Compare commits

...

27 Commits

Author SHA1 Message Date
Ed_
d97ee1d302 Making scripts for major changes 2024-10-18 15:43:22 -04:00
Ed_
1b5d2a3ff6 just origanizing gitignore 2024-10-18 15:15:52 -04:00
Ed_
ca779b627b Commiting last latest changes before making repo modifications 2024-10-18 15:11:13 -04:00
Ed_
a885201b81 60. Animating the Message Widget 2024-04-26 22:04:10 -04:00
Ed_
07c5420bc2 59. Message Widget 2024-04-26 21:36:09 -04:00
Ed_
fe2abe1972 58. Broadcasting Data Table Rows 2024-04-26 20:08:08 -04:00
Ed_
e8fb014d29 54. Get All Asset Tags 2024-04-26 18:23:13 -04:00
Ed_
c4e40037ed 53. Gameplay Effect Delegates 2024-04-25 12:46:26 -04:00
Ed_
33b3723b82 53. Gameplay Effect Delegates 2024-04-25 00:30:54 -04:00
Ed_
ae1e28a072 46. PostGameplayEffectExecute 2024-04-24 20:18:38 -04:00
Ed_
ef002ccf53 45. PreAttributeChange 2024-04-24 18:18:26 -04:00
Ed_
035ad8de6f 44. Infinite Effect Application and Removal 2024-04-24 16:21:22 -04:00
Ed_
a604117e95 43. Instant and Duration Application Policy 2024-04-24 11:58:40 -04:00
Ed_
f17c53a1a9 42. Infinite Gameplay Effects 2024-04-24 11:48:07 -04:00
Ed_
bd0c8a0878 41. Effect Stacking 2024-04-24 11:14:41 -04:00
Ed_
22aee515ed 40. Periodic Gameplay Effects 2024-04-24 10:59:48 -04:00
Ed_
8f84dcf3d3 38. Instant Gameplay Effects 2024-04-24 10:07:23 -04:00
Ed_
3a58e90802 'NetSlime' Initial port finished and working with 2 players (at least) 2024-04-23 18:54:17 -04:00
Ed_
ad41867dc5 WIP: Boostrapping NetSlime
- Just a old name for a set of changes to make the game framework hardened for multiplayer as well as some ease of use functionality.
2024-04-23 01:10:02 -04:00
Ed_
cc1636b687 37. Effect Actor Improved 2024-04-22 12:01:30 -04:00
Ed_
eaed6cf337 34. Listening for Attribute Changes 2024-04-22 01:54:33 -04:00
Ed_
2c11939244 34. Listening for Attribute Changes 2024-04-22 00:30:29 -04:00
Ed_
811dc33f4a 32. Overlay Widget Controller 2024-04-21 18:56:57 -04:00
Ed_
adfb17b7df Merge remote-tracking branch 'Ed94/master' 2024-04-21 10:26:14 -04:00
Ed_
6c011ac657 Update Readme.md 2024-04-21 10:06:06 -04:00
Ed_
c517cbd45e Update Readme.md 2024-04-21 10:05:42 -04:00
Ed_
b26e02d582 ignore binaries 2024-04-21 09:57:56 -04:00
131 changed files with 4366 additions and 527 deletions

50
.gitignore vendored
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@ -1,30 +1,38 @@
Project/Intermediate
Project/Saved/Crashes
Project/Saved/SourceControl
Project/Saved/ShaderDebugInfo
Project/Saved/Logs
Project/Saved/Autosaves
Project/Saved/Config/CrashReportClient
Project/Saved/Config/WindowsEditor
Project/Saved/Config/WorldState
Project/Saved/AutoScreenshot.png
Project/Platforms
*/Binaries/Win64/*.patch_*.*
Project/.idea
Project/.vs
Project/.vsconfig
*.sln
*.target
*.modules
Project/.idea
Project/Saved/Screenshots
*/Binaries/Win64/*.patch_*.*
Project/Saved/ImGui
Project/Saved/ImGui/imgui.ini
GasaGen_*.pdb
Project/Binaries
Project/Binaries/GasaGen.exe
Project/Binaries/GasaGen.map
Project/Binaries/GasaGen.obj
Project/Binaries/vc140.pdb
Project/Intermediate
Project/Platforms
Project/Saved/Config/ConsoleHistory.ini
*.pdb
Project/Saved/Autosaves
Project/Saved/AutoScreenshot.png
Project/Saved/Config/CrashReportClient
Project/Saved/Config/WindowsEditor
Project/Saved/Config/WorldState
Project/Saved/Crashes
Project/Saved/Diff
Project/Saved/ImGui
Project/Saved/ImGui/imgui.ini
Project/Saved/Logs
Project/Saved/Screenshots
Project/Saved/ShaderDebugInfo
Project/Saved/SourceControl
*.modules
*.pdb
*.sln
*.target
GasaGen_*.pdb

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@ -49,6 +49,15 @@ r.ReflectionMethod=1
r.Shadow.Virtual.Enable=1
r.DefaultFeature.AutoExposure.ExtendDefaultLuminanceRange=True
r.CustomDepth=3
r.DefaultFeature.Bloom=False
r.DefaultFeature.AmbientOcclusion=False
r.DefaultFeature.AmbientOcclusionStaticFraction=False
r.DefaultFeature.AutoExposure=False
r.DefaultFeature.MotionBlur=False
r.AntiAliasingMethod=0
r.MSAACount=1
r.ScreenPercentage.Default=25.000000
r.SupportSkyAtmosphere=False
[/Script/WorldPartitionEditor.WorldPartitionEditorSettings]
CommandletClass=Class'/Script/UnrealEd.WorldPartitionConvertCommandlet'

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@ -9,6 +9,8 @@ Tag_PPV=Global_PPV
Tag_GlobalPPV=Global_PPV
Template_PlayerCamera=/Game/Actors/BP_CameraMount.BP_CameraMount_C
Template_HUD_HostUI=/Game/UI/UI_Host.UI_Host_C
Template_HostWidgetController=/Game/UI/BP_HostWidgetController.BP_HostWidgetController_C
TaggedMessageTable=/Game/Core/Tables/DT_TaggedMessages.DT_TaggedMessages
[/Script/GameplayAbilities.AbilitySystemGlobals]
bUseDebugTargetFromHud=true

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@ -0,0 +1,20 @@
[/Script/GameplayTags.GameplayTagsSettings]
ImportTagsFromConfig=True
WarnOnInvalidTags=True
ClearInvalidTags=False
AllowEditorTagUnloading=True
AllowGameTagUnloading=False
FastReplication=False
InvalidTagCharacters="\"\',"
+GameplayTagTableList=/Game/Core/Tables/DT_PrimaryAttributes.DT_PrimaryAttributes
NumBitsForContainerSize=6
NetIndexFirstBitSegment=16
+GameplayTagList=(Tag="Attributes.Vital.Health",DevComment="")
+GameplayTagList=(Tag="Attributes.Vital.Mana",DevComment="")
+GameplayTagList=(Tag="Attributes.Vital.MaxHealth",DevComment="")
+GameplayTagList=(Tag="Attributes.Vital.MaxMana",DevComment="")
+GameplayTagList=(Tag="Message.Crystal.Health",DevComment="")
+GameplayTagList=(Tag="Message.Crystal.Mana",DevComment="")
+GameplayTagList=(Tag="Message.Potion.Health",DevComment="")
+GameplayTagList=(Tag="Message.Potion.Mana",DevComment="")

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@ -301,10 +301,6 @@
"Name": "VisualStudioSourceCodeAccess",
"Enabled": true
},
{
"Name": "GitSourceControl",
"Enabled": true
},
{
"Name": "SlateInsights",
"Enabled": true

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@ -0,0 +1,7 @@
{
"ColumnWidths":
{
"DevComment": 405,
"Tag": 381
}
}

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@ -0,0 +1,6 @@
{
"ColumnWidths":
{
"TextStyle": 1099
}
}

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@ -0,0 +1,9 @@
{
"ColumnWidths":
{
"Image": 487,
"Tag": 246,
"Message": 439,
"MessageTemplate": 232
}
}

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@ -1,3 +1,5 @@
<?xml version="1.0" encoding="utf-8" ?>
<Configuration xmlns="https://www.unrealengine.com/BuildConfiguration">
<bUsePCHFiles>false</bUsePCHFiles>
</Configuration>

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@ -0,0 +1,38 @@
#include "EffectProperties.h"
#include "AbilitySystemComponent.h"
#include "AbilitySystemGlobals.h"
#include "GameplayEffect.h"
#include "GameplayEffectExtension.h"
#include "GameFramework/Pawn.h"
#include "GameFramework/PlayerController.h"
void FEffectProperties::Populate(FGameplayEffectModCallbackData const& Data)
{
Context = Data.EffectSpec.GetContext();
SourceAbilitySystem = Context.GetOriginalInstigatorAbilitySystemComponent();
if (IsValid(SourceAbilitySystem)
&& SourceAbilitySystem->AbilityActorInfo.IsValid()
&& SourceAbilitySystem->AbilityActorInfo->AvatarActor.IsValid())
{
FGameplayAbilityActorInfo* AbilityInfo = SourceAbilitySystem->AbilityActorInfo.Get();
SourceAvatar = AbilityInfo->AvatarActor.Get();
SourceController = AbilityInfo->PlayerController.Get();
if (SourceController == nullptr && SourceAvatar)
{
APawn* Pawn = Cast<APawn>(SourceAvatar);
if (Pawn)
SourceController = Pawn->GetController();
}
}
if (Data.Target.AbilityActorInfo.IsValid() && Data.Target.AbilityActorInfo->AvatarActor.IsValid())
{
FGameplayAbilityActorInfo* AbilityInfo = Data.Target.AbilityActorInfo.Get();
TargetAvatar = AbilityInfo->AvatarActor.Get();
TargetController = AbilityInfo->PlayerController.Get();
TargetAbilitySystem = UAbilitySystemGlobals::GetAbilitySystemComponentFromActor(TargetAvatar);
}
}

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@ -0,0 +1,34 @@
#pragma once
#include "GameplayEffectTypes.h"
#include "GasaCommon.h"
#include "EffectProperties.generated.h"
USTRUCT()
struct GASA_API FEffectProperties
{
GENERATED_BODY()
FGameplayEffectContextHandle Context;
UPROPERTY(VisibleAnywhere)
UAbilitySystemComponent* SourceAbilitySystem;
UPROPERTY(VisibleAnywhere)
AActor* SourceAvatar;
UPROPERTY(VisibleAnywhere)
AController* SourceController;
UPROPERTY(VisibleAnywhere)
UAbilitySystemComponent* TargetAbilitySystem;
UPROPERTY(VisibleAnywhere)
AActor* TargetAvatar;
UPROPERTY(VisibleAnywhere)
APlayerController* TargetController;
void Populate(FGameplayEffectModCallbackData const& Data);
};

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@ -1 +1,33 @@
#include "GasaAbilitySystemComponent.h"
#include "Engine/Engine.h"
#include "Engine/GameViewportClient.h"
#include "Game/GasaGameState.h"
#include "Game/GasaPlayerController.h"
#include "GameFramework/HUD.h"
#include "Slate/SceneViewport.h"
#include "UI/GasaHUD.h"
#include "CogDebugDraw.h"
using namespace Gasa;
void UGasaAbilitySystemComp::OnAbilityActorInfoSet()
{
if ( ! OnGameplayEffectAppliedDelegateToSelf.IsBoundToObject(this))
OnGameplayEffectAppliedDelegateToSelf.AddUObject(this, & ThisClass::EffectApplied);
}
void UGasaAbilitySystemComp::EffectApplied(UAbilitySystemComponent* AbilitySystem, FGameplayEffectSpec const& Spec,
FActiveGameplayEffectHandle ActiveEffect)
{
Log("EFFECT APPLIED?");
FGameplayTagContainer Tags;
Spec.GetAllAssetTags(Tags);
Event_OnEffectAppliedAssetTags.Broadcast(Tags);
}
void UGasaAbilitySystemComp::InitAbilityActorInfo(AActor* InOwnerActor, AActor* InAvatarActor)
{
Super::InitAbilityActorInfo(InOwnerActor, InAvatarActor);
}

