context)
|
||||
{
|
||||
@ -110,8 +87,6 @@ namespace Gasa
|
||||
else if (Context->GetClass()->IsChildOf(UActorComponent::StaticClass()))
|
||||
Actor = Cast<UActorComponent>(Context)->GetOwner();
|
||||
// Its assumed that all GasaObjects have an outer actor
|
||||
else if (Context->IsA(UGasaObject::StaticClass()))
|
||||
Actor = Cast<AActor>(Context->GetOuter());
|
||||
else
|
||||
{
|
||||
UObject const* Outermost = Context->GetOutermostObject();
|
||||
@ -128,22 +103,6 @@ namespace Gasa
|
||||
return Result;
|
||||
}
|
||||
|
||||
inline
|
||||
bool IsNetOwner(UGasaObject const* Context)
|
||||
{
|
||||
if (Context == nullptr || Context->GetWorld() == nullptr)
|
||||
return false;
|
||||
|
||||
AActor const* Actor = Cast<AActor>(Context->GetOuter());
|
||||
if (Actor == nullptr)
|
||||
{
|
||||
Log("Could not get actor reference", ELogV::Warning, LogGasaNet);
|
||||
return false;
|
||||
}
|
||||
bool Result = Actor->HasLocalNetOwner();
|
||||
return Result;
|
||||
}
|
||||
|
||||
inline
|
||||
bool IsNetOwner(AActor const* Actor)
|
||||
{
|
||||
@ -177,8 +136,6 @@ namespace Gasa
|
||||
else if (Context->GetClass()->IsChildOf(UActorComponent::StaticClass()))
|
||||
Actor = Cast<UActorComponent>(Context)->GetOwner();
|
||||
// Its assumed that all GasaObjects have an outer actor
|
||||
else if (Context->IsA(UGasaObject::StaticClass()))
|
||||
Actor = Cast<AActor>(Context->GetOuter());
|
||||
else
|
||||
{
|
||||
UObject const* Outermost = Context->GetOutermostObject();
|
||||
@ -195,22 +152,6 @@ namespace Gasa
|
||||
return Result;
|
||||
}
|
||||
|
||||
inline
|
||||
bool IsSimulatedProxy(UGasaObject const* Context)
|
||||
{
|
||||
if (Context == nullptr || Context->GetWorld() == nullptr)
|
||||
return false;
|
||||
|
||||
AActor const* Actor = Cast<AActor>(Context->GetOuter());
|
||||
if (Actor == nullptr)
|
||||
{
|
||||
Log("Could not get actor reference", ELogV::Warning, LogGasaNet);
|
||||
return false;
|
||||
}
|
||||
bool Result = Actor->GetLocalRole() == ENetRole::ROLE_SimulatedProxy;
|
||||
return Result;
|
||||
}
|
||||
|
||||
inline
|
||||
bool IsSimulatedProxy(AActor const* Actor)
|
||||
{
|
||||
@ -233,8 +174,6 @@ namespace Gasa
|
||||
else if (Context->GetClass()->IsChildOf(UActorComponent::StaticClass()))
|
||||
Actor = Cast<UActorComponent>(Context)->GetOwner();
|
||||
// Its assumed that all GasaObjects have an outer actor
|
||||
else if (Context->IsA(UGasaObject::StaticClass()))
|
||||
Actor = Cast<AActor>(Context->GetOuter());
|
||||
else
|
||||
{
|
||||
UObject const* Outermost = Context->GetOutermostObject();
|
||||
@ -251,22 +190,6 @@ namespace Gasa
|
||||
return Result;
|
||||
}
|
||||
|
||||
inline
|
||||
bool ServerAuthorized(UGasaObject const* Context)
|
||||
{
|
||||
if (Context == nullptr || Context->GetWorld() == nullptr)
|
||||
return false;
|
||||
|
||||
AActor const* Actor = Cast<AActor>(Context->GetOuter());
|
||||
if (Actor == nullptr)
|
||||
{
|
||||
Log("Could not get actor reference", ELogV::Warning, LogGasaNet);
|
||||
return false;
|
||||
}
|
||||
bool Result = Actor->HasAuthority();
|
||||
return Result;
|
||||
}
|
||||
|
||||
inline
|
||||
bool ServerAuthorized(AActor const* Actor)
|
||||
{
|
||||
|
Loading…
Reference in New Issue
Block a user