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@ -1,29 +1,27 @@
#pragma once
#include "AbilitySystemComponent.h"
#include "AbilitySystemInterface.h"
#include "GasaCommon.h"
#include "GasaAbilitySystemComponent.generated.h"
DECLARE_MULTICAST_DELEGATE_OneParam(FEffectAssetTagsSig, FGameplayTagContainer const& /*Tags*/);
UCLASS(BlueprintType)
class GASA_API UGasaAbilitySystemComp : public UAbilitySystemComponent
{
GENERATED_BODY()
public:
};
namespace Gasa
{
inline
UGasaAbilitySystemComp* GetAbilitySystem(UObject* Object)
{
if (Object->Implements<UAbilitySystemInterface>())
{
return Cast<UGasaAbilitySystemComp>( Cast<IAbilitySystemInterface>(Object)->GetAbilitySystemComponent() );
}
return nullptr;
}
}
FEffectAssetTagsSig Event_OnEffectAppliedAssetTags;
void OnAbilityActorInfoSet();
void EffectApplied(UAbilitySystemComponent* AbilitySystem, FGameplayEffectSpec const& Spec, FActiveGameplayEffectHandle ActiveEffect);
#pragma region AbilitySystemComponent
void InitAbilityActorInfo(AActor* InOwnerActor, AActor* InAvatarActor) override;
#pragma endregion AbilitySystemComponent
};

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@ -0,0 +1,38 @@
#pragma once
#include "GasaAbilitySystemComponent.h"
#include "AbilitySystemInterface.h"
#include "AbilitySystemGlobals.h"
namespace Gasa
{
inline
UGasaAbilitySystemComp* GetAbilitySystem(UObject* Object)
{
if (Object->Implements<UAbilitySystemInterface>())
{
return Cast<UGasaAbilitySystemComp>( Cast<IAbilitySystemInterface>(Object)->GetAbilitySystemComponent() );
}
return nullptr;
}
// From: UAbilitySystemGlobals::GetAbilitySystemComponentFromActor
inline
UGasaAbilitySystemComp* GetAbilitySystem(AActor* Actor, bool LookForComponent = true)
{
if (Actor == nullptr)
return nullptr;
const IAbilitySystemInterface* ASI = Cast<IAbilitySystemInterface>(Actor);
if (ASI)
return Cast<UGasaAbilitySystemComp>(ASI->GetAbilitySystemComponent());
if (LookForComponent)
{
// Fall back to a component search to better support BP-only actors
return Cast<UGasaAbilitySystemComp>(Actor->FindComponentByClass<UAbilitySystemComponent>());
}
return nullptr;
}
}

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@ -1,5 +1,7 @@
// This was generated by GasaGen/GasaGen.cpp
// Generated by GasaGen/GasaGen_UGasaAttributeSet.cpp
#include "GasaAttributeSet.h"
#include "GasaAttributeSet_Inlines.h"
#include "EffectProperties.h"
#include "AbilitySystemComponent.h"
#include "Net/UnrealNetwork.h"
@ -13,24 +15,60 @@ UGasaAttributeSet::UGasaAttributeSet()
InitMaxMana( 50.f );
}
#pragma region Rep Notifies
void UGasaAttributeSet::Client_OnRep_Health( FGameplayAttributeData& PrevHealth )
{
GAMEPLAYATTRIBUTE_REPNOTIFY( UGasaAttributeSet, Health, PrevHealth )
// From GAMEPLAYATTRIBUTE_REPNOTIFY
static FProperty* UGasaAttributeSetProperty = FindFieldChecked<FProperty>( StaticClass(), GET_MEMBER_NAME_CHECKED( UGasaAttributeSet, Health ) );
GetOwningAbilitySystemComponentChecked()->SetBaseAttributeValueFromReplication( FGameplayAttribute( UGasaAttributeSetProperty ), Health, PrevHealth );
}
void UGasaAttributeSet::Client_OnRep_MaxHealth( FGameplayAttributeData& PrevMaxHealth )
{
GAMEPLAYATTRIBUTE_REPNOTIFY( UGasaAttributeSet, MaxHealth, PrevMaxHealth )
// From GAMEPLAYATTRIBUTE_REPNOTIFY
static FProperty* UGasaAttributeSetProperty = FindFieldChecked<FProperty>( StaticClass(), GET_MEMBER_NAME_CHECKED( UGasaAttributeSet, MaxHealth ) );
GetOwningAbilitySystemComponentChecked()->SetBaseAttributeValueFromReplication( FGameplayAttribute( UGasaAttributeSetProperty ), MaxHealth, PrevMaxHealth );
}
void UGasaAttributeSet::Client_OnRep_Mana( FGameplayAttributeData& PrevMana )
{
GAMEPLAYATTRIBUTE_REPNOTIFY( UGasaAttributeSet, Mana, PrevMana )
// From GAMEPLAYATTRIBUTE_REPNOTIFY
static FProperty* UGasaAttributeSetProperty = FindFieldChecked<FProperty>( StaticClass(), GET_MEMBER_NAME_CHECKED( UGasaAttributeSet, Mana ) );
GetOwningAbilitySystemComponentChecked()->SetBaseAttributeValueFromReplication( FGameplayAttribute( UGasaAttributeSetProperty ), Mana, PrevMana );
}
void UGasaAttributeSet::Client_OnRep_MaxMana( FGameplayAttributeData& PrevMaxMana )
{
GAMEPLAYATTRIBUTE_REPNOTIFY( UGasaAttributeSet, MaxMana, PrevMaxMana )
// From GAMEPLAYATTRIBUTE_REPNOTIFY
static FProperty* UGasaAttributeSetProperty = FindFieldChecked<FProperty>( StaticClass(), GET_MEMBER_NAME_CHECKED( UGasaAttributeSet, MaxMana ) );
GetOwningAbilitySystemComponentChecked()->SetBaseAttributeValueFromReplication( FGameplayAttribute( UGasaAttributeSetProperty ), MaxMana, PrevMaxMana );
}
#pragma endregion Rep Notifies
void UGasaAttributeSet::PostGameplayEffectExecute( FGameplayEffectModCallbackData const& Data )
{
Super::PostGameplayEffectExecute( Data );
FEffectProperties Props;
Props.Populate( Data );
}
void UGasaAttributeSet::PreAttributeChange( FGameplayAttribute const& Attribute, float& NewValue )
{
Super::PreAttributeChange( Attribute, NewValue );
if ( Attribute == GetHealthAttribute() )
{
NewValue = FMath::Clamp( NewValue, 0, GetMaxHealth() );
}
if ( Attribute == GetMaxHealthAttribute() )
{
NewValue = FMath::Clamp( NewValue, 0, 99999.000000 );
}
if ( Attribute == GetManaAttribute() )
{
NewValue = FMath::Clamp( NewValue, 0, GetMaxMana() );
}
if ( Attribute == GetMaxManaAttribute() )
{
NewValue = FMath::Clamp( NewValue, 0, 99999.000000 );
}
}
void UGasaAttributeSet::GetLifetimeReplicatedProps( TArray<FLifetimeProperty>& OutLifetimeProps ) const

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@ -1,7 +1,7 @@
// This was generated by GasaGen/GasaGen.cpp
// Generated by GasaGen/GasaGen_UGasaAttributeSet.cpp
#pragma once
#include "AttributeSet.h"
#include "AbilitySystemComponent.h"
#include "GasaAttributeSet.generated.h"
UCLASS()
@ -9,20 +9,17 @@ class GASA_API UGasaAttributeSet : public UAttributeSet
{
GENERATED_BODY()
public:
UGasaAttributeSet();
UPROPERTY( ReplicatedUsing = Client_OnRep_Health, EditAnywhere, BlueprintReadWrite, Category = "Attributes" )
FGameplayAttributeData Health;
UPROPERTY( ReplicatedUsing = Client_OnRep_MaxHealth, EditAnywhere, BlueprintReadWrite, Category = "Attributes" )
FGameplayAttributeData MaxHealth;
UPROPERTY( ReplicatedUsing = Client_OnRep_Mana, EditAnywhere, BlueprintReadWrite, Category = "Attributes" )
FGameplayAttributeData Mana;
UPROPERTY( ReplicatedUsing = Client_OnRep_MaxMana, EditAnywhere, BlueprintReadWrite, Category = "Attributes" )
FGameplayAttributeData MaxMana;
UGasaAttributeSet();
UFUNCTION()
void Client_OnRep_Health( FGameplayAttributeData& PrevHealth );
UFUNCTION()
@ -53,6 +50,7 @@ public:
static FProperty* Prop = FindFieldChecked<FProperty>( UGasaAttributeSet::StaticClass(), GET_MEMBER_NAME_CHECKED( UGasaAttributeSet, MaxMana ) );
return Prop;
}
FORCEINLINE float GetHealth() const { return Health.GetCurrentValue(); }
FORCEINLINE float GetMaxHealth() const { return MaxHealth.GetCurrentValue(); }
FORCEINLINE float GetMana() const { return Mana.GetCurrentValue(); }
@ -61,38 +59,11 @@ public:
#pragma region Setters
FORCEINLINE void
SetHealth( float NewVal )
{
UAbilitySystemComponent* AbilityComp = GetOwningAbilitySystemComponent();
if ( ensure( AbilityComp ) )
{
AbilityComp->SetNumericAttributeBase( GetHealthAttribute(), NewVal );
};
}
FORCEINLINE void SetMaxHealth( float NewVal )
{
UAbilitySystemComponent* AbilityComp = GetOwningAbilitySystemComponent();
if ( ensure( AbilityComp ) )
{
AbilityComp->SetNumericAttributeBase( GetMaxHealthAttribute(), NewVal );
};
}
FORCEINLINE void SetMana( float NewVal )
{
UAbilitySystemComponent* AbilityComp = GetOwningAbilitySystemComponent();
if ( ensure( AbilityComp ) )
{
AbilityComp->SetNumericAttributeBase( GetManaAttribute(), NewVal );
};
}
FORCEINLINE void SetMaxMana( float NewVal )
{
UAbilitySystemComponent* AbilityComp = GetOwningAbilitySystemComponent();
if ( ensure( AbilityComp ) )
{
AbilityComp->SetNumericAttributeBase( GetMaxManaAttribute(), NewVal );
};
}
SetHealth( float NewVal );
FORCEINLINE void SetMaxHealth( float NewVal );
FORCEINLINE void SetMana( float NewVal );
FORCEINLINE void SetMaxMana( float NewVal );
FORCEINLINE void InitHealth( float NewVal )
{
Health.SetBaseValue( NewVal );
@ -115,17 +86,14 @@ public:
}
#pragma endregion Setters
#pragma region UObject
#pragma region AttributeSet
void
PreAttributeChange( const FGameplayAttribute& Attribute, float& NewValue ) override;
void PostGameplayEffectExecute( FGameplayEffectModCallbackData const& Data ) override;
#pragma endregion AttributeSet
#pragma region UObject
void
GetLifetimeReplicatedProps( TArray<FLifetimeProperty>& OutLifetimeProps ) const override;
#pragma endregion UObject
};
namespace Gasa
{
inline UGasaAttributeSet const* GetAttributeSet( UAbilitySystemComponent* ASC )
{
return Cast<UGasaAttributeSet>( ASC->GetAttributeSet( UGasaAttributeSet::StaticClass() ) );
}
}

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@ -0,0 +1,53 @@
// Generated by GasaGen/GasaGen_UGasaAttributeSet.cpp
#pragma once
#include "GasaAttributeSet.h"
#include "AbilitySystemComponent.h"
#pragma region Attribute Setters
FORCEINLINE
void UGasaAttributeSet::SetHealth( float NewVal )
{
UAbilitySystemComponent* AbilityComp = GetOwningAbilitySystemComponent();
if ( ensure( AbilityComp ) )
{
AbilityComp->SetNumericAttributeBase( GetHealthAttribute(), NewVal );
};
}
FORCEINLINE
void UGasaAttributeSet::SetMaxHealth( float NewVal )
{
UAbilitySystemComponent* AbilityComp = GetOwningAbilitySystemComponent();
if ( ensure( AbilityComp ) )
{
AbilityComp->SetNumericAttributeBase( GetMaxHealthAttribute(), NewVal );
};
}
FORCEINLINE
void UGasaAttributeSet::SetMana( float NewVal )
{
UAbilitySystemComponent* AbilityComp = GetOwningAbilitySystemComponent();
if ( ensure( AbilityComp ) )
{
AbilityComp->SetNumericAttributeBase( GetManaAttribute(), NewVal );
};
}
FORCEINLINE
void UGasaAttributeSet::SetMaxMana( float NewVal )
{
UAbilitySystemComponent* AbilityComp = GetOwningAbilitySystemComponent();
if ( ensure( AbilityComp ) )
{
AbilityComp->SetNumericAttributeBase( GetMaxManaAttribute(), NewVal );
};
}
#pragma endregion Attribute Setters
namespace Gasa
{
inline UGasaAttributeSet const* GetAttributeSet( UAbilitySystemComponent* ASC )
{
return Cast<UGasaAttributeSet>( ASC->GetAttributeSet( UGasaAttributeSet::StaticClass() ) );
}
}

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@ -1,61 +1,126 @@
#include "GasaEffectActor.h"
#include "AbilitySystemComponent.h"
#include "AbilitySystemInterface.h"
#include "GasaAttributeSet.h"
#include "Components/SphereComponent.h"
#include "GasaAbilitySystemComponent_Inlines.h"
#include "GasaContainers.h"
using namespace Gasa;
AGasaEffectActor::AGasaEffectActor()
{
PrimaryActorTick.bCanEverTick = false;
Mesh = CreateDefaultSubobject<UStaticMeshComponent>("Mesh");
Sphere = CreateDefaultSubobject<USphereComponent>("Sphere");
RootComponent = CreateDefaultSubobject<USceneComponent>("Root");
SetRootComponent(Mesh);
Sphere->SetupAttachment(Mesh);
Level = 1.f;
InstantEffectUsage = EInstantEffectUsagePolicy::DoNotApply;
DurationEffectUsage = DefaultEffectUsagePolicy;
InfiniteEffectUsage = DefaultEffectUsagePolicy;
bDestroyOnEffectRemoval = false;
}
void AGasaEffectActor::OnOverlapBegin(UPrimitiveComponent* OverlappedComponent
, AActor* OtherActor
, UPrimitiveComponent* OtherComp
, int32 OtherBodyIndex
, bool bFromSweep
, FHitResult const& SweepResult)
void AGasaEffectActor::ApplyEffectToActor(AActor* Actor, TSubclassOf<UGameplayEffect> EffectClass, bool bRemoveOnEndOverlap)
{
// Demo of "restricted way"
if ( ! OtherActor->Implements<UAbilitySystemInterface>())
return;
UGasaAbilitySystemComp* AS = GetAbilitySystem(Actor, true);
FGameplayEffectContextHandle
Context = AS->MakeEffectContext();
Context.AddSourceObject(Actor);
IAbilitySystemInterface* ASI = Cast<IAbilitySystemInterface>(OtherActor);
if (ASI == nullptr)
return;
// TODO(Ed): Change this to use a gameplay effect instead
UAbilitySystemComponent* AbilitySystem = ASI->GetAbilitySystemComponent();
UGasaAttributeSet* MutAttributes = const_cast<UGasaAttributeSet*>(Gasa::GetAttributeSet(AbilitySystem));
MutAttributes->SetHealth( MutAttributes->GetHealth() + 25.f );
Destroy();
FGameplayEffectSpecHandle Spec = AS->MakeOutgoingSpec( EffectClass, Level, Context );
FActiveGameplayEffectHandle ActiveEffect = AS->ApplyGameplayEffectSpecToSelf( * Spec.Data );
if (bRemoveOnEndOverlap)
ActiveEffectsToRemove.Add(ActiveEffect, AS);
}
void AGasaEffectActor::OnOverlapEnd(UPrimitiveComponent* OverlappedComponent
, AActor* OtherActor
, UPrimitiveComponent* OtherComp
, int32 OtherBodyIndex)
void AGasaEffectActor::OnOverlap(AActor* Actor)
{
UGasaAbilitySystemComp* AS = GetAbilitySystem(Actor, true);
FGameplayEffectContextHandle
Context = AS->MakeEffectContext();
Context.AddSourceObject(Actor);
if (InstantEffectClass && InstantEffectUsage == EInstantEffectUsagePolicy::ApplyOnOverlap)
{
FGameplayEffectSpecHandle Spec= AS->MakeOutgoingSpec( InstantEffectClass, Level, Context );
AS->ApplyGameplayEffectSpecToSelf( * Spec.Data );
}
if (DurationEffectClass)
{
if (Bitfield_IsSet(DurationEffectUsage, EEffectUsagePolicy::ApplyOnOverlap))
{
FGameplayEffectSpecHandle Spec = AS->MakeOutgoingSpec( DurationEffectClass, Level, Context );
FActiveGameplayEffectHandle ActiveEffect = AS->ApplyGameplayEffectSpecToSelf( * Spec.Data );
if (Bitfield_IsSet(DurationEffectUsage, EEffectUsagePolicy::RemoveOnEndOverlap))
ActiveDuration = ActiveEffect;
}
if (ActiveDuration.IsValid() && Bitfield_IsSet(DurationEffectUsage, EEffectUsagePolicy::RemoveOnOverlap))
AS->RemoveActiveGameplayEffect(ActiveDuration);
}
if (InfiniteEffectClass)
{
bool bApplyOnOverlap = Bitfield_IsSet(InfiniteEffectUsage, EEffectUsagePolicy::ApplyOnOverlap);
if (bApplyOnOverlap)
{
FGameplayEffectSpecHandle Spec = AS->MakeOutgoingSpec( InfiniteEffectClass, Level, Context );
FActiveGameplayEffectHandle ActiveEffect = AS->ApplyGameplayEffectSpecToSelf( * Spec.Data );
if (Bitfield_IsSet(InfiniteEffectUsage, EEffectUsagePolicy::RemoveOnEndOverlap))
ActiveInfinite = ActiveEffect;
}
if (ActiveInfinite.IsValid() && Bitfield_IsSet(InfiniteEffectUsage, EEffectUsagePolicy::RemoveOnOverlap))
{
if (ActiveInfinite.IsValid())
AS->RemoveActiveGameplayEffect(ActiveInfinite);
}
}
}
void AGasaEffectActor::BeginPlay()
void AGasaEffectActor::OnEndOverlap(AActor* Actor)
{
Super::BeginPlay();
}
UGasaAbilitySystemComp* AS = GetAbilitySystem(Actor, true);
FGameplayEffectContextHandle
Context = AS->MakeEffectContext();
Context.AddSourceObject(Actor);
void AGasaEffectActor::PostInitializeComponents()
{
Super::PostInitializeComponents();
if (InstantEffectClass && InstantEffectUsage == EInstantEffectUsagePolicy::ApplyOnEndOverlap)
{
FGameplayEffectSpecHandle Spec= AS->MakeOutgoingSpec( InstantEffectClass, Level, Context );
AS->ApplyGameplayEffectSpecToSelf( * Spec.Data );
}
if (DurationEffectClass)
{
if (Bitfield_IsSet(DurationEffectUsage, EEffectUsagePolicy::ApplyOnEndOverlap))
{
FGameplayEffectSpecHandle Spec = AS->MakeOutgoingSpec( DurationEffectClass, Level, Context );
FActiveGameplayEffectHandle ActiveEffect = AS->ApplyGameplayEffectSpecToSelf( * Spec.Data );
if (Bitfield_IsSet(DurationEffectUsage, EEffectUsagePolicy::RemoveOnOverlap))
ActiveDuration = ActiveEffect;
}
if (ActiveDuration.IsValid() && Bitfield_IsSet(DurationEffectUsage, EEffectUsagePolicy::RemoveOnEndOverlap))
AS->RemoveActiveGameplayEffect(ActiveDuration);
}
if (InfiniteEffectClass)
{
if (Bitfield_IsSet(InfiniteEffectUsage, EEffectUsagePolicy::ApplyOnEndOverlap))
{
FGameplayEffectSpecHandle Spec = AS->MakeOutgoingSpec( InfiniteEffectClass, Level, Context );
FActiveGameplayEffectHandle ActiveEffect = AS->ApplyGameplayEffectSpecToSelf( * Spec.Data );
if (Bitfield_IsSet(InfiniteEffectUsage, EEffectUsagePolicy::RemoveOnOverlap))
ActiveInfinite = ActiveEffect;
}
if (ActiveInfinite.IsValid() && Bitfield_IsSet(InfiniteEffectUsage, EEffectUsagePolicy::RemoveOnEndOverlap))
{
if (ActiveInfinite.IsValid())
AS->RemoveActiveGameplayEffect(ActiveInfinite);
}
}
Sphere->OnComponentBeginOverlap.AddUniqueDynamic(this, &ThisClass::OnOverlapBegin);
Sphere->OnComponentEndOverlap.AddUniqueDynamic(this, &ThisClass::OnOverlapEnd);
TArray<FActiveGameplayEffectHandle> EffectsRemoved;
for (ActiveEffectEntry ActiveEffect : ActiveEffectsToRemove)
{
if (ActiveEffect.Value != AS)
continue;
AS->RemoveActiveGameplayEffect(ActiveEffect.Key, 1);
EffectsRemoved.Add(ActiveEffect.Key);
}
RemoveKeys(ActiveEffectsToRemove, EffectsRemoved);
}

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@ -1,39 +1,78 @@
#pragma once
#include "GasaCommon.h"
#include "Actors/GasaActor.h"
#include "ActiveGameplayEffectHandle.h"
#include "GameFramework/Actor.h"
#include "GasaEffectActor.generated.h"
struct FActiveGameplayEffectHandle;
UENUM(BlueprintType)
enum class EInstantEffectUsagePolicy : uint8
{
DoNotApply,
ApplyOnOverlap,
ApplyOnEndOverlap,
};
UENUM(BlueprintType, meta = (Bitflags, UseEnumValuesAsMaskValuesInEditor = "true"))
enum class EEffectUsagePolicy : uint8
{
None = 0 UMETA(Hidden),
ApplyOnOverlap = bit(0),
ApplyOnEndOverlap = bit(1),
RemoveOnOverlap = bit(2),
RemoveOnEndOverlap = bit(3),
};
constexpr int32 DefaultEffectUsagePolicy = (int32(EEffectUsagePolicy::RemoveOnEndOverlap));
UCLASS()
class GASA_API AGasaEffectActor : public AActor
class GASA_API AGasaEffectActor : public AGasaActor
{
GENERATED_BODY()
public:
UPROPERTY(VisibleAnywhere)
TObjectPtr<UStaticMeshComponent> Mesh;
UPROPERTY(VisibleAnywhere)
TObjectPtr<USphereComponent> Sphere;
AGasaEffectActor();
UFUNCTION()
void OnOverlapBegin(UPrimitiveComponent* OverlappedComponent
, AActor* OtherActor
, UPrimitiveComponent* OtherComp
, int32 OtherBodyIndex
, bool bFromSweep
, FHitResult const& SweepResult);
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Gameplay Effects")
float Level;
UFUNCTION()
void OnOverlapEnd(UPrimitiveComponent* OverlappedComponent
, AActor* OtherActor
, UPrimitiveComponent* OtherComp
, int32 OtherBodyIndex);
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Gameplay Effects")
TSubclassOf<UGameplayEffect> InstantEffectClass;
#pragma region Actor
void BeginPlay() override;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Gameplay Effects")
EInstantEffectUsagePolicy InstantEffectUsage;
void PostInitializeComponents() override;
#pragma endregion Actor
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Gameplay Effects")
TSubclassOf<UGameplayEffect> DurationEffectClass;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Gameplay Effects", meta=(Bitmask, BitmaskEnum = "/Script/Gasa.EEffectUsagePolicy"))
int32 DurationEffectUsage;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Gameplay Effects")
TSubclassOf<UGameplayEffect> InfiniteEffectClass;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Gameplay Effects", meta=(Bitmask, BitmaskEnum = "/Script/Gasa.EEffectUsagePolicy"))
int32 InfiniteEffectUsage;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Gameplay Effects")
bool bDestroyOnEffectRemoval;
TMap<FActiveGameplayEffectHandle, UAbilitySystemComponent*> ActiveEffectsToRemove;
using ActiveEffectEntry = TTuple<FActiveGameplayEffectHandle, UAbilitySystemComponent*>;
FActiveGameplayEffectHandle ActiveDuration;
FActiveGameplayEffectHandle ActiveInfinite;
UFUNCTION(BlueprintCallable, Category = "Gameplay Effects")
void ApplyEffectToActor(AActor* Actor, TSubclassOf<UGameplayEffect> EffectClass, bool bRemoveOnEndOverlap = false);
UFUNCTION(BlueprintCallable)
void OnOverlap(AActor* Actor);
UFUNCTION(BlueprintCallable)
void OnEndOverlap(AActor* Actor);
};

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@ -0,0 +1,63 @@
#include "GasaEffectActorDemo.h"
#include "AbilitySystemInterface.h"
#include "GasaAttributeSet.h"
#include "GasaAttributeSet_Inlines.h"
#include "Components/SphereComponent.h"
#include "Components/StaticMeshComponent.h"
AGasaEffectActorDemo::AGasaEffectActorDemo()
{
PrimaryActorTick.bCanEverTick = false;
Mesh = CreateDefaultSubobject<UStaticMeshComponent>("Mesh");
Sphere = CreateDefaultSubobject<USphereComponent>("Sphere");
SetRootComponent(Mesh);
Sphere->SetupAttachment(Mesh);
}
void AGasaEffectActorDemo::OnOverlapBegin(UPrimitiveComponent* OverlappedComponent
, AActor* OtherActor
, UPrimitiveComponent* OtherComp
, int32 OtherBodyIndex
, bool bFromSweep
, FHitResult const& SweepResult)
{
// Demo of "restricted way"
if ( ! OtherActor->Implements<UAbilitySystemInterface>())
return;
IAbilitySystemInterface* ASI = Cast<IAbilitySystemInterface>(OtherActor);
if (ASI == nullptr)
return;
// TODO(Ed): Change this to use a gameplay effect instead
UAbilitySystemComponent* AbilitySystem = ASI->GetAbilitySystemComponent();
UGasaAttributeSet* MutAttributes = const_cast<UGasaAttributeSet*>(Gasa::GetAttributeSet(AbilitySystem));
MutAttributes->SetHealth( MutAttributes->GetHealth() + 25.f );
MutAttributes->SetMana( MutAttributes->GetMana() - 25.f );
Destroy();
}
void AGasaEffectActorDemo::OnOverlapEnd(UPrimitiveComponent* OverlappedComponent
, AActor* OtherActor
, UPrimitiveComponent* OtherComp
, int32 OtherBodyIndex)
{
}
void AGasaEffectActorDemo::BeginPlay()
{
Super::BeginPlay();
}
void AGasaEffectActorDemo::PostInitializeComponents()
{
Super::PostInitializeComponents();
Sphere->OnComponentBeginOverlap.AddUniqueDynamic(this, &ThisClass::OnOverlapBegin);
Sphere->OnComponentEndOverlap.AddUniqueDynamic(this, &ThisClass::OnOverlapEnd);
}

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@ -0,0 +1,42 @@
#pragma once
#include "GasaCommon.h"
#include "Actors/GasaActor.h"
#include "GameFramework/Actor.h"
#include "GasaEffectActorDemo.generated.h"
// Old demonstration code used before part 37.
UCLASS()
class GASA_API AGasaEffectActorDemo : public AGasaActor
{
GENERATED_BODY()
public:
UPROPERTY(VisibleAnywhere)
TObjectPtr<UStaticMeshComponent> Mesh;
UPROPERTY(VisibleAnywhere)
TObjectPtr<USphereComponent> Sphere;
AGasaEffectActorDemo();
UFUNCTION()
void OnOverlapBegin(UPrimitiveComponent* OverlappedComponent
, AActor* OtherActor
, UPrimitiveComponent* OtherComp
, int32 OtherBodyIndex
, bool bFromSweep
, FHitResult const& SweepResult);
UFUNCTION()
void OnOverlapEnd(UPrimitiveComponent* OverlappedComponent
, AActor* OtherActor
, UPrimitiveComponent* OtherComp
, int32 OtherBodyIndex);
#pragma region Actor
void BeginPlay() override;
void PostInitializeComponents() override;
#pragma endregion Actor
};

View File

@ -1,10 +1,12 @@
#pragma once
#include "GasaActor.h"
#include "GasaCommon.h"
#include "GameFramework/Actor.h"
#include "CameraMount.generated.h"
UCLASS(Blueprintable)
class GASA_API ACameraMount : public AActor
class GASA_API ACameraMount : public AGasaActor
{
GENERATED_BODY()
public:

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View File

@ -0,0 +1,33 @@
#pragma once
#include "Networking/GasaNetLibrary.h"
#include "GameFramework/Actor.h"
#include "GasaActor.generated.h"
UCLASS()
class GASA_API AGasaActor : public AActor
{
GENERATED_BODY()
public:
#pragma region NetSlime
// NetSlime interface is generated by GasaGen/GasaGen_NetSlime.cpp
FORCEINLINE ENetworkMode GetNetworkMode() const { return Gasa::GetNetworkMode( this ); }
FORCEINLINE bool IsClient() const { return Gasa::IsClient( this ); }
FORCEINLINE bool IsListenServer() const { return Gasa::IsListenServer( this ); }
FORCEINLINE bool IsNetOwner() const { return Gasa::IsNetOwner( this ); }
FORCEINLINE bool IsServer() const { return Gasa::IsServer( this ); }
FORCEINLINE bool IsSimulatedProxy() const { return Gasa::IsSimulatedProxy( this ); }
FORCEINLINE void NetLog(
FString Message,
EGasaVerbosity Verbosity = EGasaVerbosity::Log,
FLogCategoryBase& Category = LogGasaNet,
bool DumpStack = false,
int32 Line = __builtin_LINE(),
ANSICHAR const* File = __builtin_FILE(),
ANSICHAR const* Func = __builtin_FUNCTION()
)
{
Gasa::NetLog( this, Message, Verbosity, Category, DumpStack, Line, File, Func );
}
#pragma endregion NetSlime
};

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@ -1,4 +1,5 @@
#include "EnemyCharacter.h"
#include "Networking/GasaNetLibrary_Inlines.h"
AEnemyCharacter::AEnemyCharacter()
{

View File

@ -9,12 +9,14 @@
#include "AbilitySystem/GasaAbilitySystemComponent.h"
#include "AbilitySystem/GasaAttributeSet.h"
#include "Components/SkeletalMeshComponent.h"
#include "Engine/PostProcessVolume.h"
#include "Game/GasaGameInstance.h"
#include "Game/GasaLevelScriptActor.h"
void AGasaCharacter::SetHighlight(EHighlight Desired)
{
HighlightState = Desired;
}
#include "Game/GasaPlayerController.h"
#include "Materials/MaterialInstanceDynamic.h"
#include "Networking/GasaNetLibrary_Inlines.h"
using namespace Gasa;
AGasaCharacter::AGasaCharacter()
{
@ -48,24 +50,129 @@ AGasaCharacter::AGasaCharacter()
Attributes = CreateDefaultSubobject<UGasaAttributeSet>("Attributes");
}
// Replication
bReplicates = false;
bNetLoadOnClient = true;
NetDormancy = DORM_Awake;
NetCullDistanceSquared = NetCullDist_Medium;
NetUpdateFrequency = 30.0f;
MinNetUpdateFrequency = 5.0f;
NetPriority = 2.0f;
ACharacter::SetReplicateMovement(true);
}
#pragma region GameFramework
void AGasaCharacter::Controller_OnPawnPossessed()
{
NetLog("Controller confirmed possession.");
// Do stuff here that you needed to wait for the player controller be aware of you for.
BP_Controller_OnPawnPossessed();
if (Event_OnPawnReady.IsBound())
Event_OnPawnReady.Broadcast();
}
void AGasaCharacter::ServerRPC_R_NotifyClientPawnReady_Implementation()
{
Event_OnPawnReady.Broadcast();
}
#pragma endregion GameFramework
#pragma region Highlight
void AGasaCharacter::SetHighlight(EHighlight Desired)
{
HighlightState = Desired;
}
#pragma endregion Highlight
#pragma region Pawn
void AGasaCharacter::PossessedBy(AController* NewController)
{
Super::PossessedBy(NewController);
if (bAutoAbilitySystem)
{
// TODO(Ed): Do we need to do this for enemies?
AbilitySystem->InitAbilityActorInfo(this, this);
}
}
void AGasaCharacter::OnRep_PlayerState()
{
Super::OnRep_PlayerState();
}
void AGasaCharacter::PossessedBy(AController* NewController)
{
NetLog("Pawn possessed.");
AController* OldController;
// APawn::PossessedBy
{
SetOwner(NewController);
OldController = Controller;
Controller = NewController;
ForceNetUpdate();
#if UE_WITH_IRIS
// The owning connection depends on the Controller having the new value.
UpdateOwningNetConnection();
#endif
if (Controller->PlayerState != nullptr)
SetPlayerState(Controller->PlayerState);
if (APlayerController* PlayerController = Cast<APlayerController>(Controller))
{
if (GetNetMode() != NM_Standalone)
{
SetReplicates(true);
SetAutonomousProxy(true);
}
}
else
CopyRemoteRoleFrom(GetDefault<APawn>());
}
if (AGasaPlayerController* PC = Cast<AGasaPlayerController>(NewController))
{
PC->Event_OnPawnPossessed.AddUniqueDynamic(this, & ThisClass::Controller_OnPawnPossessed);
}
else
{
NetLog("Controller assigned to GasaCharacter is not derived from GasaPlayerController.", ELogV::Warning);
NetLog("Controller: Name: " + NewController->GetName() + " Class: " + NewController->GetClass()->GetName(), ELogV::Warning);
}
// cont. APawn::PossessedBy
{
// Dispatch Blueprint event if necessary
if (OldController != NewController)
{
ReceivePossessed(Controller);
NotifyControllerChanged();
}
}
// ACharacter::PossessedBy
{
// If we are controlled remotely, set animation timing to be driven by client's network updates. So timing and events remain in sync.
if (GetMesh() && IsReplicatingMovement() && (GetRemoteRole() == ROLE_AutonomousProxy && GetNetConnection() != nullptr))
GetMesh()->bOnlyAllowAutonomousTickPose = true;
}
#if 0
if (bAutoAbilitySystem)
{
AbilitySystem->InitAbilityActorInfo(this, this);
}
#endif
}
void AGasaCharacter::SetPlayerDefaults()
{
Super::SetPlayerDefaults();
}
void AGasaCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
{
Super::SetupPlayerInputComponent(PlayerInputComponent);
}
#pragma endregion Pawn
#pragma region Actor
@ -73,10 +180,12 @@ void AGasaCharacter::BeginPlay()
{
Super::BeginPlay();
// TODO(Ed): Find out if this is the best spot todo this
// There is also OnPossessed, PostInitializeComponents, etc...
if (bAutoAbilitySystem)
{
// TODO(Ed): Do we need to do this for enemies?
AbilitySystem->InitAbilityActorInfo(this, this);
Cast<UGasaAbilitySystemComp>(AbilitySystem)->OnAbilityActorInfoSet();
}
}

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@ -4,7 +4,8 @@
#include "GameFramework/Character.h"
#include "GasaCommon.h"
#include "Game/GasaPlayerState.h"
#include "Game/GasaGameState.h"
#include "Networking/GasaNetLibrary.h"
#include "GasaCharacter.generated.h"
@ -21,6 +22,9 @@ class GASA_API AGasaCharacter : public ACharacter
{
GENERATED_BODY()
public:
AGasaCharacter();
#pragma region Ability System
UPROPERTY(EditAnywhere, Category="Ability System")
bool bAutoAbilitySystem = true;
@ -37,6 +41,20 @@ public:
TObjectPtr<USkeletalMeshComponent> Weapon;
#pragma endregion Combat
#pragma region GameFramework
UPROPERTY(BlueprintAssignable)
FOnPawnSig Event_OnPawnReady;
UFUNCTION()
void Controller_OnPawnPossessed();
UFUNCTION(BlueprintImplementableEvent)
void BP_Controller_OnPawnPossessed();
UFUNCTION(Server, Reliable)
void ServerRPC_R_NotifyClientPawnReady();
#pragma endregion GameFramework
#pragma region Highlighting
static constexpr float HighlightStencilDepth = 256.0;
@ -56,9 +74,27 @@ public:
FORCEINLINE void Dehighlight() { SetHighlight(EHighlight::Disabled); };
#pragma endregion Highlighting
AGasaCharacter();
FORCEINLINE AGasaPlayerState* GetGasaPlayerState() { return GetPlayerState<AGasaPlayerState>(); }
#pragma region NetSlime
// NetSlime interface is generated by GasaGen/GasaGen_NetSlime.cpp
FORCEINLINE ENetworkMode GetNetworkMode() const { return Gasa::GetNetworkMode( this ); }
FORCEINLINE bool IsClient() const { return Gasa::IsClient( this ); }
FORCEINLINE bool IsListenServer() const { return Gasa::IsListenServer( this ); }
FORCEINLINE bool IsNetOwner() const { return Gasa::IsNetOwner( this ); }
FORCEINLINE bool IsServer() const { return Gasa::IsServer( this ); }
FORCEINLINE bool IsSimulatedProxy() const { return Gasa::IsSimulatedProxy( this ); }
FORCEINLINE void NetLog(
FString Message,
EGasaVerbosity Verbosity = EGasaVerbosity::Log,
FLogCategoryBase& Category = LogGasaNet,
bool DumpStack = false,
int32 Line = __builtin_LINE(),
ANSICHAR const* File = __builtin_FILE(),
ANSICHAR const* Func = __builtin_FUNCTION()
)
{
Gasa::NetLog( this, Message, Verbosity, Category, DumpStack, Line, File, Func );
}
#pragma endregion NetSlime
#pragma region IAbilitySystem
FORCEINLINE UAttributeSet* GetAttributes() { return Attributes; }
@ -66,14 +102,14 @@ public:
#pragma endregion IAbilitySystem
#pragma region Pawn
void PossessedBy(AController* NewController) override;
void OnRep_PlayerState() override;
void PossessedBy(AController* NewController) override;
void SetPlayerDefaults() override;
void SetupPlayerInputComponent(UInputComponent* PlayerInputComponent) override;
#pragma endregion Pawn
#pragma region Actor
void BeginPlay() override;
void Tick(float DeltaSeconds) override;
#pragma endregion Actor
};
@ -85,3 +121,4 @@ namespace Gasa
//
// }
}

View File

@ -1,6 +1,10 @@
#include "PlayerCharacter.h"
#include "Networking/GasaNetLibrary_Inlines.h"
#include "AbilitySystemComponent.h"
#include "Game/GasaPlayerController.h"
#include "UI/GasaHUD.h"
#include "UI/WidgetController.h"
APlayerCharacter::APlayerCharacter()
{
@ -12,25 +16,9 @@ APlayerCharacter::APlayerCharacter()
void APlayerCharacter::PossessedBy(AController* NewController)
{
Super::PossessedBy(NewController);
AGasaPlayerState* PS = GetGasaPlayerState();
// Server setup ability system (character side)
{
AbilitySystem = PS->AbilitySystem;
Attributes = PS->Attributes;
AbilitySystem->InitAbilityActorInfo(PS, this);
}
}
void APlayerCharacter::OnRep_PlayerState()
{
Super::OnRep_PlayerState();
AGasaPlayerState* PS = GetGasaPlayerState();
// Client setup ability system
{
AbilitySystem = PS->AbilitySystem;
Attributes = PS->Attributes;
AbilitySystem->InitAbilityActorInfo(PS, this);
}
}

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@ -1,11 +1,93 @@
#include "GasaGameInstance.h"
#include "Engine/NetDriver.h"
#include "Engine/World.h"
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("Game Framework class ready: Game State", ELogV::Log, LogGasaNet );
break;
case EGameFrameworkClassFlag::GameState:
GameFrameworkClassesState |= (uint32)EGameFrameworkClassFlag::GameState;
NetLog("Game Framework class ready: Game State", ELogV::Log, LogGasaNet );
break;
case EGameFrameworkClassFlag::PlayerController:
GameFrameworkClassesState |= (uint32)EGameFrameworkClassFlag::PlayerController;
NetLog("Game Framework class ready: Player Controller", ELogV::Log, LogGasaNet);
break;
case EGameFrameworkClassFlag::PlayerState:
GameFrameworkClassesState |= (uint32)EGameFrameworkClassFlag::PlayerState;
NetLog("Game Framework class ready: Player State", ELogV::Log, LogGasaNet);
break;
case EGameFrameworkClassFlag::Levels:
GameFrameworkClassesState |= (uint32)EGameFrameworkClassFlag::Levels;
NetLog("Game Framework class ready: Levels", ELogV::Log, LogGasaNet);
break;
}
ProcessGameFrameworkState();
}
void UGasaGameInstance::ProcessGameFrameworkState()
{
switch (GameFrameworkState)
{
case EGameFrameworkState::Uninitialized:
{
uint32 InitializedFlags =
(uint32)EGameFrameworkClassFlag::GameState |
(uint32)EGameFrameworkClassFlag::PlayerController |
(uint32)EGameFrameworkClassFlag::PlayerState |
(uint32)EGameFrameworkClassFlag::Levels
;
if (GetWorld()->NetDriver == nullptr || GetWorld()->NetDriver->IsServer())
{
InitializedFlags |= (uint32)EGameFrameworkClassFlag::GameMode;
}
FString MsgGM = "GameMode : " + FString::FromInt( Bitfield_IsSet( GameFrameworkClassesState, scast(uint32, EGameFrameworkClassFlag::GameMode )) );
FString MsgGS = "GameState : " + FString::FromInt( Bitfield_IsSet( GameFrameworkClassesState, scast(uint32, EGameFrameworkClassFlag::GameState )) );
FString MsgPC = "PlayerController: " + FString::FromInt( Bitfield_IsSet( GameFrameworkClassesState, scast(uint32, EGameFrameworkClassFlag::PlayerController ) ));
FString MsgPS = "PlayerState : " + FString::FromInt( Bitfield_IsSet( GameFrameworkClassesState, scast(uint32, EGameFrameworkClassFlag::PlayerState ) ));
FString MsgL = "Levels : " + FString::FromInt( Bitfield_IsSet( GameFrameworkClassesState, scast(uint32, EGameFrameworkClassFlag::Levels ) ));
NetLog(MsgGM, ELogV::Log, LogGasaNet);
NetLog(MsgGS, ELogV::Log, LogGasaNet);
NetLog(MsgPC, ELogV::Log, LogGasaNet);
NetLog(MsgPS, ELogV::Log, LogGasaNet);
NetLog(MsgL, ELogV::Log, LogGasaNet);
if (GameFrameworkClassesState == InitializedFlags)
{
GameFrameworkState = EGameFrameworkState::Initialized;
NetLog("Game Framework initialized");
Event_OnGameFrameworkInitialized.Broadcast();
}
break;
}
}
}
#pragma endregion GameFramework
#pragma region GameInstance
void UGasaGameInstance::Init()
{
Super::Init();
DevOptionsCache.CachedDevOptions();
using namespace Gasa;
Log(FString::Printf(TEXT("UObject Size: %d RT: %d"), sizeof(UObject), UObject::StaticClass()->PropertiesSize ));
}
#pragma endregion GameInstance

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@ -1,19 +1,92 @@
#pragma once
#include "GasaCommon.h"
#include "Networking/GasaNetLibrary.h"
#include "GasaDevOptionsCache.h"
#include "Engine/Engine.h"
#include "Engine/GameInstance.h"
#include "GasaGameInstance.generated.h"
UENUM(BlueprintType)
enum class EGameFrameworkClassFlag : uint8
{
None = 0 UMETA(Hidden),
GameMode = 1 << 0,
GameState = 1 << 1,
PlayerController = 1 << 2,
PlayerState = 1 << 3,
Levels = 1 << 4
};
UENUM(BlueprintType)
enum class EGameFrameworkState : uint8
{
Uninitialized,
Initialized
};
DECLARE_DYNAMIC_MULTICAST_DELEGATE(FOnGameFrameworkInitializedSig);
UCLASS(Blueprintable)
class GASA_API UGasaGameInstance : public UGameInstance
{
GENERATED_BODY()
public:
UGasaGameInstance();
UPROPERTY(VisibleAnywhere, Category="Dev Cache")
FGasaDevOptionsCache DevOptionsCache;
#pragma region GameFramework
UPROPERTY(BlueprintAssignable, Category = "GameFramework")
FOnGameFrameworkInitializedSig Event_OnGameFrameworkInitialized;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "GameFramework")
EGameFrameworkState GameFrameworkState;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "GameFramework", meta=(Bitmask, BitmaskEnum = "/Script/Gasa.EGameFrameworkClassFlag"))
int32 GameFrameworkClassesState;
UFUNCTION(BlueprintCallable, Category="GameFramework")
void ClearGameplayFrameworkState() {
Gasa::Log("Clearing game framework state", EGasaVerbosity::Log, LogGasaNet ); // TODO(Ed): Make a default NetLog
GameFrameworkClassesState = scast(int32, EGameFrameworkClassFlag::None);
GameFrameworkState = EGameFrameworkState::Uninitialized;
}
UFUNCTION(BlueprintCallable, BlueprintPure, Category = "GameFramework")
FORCEINLINE bool IsGameFrameworkInitialized() { return GameFrameworkState == EGameFrameworkState::Initialized; }
UFUNCTION(BlueprintCallable, Category="GameFramework")
void NotifyGameFrameworkClassReady(EGameFrameworkClassFlag ClassReady);
UFUNCTION(BlueprintCallable, Category = "GameFramework", meta=(BlueprintProtected))
void ProcessGameFrameworkState();
#pragma endregion GameFramework
#pragma region NetSlime
// NetSlime interface is generated by GasaGen/GasaGen_NetSlime.cpp
FORCEINLINE ENetworkMode GetNetworkMode() const { return Gasa::GetNetworkMode( this ); }
FORCEINLINE bool IsClient() const { return Gasa::IsClient( this ); }
FORCEINLINE bool IsListenServer() const { return Gasa::IsListenServer( this ); }
FORCEINLINE bool IsNetOwner() const { return Gasa::IsNetOwner( this ); }
FORCEINLINE bool IsServer() const { return Gasa::IsServer( this ); }
FORCEINLINE bool IsSimulatedProxy() const { return Gasa::IsSimulatedProxy( this ); }
FORCEINLINE void NetLog(
FString Message,
EGasaVerbosity Verbosity = EGasaVerbosity::Log,
FLogCategoryBase& Category = LogGasaNet,
bool DumpStack = false,
int32 Line = __builtin_LINE(),
ANSICHAR const* File = __builtin_FILE(),
ANSICHAR const* Func = __builtin_FUNCTION()
)
{
Gasa::NetLog( this, Message, Verbosity, Category, DumpStack, Line, File, Func );
}
#pragma endregion NetSlime
#pragma region GameInstance
void Init() override;
#pragma endregion GameInstance

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@ -1,2 +1,476 @@
#include "GasaGameMode.h"
#include "Online/CoreOnline.h"
#include "GasaGameInstance.h"
#include "GasaGameState.h"
#include "GasaPlayerController.h"
#include "Engine/Player.h"
#include "GameFramework/GameSession.h"
#include "GameFramework/GameState.h"
#include "GameFramework/PlayerState.h"
#include "OnlineSubsystem.h"
using namespace Gasa;
#pragma region Game Framework
void AGasaGameMode::OnGameFrameworkInitialized()
{
NetLog("OnGameFrameworkInitialized");
BP_OnGameFrameworkInitialized();
if (MatchState == MatchState::WaitingToStart && ReadyToStartMatch())
StartMatch();
}
void AGasaGameMode::OwningClient_OnGameFrameworkInitialized(AGasaPlayerController* PC)
{
NetLog("OwningClient_OnGameFrameworkInitialized");
HandleStartingNewPlayer(PC);
}
#pragma endregion Game Framework
#pragma region GameMode
void AGasaGameMode::HandleStartingNewPlayer_Implementation(APlayerController* NewPlayer)
{
Super::HandleStartingNewPlayer_Implementation(NewPlayer);
if (NewPlayer)
NewPlayer->bBlockInput = false;
}
bool AGasaGameMode::ReadyToStartMatch_Implementation()
{
if ( ! GetGameInstance<UGasaGameInstance>()->IsGameFrameworkInitialized())
{
return false;
}
// Super::ReadyToStartMatch();
{
// If bDelayed Start is set, wait for a manual match start
if (bDelayedStart)
{
return false;
}
// By default start when we have > 0 players
if (GetMatchState() == MatchState::WaitingToStart)
{
if (NumPlayers + NumBots > 0)
{
return true;
}
}
return false;
}
}
#pragma endregion GameMode
#pragma region GameModeBase
void AGasaGameMode::EndPlay(const EEndPlayReason::Type EndPlayReason)
{
Super::EndPlay(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());
// AGameMode::GenericPlayerInitialization(C);
{
APlayerController* PC = Cast<APlayerController>(C);
if (PC != nullptr)
{
// Moved to: void AGasaGameMode::SetPlayerDefaults(APawn* PlayerPawn)
// InitializeHUDForPlayer(Cast<APlayerController>(C));
// Notify the game that we can now be muted and mute others
UpdateGameplayMuteList(PC);
if (GameSession != nullptr)
{
// Tell the player to enable voice by default or use the push to talk method
PC->ClientEnableNetworkVoice(!GameSession->RequiresPushToTalk());
}
ReplicateStreamingStatus(PC);
bool HidePlayer = false, HideHUD = false, DisableMovement = false, DisableTurning = false;
// Check to see if we should start in cinematic mode (matinee movie capture)
if (ShouldStartInCinematicMode(PC, HidePlayer, HideHUD, DisableMovement, DisableTurning))
{
PC->SetCinematicMode(true, HidePlayer, HideHUD, DisableMovement, DisableTurning);
}
}
}
}
TSubclassOf<APlayerController> AGasaGameMode::GetPlayerControllerClassToSpawnForSeamlessTravel(APlayerController* PreviousPlayerController)
{
NetLog("GetPlayerControllerClassToSpawnForSeamlessTravel: " + PreviousPlayerController->GetName());
return Super::GetPlayerControllerClassToSpawnForSeamlessTravel(PreviousPlayerController);
}
void AGasaGameMode::HandleSeamlessTravelPlayer(AController*& Controller)
{
NetLog("HandleSeamlessTravelPlayer: " + Controller->GetName());
// Super::HandleSeamlessTravelPlayer( C );
UE_LOG(LogGameMode, Log, TEXT(">> GameMode::HandleSeamlessTravelPlayer: %s "), * Controller->GetName());
APlayerController* PC = Cast<APlayerController>(Controller);
UClass* PCClassToSpawn = GetPlayerControllerClassToSpawnForSeamlessTravel(PC);
// FUniqueNetIdRepl StoredNativePlatformUniqueNetId = C->GetPlayerState<AGasaPlayerState>()->NativePlatformUniqueNetId;
if (PC && PC->GetClass() != PCClassToSpawn)
{
if (PC->Player != nullptr)
{
// We need to spawn a new PlayerController to replace the old one
APlayerController* const NewPC = SpawnPlayerControllerCommon(PC->IsLocalPlayerController()
? ROLE_SimulatedProxy
: ROLE_AutonomousProxy, PC->GetFocalLocation(), PC->GetControlRotation(), PCClassToSpawn);
if (NewPC == nullptr)
{
NetLog(FString::Printf(
TEXT("Failed to spawn new PlayerController for %s (old class %s)"), *PC->GetHumanReadableName(), *PC->GetClass()->GetName())
, ELogV::Warning
);
PC->Destroy();
return;
}
else
{
PC->SeamlessTravelTo(NewPC);
NewPC->SeamlessTravelFrom(PC);
SwapPlayerControllers(PC, NewPC);
PC = NewPC;
Controller = NewPC;
}
}
else
{
PC->Destroy();
}
}
else
{
// clear out data that was only for the previous game
Controller->PlayerState->Reset();
// create a new PlayerState and copy over info; this is necessary because the old GameMode may have used a different PlayerState class
APlayerState* OldPlayerState = Controller->PlayerState;
Controller->InitPlayerState();
OldPlayerState->SeamlessTravelTo( Controller->PlayerState);
// we don"t need the old PlayerState anymore
//@fixme: need a way to replace PlayerStates that doesn't cause incorrect "player left the game"/"player entered the game" messages
OldPlayerState->Destroy();
}
InitSeamlessTravelPlayer(Controller);
// Initialize hud and other player details, shared with PostLogin
GenericPlayerInitialization(Controller);
if (AGasaGameState* GS = GetGameState<AGasaGameState>())
{
#if 0
UGasaGameInstance* GI = GetGameInstance<UGasaGameInstance>();
int32 NumConnections = GI->SessionSettings.bPublicGame
? GI->SessionSettings.PublicConnections
: GI->SessionSettings.PrivateConnections;
if (GS->OnlinePlayers.Num() < NumConnections)
GS->OnlinePlayers.Init( nullptr, NumConnections );
for (AGasaPlayerState* & PS : GS->OnlinePlayers)
{
if (PS == nullptr)
{
PS = C->GetPlayerState<ASlipgatePlayerState>();
PS->SgID = GS->OnlinePlayers.Find( PS );
break;
}
}
#endif
}
// Controller->GetPlayerState<AGasaPlayerState>()->NativePlatformUniqueNetId = StoredNativePlatformUniqueNetId;
NetLog(FString::Printf(TEXT("HandleSeamlessTravelPlayer: %s"), * Controller->GetName()) );
#if 0
if (PC)
PC->Event_NetOwner_OnGameplayFrameworkInitialized.AddDynamic(this, &ThisClass::OwningClient_OnGameFrameworkInitialized);
#endif
}
void AGasaGameMode::InitializeHUDForPlayer_Implementation(APlayerController* NewPlayer)
{
Super::InitializeHUDForPlayer_Implementation(NewPlayer);
}
void AGasaGameMode::InitSeamlessTravelPlayer(AController* NewController)
{
if (NewController)
NewController->bBlockInput = true;
// GameMode::InitSeamlessTravelPlayer(NewController);
{
// AGameModeBase::InitSeamlessTravelPlayer(NewController);
{
APlayerController* NewPC = Cast<APlayerController>(NewController);
FString ErrorMessage;
if (!UpdatePlayerStartSpot(NewController, TEXT(""), ErrorMessage))
NetLog(FString::Printf( TEXT("InitSeamlessTravelPlayer: %s"), *ErrorMessage), ELogV::Warning);
if (NewPC != nullptr)
{
NewPC->PostSeamlessTravel();
if (MustSpectate(NewPC))
{
NewPC->StartSpectatingOnly();
}
else
{
NewPC->bPlayerIsWaiting = true;
NewPC->ChangeState(NAME_Spectating);
NewPC->ClientGotoState(NAME_Spectating);
}
}
}
APlayerController* NewPC = Cast<APlayerController>(NewController);
if (NewPC != nullptr)
{
SetSeamlessTravelViewTarget(NewPC);
if (!MustSpectate(NewPC))
{
NumPlayers++;
NumTravellingPlayers--;
}
}
else
{
NumBots++;
}
}
NetLog("InitSeamlessTravelPlayer: " + NewController->GetName());
}
void AGasaGameMode::HandleMatchAborted()
{
Super::HandleMatchAborted();
NetLog("HandleMatchAborted");
}
void AGasaGameMode::Logout(AController* Exiting)
{
Super::Logout(Exiting);
Event_OnLogout.Broadcast(Cast<AGasaPlayerController>(Exiting));
NetLog("User Logged out: " + Exiting->GetName());
if (AGasaGameState* GS = Cast<AGasaGameState>(GetWorld()->GetGameState()))
{
#if 0
int32 Index = GS->OnlinePlayers.Find(Exiting->GetPlayerState<AGasaGameState>());
if (Index == INDEX_NONE)
{
NetLog("Could not find exiting player state in online players!", ELogV::Error);
return;
}
GS->OnlinePlayers[Index] = nullptr;
#endif
#if 0
IOnlineSessionPtr const SessionInterface = Online::GetSessionInterface(GetWorld());
if ( ! SessionInterface.IsValid())
{
NetLog("DestoryCurrentSession: Could not get the session interface.", ELogV::Warning);
return;
}
#endif
}
}
void AGasaGameMode::PreLogin(const FString& Options, const FString& Address, const FUniqueNetIdRepl& UniqueId, FString& ErrorMessage)
{
Super::PreLogin(Options, Address, UniqueId, ErrorMessage);
// TODO(Ed): Refuse players if the server is full.
}
void AGasaGameMode::PostLogin(APlayerController* NewPlayer)
{
// AGameMode::PostLogin(NewPlayer);
{
UWorld* World = GetWorld();
// Update player count
if (MustSpectate(NewPlayer))
NumSpectators++;
else if (World->IsInSeamlessTravel() || NewPlayer->HasClientLoadedCurrentWorld())
NumPlayers++;
else
NumTravellingPlayers++;
// Save network address for re-associating with reconnecting player, after stripping out port number
FString Address = NewPlayer->GetPlayerNetworkAddress();
int32 Pos = Address.Find(TEXT(":"), ESearchCase::CaseSensitive);
NewPlayer->PlayerState->SavedNetworkAddress = (Pos > 0) ? Address.Left(Pos) : Address;
// Check if this player is reconnecting and already has PlayerState
FindInactivePlayer(NewPlayer);
}
// AGameModeBase::PostLogin(NewPlayer)
{
// Runs shared initialization that can happen during seamless travel as well
GenericPlayerInitialization(NewPlayer);
// Perform initialization that only happens on initially joining a server
NewPlayer->ClientCapBandwidth(NewPlayer->Player->CurrentNetSpeed);
if (MustSpectate(NewPlayer))
{
NewPlayer->ClientGotoState(NAME_Spectating);
}
else
{
// If NewPlayer is not only a spectator and has a valid ID, add him as a user to the replay.
FUniqueNetIdRepl const&
NewPlayerStateUniqueId = NewPlayer->PlayerState->GetUniqueId();
if (NewPlayerStateUniqueId.IsValid())
{
GetGameInstance()->AddUserToReplay(NewPlayerStateUniqueId.ToString());
}
}
if (GameSession)
{
GameSession->PostLogin(NewPlayer);
}
}
if (AGasaGameState* GS = GetGameState<AGasaGameState>())
{
UGasaGameInstance* GI = GetGameInstance<UGasaGameInstance>();
#if 0
int32 numconnections = GI->sessionsettings.bPublicGame
? GI->SessionSettings.PublicConnections : GI->SessionSettings.PrivateConnections;
if (GS->OnlinePlayers.Num() < NumConnections)
{
GS->OnlinePlayers.Init( nullptr, NumConnections );
}
for (AGasaPlayerState* & PS : GS->OnlinePlayers)
{
if (PS == nullptr)
{
PS = NewPlayer->GetPlayerState<AGasaPlayerState>();
PS->GasaID = GS->OnlinePlayers.Find( PS );
break;
}
}
#endif
}
// cont. AGameModeBase::PostLogin(NewPlayer)
{
// Notify Blueprints that a new player has logged in. Calling it here, because this is the first time that the PlayerController can take RPCs
DispatchPostLogin(NewPlayer);
}
AGasaPlayerController* PC = Cast<AGasaPlayerController>(NewPlayer);
if (PC)
PC->Event_NetOwner_OnGameFrameworkInitialized.AddDynamic(this, &ThisClass::OwningClient_OnGameFrameworkInitialized);
}
void AGasaGameMode::PostSeamlessTravel()
{
Super::PostSeamlessTravel();
NetLog("PostSeamlessTravel");
}
void AGasaGameMode::SetPlayerDefaults(APawn* PlayerPawn)
{
InitializeHUDForPlayer(Cast<APlayerController>(PlayerPawn->GetController()));
Super::SetPlayerDefaults(PlayerPawn);
}
void AGasaGameMode::SetSeamlessTravelViewTarget(APlayerController* PC)
{
Super::SetSeamlessTravelViewTarget(PC);
NetLog("SetSeamlessTravelViewTarget");
}
void AGasaGameMode::StartPlay()
{
if (MatchState == MatchState::EnteringMap)
SetMatchState(MatchState::WaitingToStart);
// Start match is deferred until the framework is considered initialized.
NetLog("StartPlay");
UGasaGameInstance* GI = GetGameInstance<UGasaGameInstance>();
GI->Event_OnGameFrameworkInitialized.AddDynamic(this, &ThisClass::OnGameFrameworkInitialized);
GI->NotifyGameFrameworkClassReady(EGameFrameworkClassFlag::GameMode);
// Not called yet, will wait for initialization of the framework.
//Super::StartPlay();
}
void AGasaGameMode::StartToLeaveMap()
{
NetLog("StartToLeaveMap");
Super::StartToLeaveMap();
}
void AGasaGameMode::SwapPlayerControllers(APlayerController* OldPC, APlayerController* NewPC)
{
NetLog("SwapPlayerControllers");
NetLog("Old: " + OldPC->GetName());
NetLog("New: " + NewPC->GetName());
Super::SwapPlayerControllers(OldPC, NewPC);
}
APlayerController* AGasaGameMode::SpawnPlayerControllerCommon(ENetRole InRemoteRole, FVector const& SpawnLocation, FRotator const& SpawnRotation,
TSubclassOf<APlayerController> InPlayerControllerClass)
{
NetLog("SpawnPlayerControllerCommon");
return Super::SpawnPlayerControllerCommon(InRemoteRole, SpawnLocation, SpawnRotation, InPlayerControllerClass);
}
#pragma endregion GameModeBase

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@ -1,28 +1,104 @@
#pragma once
#pragma once
#include "GameFramework/GameMode.h"
#include "GasaCommon.h"
#include "Networking/GasaNetLibrary_Inlines.h"
#include "Engine/Engine.h"
#include "GasaGameMode.generated.h"
UCLASS(Blueprintable)
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FOnLogoutSig, AGasaPlayerController*, PC);
UCLASS( Blueprintable )
class GASA_API AGasaGameMode : public AGameMode
{
GENERATED_BODY()
public:
UPROPERTY(EditAnywhere, BlueprintAssignable)
FOnLogoutSig Event_OnLogout;
#pragma region GameFramework
UFUNCTION()
void OnGameFrameworkInitialized();
UFUNCTION()
void OwningClient_OnGameFrameworkInitialized(AGasaPlayerController* PC);
UFUNCTION(BlueprintCallable, BlueprintImplementableEvent, meta=(DisplayName = "On Game Framework Initialized"))
void BP_OnGameFrameworkInitialized();
#pragma endregion GameFramework
#pragma region NetSlime
// NetSlime interface is generated by GasaGen/GasaGen_NetSlime.cpp
FORCEINLINE ENetworkMode GetNetworkMode() const { return Gasa::GetNetworkMode( this ); }
FORCEINLINE bool IsClient() const { return Gasa::IsClient( this ); }
FORCEINLINE bool IsListenServer() const { return Gasa::IsListenServer( this ); }
FORCEINLINE bool IsNetOwner() const { return Gasa::IsNetOwner( this ); }
FORCEINLINE bool IsServer() const { return Gasa::IsServer( this ); }
FORCEINLINE bool IsSimulatedProxy() const { return Gasa::IsSimulatedProxy( this ); }
FORCEINLINE void NetLog(
FString Message,
EGasaVerbosity Verbosity = EGasaVerbosity::Log,
FLogCategoryBase& Category = LogGasaNet,
bool DumpStack = false,
int32 Line = __builtin_LINE(),
ANSICHAR const* File = __builtin_FILE(),
ANSICHAR const* Func = __builtin_FUNCTION()
)
{
Gasa::NetLog( this, Message, Verbosity, Category, DumpStack, Line, File, Func );
}
#pragma endregion NetSlime
#pragma region GameMode
void HandleMatchAborted() override;
void HandleStartingNewPlayer_Implementation(APlayerController* NewPlayer) override;
bool ReadyToStartMatch_Implementation() override;
#pragma endregion GameMode
#pragma region GameModeBase
void EndPlay(const EEndPlayReason::Type EndPlayReason) override;
void FinishRestartPlayer(AController* NewPlayer, const FRotator& StartRotation) override;
void GenericPlayerInitialization(AController* C) override;
TSubclassOf<APlayerController> GetPlayerControllerClassToSpawnForSeamlessTravel(APlayerController* PreviousPlayerController) override;
void HandleSeamlessTravelPlayer(AController*& C) override;
void InitializeHUDForPlayer_Implementation(APlayerController* NewPlayer) override;
void InitSeamlessTravelPlayer(AController* NewController) override;
void Logout(AController* Exiting) override;
void PreLogin(const FString& Options, const FString& Address, const FUniqueNetIdRepl& UniqueId, FString& ErrorMessage) override;
void PostLogin(APlayerController* NewPlayer) override;
void PostSeamlessTravel() override;
void SetPlayerDefaults(APawn* PlayerPawn) override;
void SetSeamlessTravelViewTarget(APlayerController* PC) override;
void StartPlay() override;
void StartToLeaveMap() override;
void SwapPlayerControllers(APlayerController* OldPC, APlayerController* NewPC) override;
APlayerController* SpawnPlayerControllerCommon(ENetRole InRemoteRole, FVector const& SpawnLocation, FRotator const& SpawnRotation, TSubclassOf<APlayerController> InPlayerControllerClass) override;
#pragma endregion GameModeBase
};
namespace Gasa
{
inline
AGasaGameMode* GetGameMode(UObject* Context)
inline AGasaGameMode* GetGameMode( UObject* Context )
{
UWorld* World = GEngine->GetWorldFromContextObject(Context, EGetWorldErrorMode::LogAndReturnNull);
if (World == nullptr)
UWorld* World = GEngine->GetWorldFromContextObject( Context, EGetWorldErrorMode::LogAndReturnNull );
if ( World == nullptr )
{
Log("World is null... are you running in a proper context?", ELogV::Error);
Log( "World is null... are you running in a proper context?", ELogV::Error );
return nullptr;
}
return Cast<AGasaGameMode>(World->GetAuthGameMode());
return Cast<AGasaGameMode>( World->GetAuthGameMode() );
}
}

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@ -2,6 +2,11 @@
#include "CogAll.h"
#include "CogWindowManager.h"
#include "GasaPlayerState.h"
#include "GasaGameInstance.h"
#include "Net/UnrealNetwork.h"
#include "Networking/GasaNetLibrary_Inlines.h"
using namespace Gasa;
AGasaGameState::AGasaGameState()
{
@ -9,26 +14,134 @@ AGasaGameState::AGasaGameState()
PrimaryActorTick.bCanEverTick = true;
PrimaryActorTick.SetTickFunctionEnable(true);
PrimaryActorTick.bStartWithTickEnabled = true;
// Replication
bReplicates = true;
bNetLoadOnClient = false;
NetDormancy = DORM_Awake;
NetCullDistanceSquared = NetCullDist_Default;
NetUpdateFrequency = 10.0f;
MinNetUpdateFrequency = 1.0f;
NetPriority = 5.0f;
}
#pragma region GameState
#pragma region GameFramework
void AGasaGameState::OnGameFrameworkInitialized()
{
NetLog("Received gameplay framework initialization.");
if (IsServer())
{
if (PlayerArray.Num() > 0)
{
ListenServerHost = Cast<AGasaPlayerState>(PlayerArray[0]);
}
else
{
NetLog("Was not able to assign HostingPlayer!", ELogV::Error);
}
}
BP_OnGameFrameworkInitialized();
}
#pragma endregion GameFramework
#pragma region Networking
void AGasaGameState::Client_OnRep_OnlinePlayers()
{
}
#pragma endregion Networking
#pragma region Seamless Travel
void AGasaGameState::Multicast_R_NotifySeamlessTravelEnd_Implementation()
{
NetLog("Multicast_R_NotifySeamlessTravelEnd_Implementation");
BP_Event_OnSeamlessTravelEnd.Broadcast();
Event_OnSeamlessTravelEnd.Broadcast();
}
#pragma endregion Seamless Travel
#pragma region GameStateBase
void AGasaGameState::HandleBeginPlay()
{
Super::HandleBeginPlay();
NetLog("HandleBeginPlay: Directly called from GM");
}
void AGasaGameState::SeamlessTravelTransitionCheckpoint(bool bToTransitionMap)
{
Super::SeamlessTravelTransitionCheckpoint(bToTransitionMap);
NetLog("SeamlessTravelTransitionCheckpoint");
NetLog(FString("ToTransitionMap: ") + FString(bToTransitionMap ? "true" : "false"));
if (bToTransitionMap)
{
Event_OnSeamlessTravelStart.Broadcast();
}
else
{
Multicast_R_NotifySeamlessTravelEnd();
}
}
#pragma endregion GameStateBase
#pragma region Actor
void AGasaGameState::BeginPlay()
{
#if ENABLE_COG
CogWindowManager = NewObject<UCogWindowManager>(this);
CogWindowManagerRef = CogWindowManager;
Super::BeginPlay();
NetLog("BeginPlay");
// Add all the built-in windows
Cog::AddAllWindows(*CogWindowManager);
// Notified as initialized here as any possible components should also be initialized by this point.
UGasaGameInstance*
GI = GetGameInstance<UGasaGameInstance>();
GI->Event_OnGameFrameworkInitialized.AddDynamic(this, & ThisClass::OnGameFrameworkInitialized);
GI->NotifyGameFrameworkClassReady(EGameFrameworkClassFlag::GameState);
#if ENABLE_COG
CogWindowManager = NewObject<UCogWindowManager>(this);
CogWindowManagerRef = CogWindowManager;
// Add all the built-in windows
Cog::AddAllWindows(*CogWindowManager);
#endif //ENABLE_COG
}
void AGasaGameState::PostInitializeComponents()
{
NetLog("PostInitializeComponents");
Super::PostInitializeComponents();
if ( ! GetWorld()->IsEditorWorld() && IsServer())
{
OnlinePlayers.Empty();
#if 0
const auto GI = Cast<UGasaGameInstance>(GetGameInstance());
if (GI != nullptr)
{
int32 NumConnections = GI->SessionSettings.bPublicGame
? GI->SessionSettings.PublicConnections
: GI->SessionSettings.PrivateConnections;
OnlinePlayers.Init(nullptr, NumConnections);
}
#endif
}
}
void AGasaGameState::Tick(float DeltaSeconds)
{
Super::Tick(DeltaSeconds);
#if ENABLE_COG
CogWindowManager->Tick(DeltaSeconds);
if (CogWindowManager)
CogWindowManager->Tick(DeltaSeconds);
#endif //ENABLE_COG
}
#pragma endregion GameState
#pragma endregion Actor
#pragma region UObject
void AGasaGameState::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const
{
Super::GetLifetimeReplicatedProps(OutLifetimeProps);
DOREPLIFETIME(AGasaGameState, ListenServerHost);
DOREPLIFETIME(AGasaGameState, OnlinePlayers);
}
#pragma endregion UObject

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@ -1,46 +1,123 @@
#pragma once
#pragma once
#include "GameFramework/GameState.h"
#include "GasaCommon.h"
#include "Engine/Engine.h"
#include "Networking/GasaNetLibrary.h"
#include "GasaGameState.generated.h"
UCLASS(Blueprintable)
UCLASS( Blueprintable )
class GASA_API AGasaGameState : public AGameState
{
GENERATED_BODY()
public:
#pragma region Cog
// To make sure it doesn't get garbage collected.
UPROPERTY()
TObjectPtr<UObject> CogWindowManagerRef;
// To make sure it doesn't get garbage collected.
UPROPERTY()
TObjectPtr<UObject> CogWindowManagerRef;
#if ENABLE_COG
TObjectPtr<UCogWindowManager> CogWindowManager;
#endif // ENABLE_COG
#endif
// ENABLE_COG
#pragma endregion Cog
AGasaGameState();
#pragma region GameState
void BeginPlay() override;
#pragma region GameFramework
UPROPERTY(BlueprintAssignable)
FOnPawnReadySig Event_OnPlayerPawnReady;
void Tick(float DeltaSeconds) override;
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
UPROPERTY(Replicated, BlueprintReadOnly)
AGasaPlayerState* ListenServerHost;
UPROPERTY(ReplicatedUsing = "Client_OnRep_OnlinePlayers", BlueprintReadOnly)
TArray<AGasaPlayerState*> OnlinePlayers;
UFUNCTION()
void Client_OnRep_OnlinePlayers();
#pragma endregion Networking
#pragma region Seamless Travel
UPROPERTY(BlueprintAssignable)
FOnTravelSig Event_OnSeamlessTravelStart;
UPROPERTY(BlueprintAssignable, meta=(DisplayName="Event: On Seamless Travel End"))
FOnTravelSig BP_Event_OnSeamlessTravelEnd;
FOnTravelDelegate Event_OnSeamlessTravelEnd;
UFUNCTION(NetMulticast, Reliable)
void Multicast_R_NotifySeamlessTravelEnd();
#pragma endregion Seamless Travel
#pragma region NetSlime
// NetSlime interface is generated by GasaGen/GasaGen_NetSlime.cpp
FORCEINLINE ENetworkMode GetNetworkMode() const { return Gasa::GetNetworkMode( this ); }
FORCEINLINE bool IsClient() const { return Gasa::IsClient( this ); }
FORCEINLINE bool IsListenServer() const { return Gasa::IsListenServer( this ); }
FORCEINLINE bool IsNetOwner() const { return Gasa::IsNetOwner( this ); }
FORCEINLINE bool IsServer() const { return Gasa::IsServer( this ); }
FORCEINLINE bool IsSimulatedProxy() const { return Gasa::IsSimulatedProxy( this ); }
FORCEINLINE void NetLog(
FString Message,
EGasaVerbosity Verbosity = EGasaVerbosity::Log,
FLogCategoryBase& Category = LogGasaNet,
bool DumpStack = false,
int32 Line = __builtin_LINE(),
ANSICHAR const* File = __builtin_FILE(),
ANSICHAR const* Func = __builtin_FUNCTION()
)
{
Gasa::NetLog( this, Message, Verbosity, Category, DumpStack, Line, File, Func );
}
#pragma endregion NetSlime
#pragma region GameState
void HandleBeginPlay() override;
#pragma endregion GameState
#pragma region GameStateBase
void SeamlessTravelTransitionCheckpoint(bool bToTransitionMap) override;
#pragma endregion GameStateBase
#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
{
inline
AGasaGameState* GetGameState(UObject* Context)
inline AGasaGameState* GetGameState( UObject* Context )
{
UWorld* World = GEngine->GetWorldFromContextObject(Context, EGetWorldErrorMode::LogAndReturnNull);
if (World == nullptr)
UWorld* World = GEngine->GetWorldFromContextObject( Context, EGetWorldErrorMode::LogAndReturnNull );
if ( World == nullptr )
{
Log("World is null... are you running in a proper context?", ELogV::Error);
Log( "World is null... are you running in a proper context?", ELogV::Error );
return nullptr;
}
return Cast<AGasaGameState>(World->GetGameState());
return Cast<AGasaGameState>( World->GetGameState() );
}
}

View File

@ -1,11 +1,40 @@
#include "GasaLevelScriptActor.h"
#include "GasaDevOptions.h"
#include "GasaGameInstance.h"
#include "Engine/PostProcessVolume.h"
#include "Kismet/GameplayStatics.h"
#include "Materials/MaterialInstance.h"
#include "Materials/MaterialInstanceDynamic.h"
#include "Networking/GasaNetLibrary_Inlines.h"
using namespace Gasa;
#pragma region Game Framework
AGasaLevelScriptActor::AGasaLevelScriptActor()
{
// Replication
bReplicates = true;
bNetLoadOnClient = true;
NetDormancy = DORM_Awake;
NetCullDistanceSquared = NetCullDist_Default;
NetUpdateFrequency = 10.0f;
MinNetUpdateFrequency = 1.0f;
NetPriority = 1.0f;
}
void AGasaLevelScriptActor::OnGameFrameworkInitialized()
{
NetLog("Received game framework initialization.");
BP_OnGameFrameworkInitialized();
}
#pragma endregion Game Framework
#pragma region Actor
void AGasaLevelScriptActor::BeginPlay()
{
Super::BeginPlay();
NetLog("BeginPlay");
using namespace Gasa;
@ -21,4 +50,12 @@ void AGasaLevelScriptActor::BeginPlay()
PPV->Settings.WeightedBlendables.Array[0].Object = MID;
break;
}
UGasaGameInstance* GI = GetGameInstance<UGasaGameInstance>();
if(GI)
GI->Event_OnGameFrameworkInitialized.AddUniqueDynamic(this, & ThisClass::OnGameFrameworkInitialized);
if (!bOverrideGameFrameworkReady)
GI->NotifyGameFrameworkClassReady(EGameFrameworkClassFlag::Levels);
}
#pragma endregion Actor

View File

@ -1,8 +1,9 @@
#pragma once
#include "GasaCommon.h"
#include "Engine/Engine.h"
#include "Engine/LevelScriptActor.h"
#include "GasaCommon.h"
#include "Networking/GasaNetLibrary.h"
#include "GasaLevelScriptActor.generated.h"
@ -14,9 +15,44 @@ public:
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Post Process")
TObjectPtr<APostProcessVolume> GlobalPPV;
AGasaLevelScriptActor();
#pragma region GameFramework
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly)
bool bOverrideGameFrameworkReady = false;
UFUNCTION()
void OnGameFrameworkInitialized();
UFUNCTION(BlueprintCallable, BlueprintImplementableEvent, meta=(DisplayName="On Game Framework Initialized"))
void BP_OnGameFrameworkInitialized();
#pragma endregion GameFramework
#pragma region NetSlime
// NetSlime interface is generated by GasaGen/GasaGen_NetSlime.cpp
FORCEINLINE ENetworkMode GetNetworkMode() const { return Gasa::GetNetworkMode( this ); }
FORCEINLINE bool IsClient() const { return Gasa::IsClient( this ); }
FORCEINLINE bool IsListenServer() const { return Gasa::IsListenServer( this ); }
FORCEINLINE bool IsNetOwner() const { return Gasa::IsNetOwner( this ); }
FORCEINLINE bool IsServer() const { return Gasa::IsServer( this ); }
FORCEINLINE bool IsSimulatedProxy() const { return Gasa::IsSimulatedProxy( this ); }
FORCEINLINE void NetLog(
FString Message,
EGasaVerbosity Verbosity = EGasaVerbosity::Log,
FLogCategoryBase& Category = LogGasaNet,
bool DumpStack = false,
int32 Line = __builtin_LINE(),
ANSICHAR const* File = __builtin_FILE(),
ANSICHAR const* Func = __builtin_FUNCTION()
)
{
Gasa::NetLog( this, Message, Verbosity, Category, DumpStack, Line, File, Func );
}
#pragma endregion NetSlime
#pragma region Actor
void BeginPlay() override;
#pragma region endActor
#pragma endregion endActor
};
namespace Gasa

View File

@ -1,18 +1,28 @@
#include "GasaPlayerController.h"
#include "GasaPlayerController_Inlines.h"
#include "Networking/GasaNetLibrary_Inlines.h"
#include "AbilitySystemComponent.h"
#include "DrawDebugHelpers.h"
#include "Engine/LocalPlayer.h"
#include "EnhancedInputComponent.h"
#include "EnhancedInputSubsystems.h"
#include "GasaDevOptions.h"
#include "GasaPlayerState.h"
#include "Actors/CameraMount.h"
#include "Camera/CameraComponent.h"
#include "Characters/GasaCharacter.h"
#include "Characters/PlayerCharacter.h"
#include "Components/CapsuleComponent.h"
#include "GameFramework/SpringArmComponent.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 "AbilitySystem/GasaAbilitySystemComponent.h"
#include "Actors/CameraMount.h"
#include "UI/GasaHUD.h"
#include "UI/WidgetController.h"
using namespace Gasa;
AGasaPlayerController::AGasaPlayerController()
@ -24,6 +34,148 @@ 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();
Cam = GetWorld()->SpawnActor<ACameraMount>(GetDevOptions()->Template_PlayerCamera.Get(), FActorSpawnParameters() );
SetViewTarget(Cam);
AGasaPlayerState* PS = GetPlayerState();
APlayerCharacter* PlayerChar = GetPawn<APlayerCharacter>();
{
PlayerChar->AbilitySystem = PS->AbilitySystem;
PlayerChar->Attributes = PS->Attributes;
PS->AbilitySystem->InitAbilityActorInfo(PS, PlayerChar);
Cast<UGasaAbilitySystemComp>(PS->AbilitySystem)->OnAbilityActorInfoSet();
}
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)
{
@ -31,8 +183,6 @@ void AGasaPlayerController::Move(FInputActionValue const& ActionValue)
if (pawn == nullptr )
return;
// Note(Ed): I did the follow optimization for practice, they are completely unnecessary for this context.
#if 0
FVector2D AxisV = ActionValue.Get<FVector2D>();
@ -72,28 +222,109 @@ 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::OnPossess(APawn* InPawn)
void AGasaPlayerController::ClientSetHUD_Implementation(TSubclassOf<AHUD> NewHUDClass)
{
Super::OnPossess(InPawn);
Super::ClientSetHUD_Implementation(NewHUDClass);
AGasaPlayerState* PS = GetPlayerState();
AGasaHUD* HUD = GetHUD<AGasaHUD>();
FWidgetControllerData Data = { this, PS, PS->AbilitySystem, PS->Attributes };
HUD->InitHostWidget(& Data);
}
Cam->AttachToActor(InPawn, FAttachmentTransformRules::KeepRelativeTransform);
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);
AGasaPlayerState* PS = GetPlayerState();
AGasaCharacter* character = Cast<AGasaCharacter>(InPawn);
// Net Owner setup ability system
if (0)
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* PawnPossesed)
{
// 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();
@ -137,6 +368,11 @@ void AGasaPlayerController::PlayerTick(float DeltaTime)
}
}
void AGasaPlayerController::PostSeamlessTravel()
{
Super::PostSeamlessTravel();
}
void AGasaPlayerController::SetupInputComponent()
{
Super::SetupInputComponent();
@ -147,41 +383,50 @@ 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");
check(IMC);
UGasaGameInstance* GI = GetGameInstance<UGasaGameInstance>();
GI->Event_OnGameFrameworkInitialized.AddUniqueDynamic(this, & AGasaPlayerController::OnGameFrameworkInitialized);
GI->NotifyGameFrameworkClassReady(EGameFrameworkClassFlag::PlayerController);
UEnhancedInputLocalPlayerSubsystem*
EILP_Subsystem = ULocalPlayer::GetSubsystem<UEnhancedInputLocalPlayerSubsystem>(GetLocalPlayer());
check(EILP_Subsystem);
EILP_Subsystem->AddMappingContext(IMC, 0);
if (IsLocalController())
{
bShowMouseCursor = true;
DefaultMouseCursor = EMouseCursor::Default;
FInputModeGameAndUI MouseMode;
MouseMode.SetLockMouseToViewportBehavior(EMouseLockMode::DoNotLock);
MouseMode.SetHideCursorDuringCapture(false);
SetInputMode(MouseMode);
check(IMC);
UEnhancedInputLocalPlayerSubsystem*
EILP_Subsystem = ULocalPlayer::GetSubsystem<UEnhancedInputLocalPlayerSubsystem>(GetLocalPlayer());
check(EILP_Subsystem);
EILP_Subsystem->AddMappingContext(IMC, 0);
{
bShowMouseCursor = true;
DefaultMouseCursor = EMouseCursor::Default;
FInputModeGameAndUI MouseMode;
MouseMode.SetLockMouseToViewportBehavior(EMouseLockMode::DoNotLock);
MouseMode.SetHideCursorDuringCapture(false);
SetInputMode(MouseMode);
}
}
}
void AGasaPlayerController::PostInitializeComponents()
{
Super::PostInitializeComponents();
Cam = GetWorld()->SpawnActor<ACameraMount>(GetDevOptions()->Template_PlayerCamera.Get(), FActorSpawnParameters() );
SetViewTarget(Cam);
}
void AGasaPlayerController::Tick(float DeltaSeconds)
{
Super::Tick(DeltaSeconds);
#if 0
switch (HighlightState)
{
@ -205,4 +450,11 @@ void AGasaPlayerController::Tick(float DeltaSeconds)
}
#endif
}
void AGasaPlayerController::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const
{
Super::GetLifetimeReplicatedProps(OutLifetimeProps);
DOREPLIFETIME(AGasaPlayerController, bNetOwner_GameFrameworkInitialized);
}
#pragma endregion Actor

View File

@ -2,15 +2,25 @@
#include "GasaCommon.h"
#include "GasaPlayerState.h"
#include "Networking/GasaNetLibrary.h"
#include "Engine/Engine.h"
#include "GameFramework/PlayerController.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 +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;
@ -49,32 +108,57 @@ public:
void Move(FInputActionValue const& ActionValue);
#pragma endregion Input
#pragma region NetSlime
// NetSlime interface is generated by GasaGen/GasaGen_NetSlime.cpp
FORCEINLINE ENetworkMode GetNetworkMode() const { return Gasa::GetNetworkMode( this ); }
FORCEINLINE bool IsClient() const { return Gasa::IsClient( this ); }
FORCEINLINE bool IsListenServer() const { return Gasa::IsListenServer( this ); }
FORCEINLINE bool IsNetOwner() const { return Gasa::IsNetOwner( this ); }
FORCEINLINE bool IsServer() const { return Gasa::IsServer( this ); }
FORCEINLINE bool IsSimulatedProxy() const { return Gasa::IsSimulatedProxy( this ); }
FORCEINLINE void NetLog(
FString Message,
EGasaVerbosity Verbosity = EGasaVerbosity::Log,
FLogCategoryBase& Category = LogGasaNet,
bool DumpStack = false,
int32 Line = __builtin_LINE(),
ANSICHAR const* File = __builtin_FILE(),
ANSICHAR const* Func = __builtin_FUNCTION()
)
{
Gasa::NetLog( this, Message, Verbosity, Category, DumpStack, Line, File, Func );
}
#pragma endregion NetSlime
AGasaPlayerController();
AGasaPlayerState* GetPlayerState()
{
return Cast<AGasaPlayerState>( PlayerState );
}
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

View File

@ -0,0 +1,8 @@
#include "GasaPlayerController.h"
#include "GasaPlayerState.h"
inline
AGasaPlayerState* AGasaPlayerController::GetPlayerState()
{
return Cast<AGasaPlayerState>( PlayerState );
}

View File

@ -1,10 +1,15 @@
#include "GasaPlayerState.h"
#include "Networking/GasaNetLibrary_Inlines.h"
#include "GasaGameInstance.h"
#include "GasaPlayerController.h"
#include "AbilitySystem/GasaAbilitySystemComponent.h"
#include "AbilitySystem/GasaAttributeSet.h"
AGasaPlayerState::AGasaPlayerState()
{
bAutoAbilitySystem = true;
AbilitySystem = CreateDefaultSubobject<UGasaAbilitySystemComp>("Ability System");
AbilitySystem->SetIsReplicated(true);
AbilitySystem->SetReplicationMode(EGameplayEffectReplicationMode::Mixed);
@ -14,3 +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

@ -5,6 +5,7 @@
#include "GameFramework/PlayerState.h"
#include "GasaCommon.h"
#include "Networking/GasaNetLibrary.h"
#include "GasaPlayerState.generated.h"
@ -14,9 +15,11 @@ class GASA_API AGasaPlayerState : public APlayerState
{
GENERATED_BODY()
public:
AGasaPlayerState();
#pragma region Ability System
UPROPERTY(EditAnywhere, Category="Ability System")
bool bAutoAbilitySystem = true;
bool bAutoAbilitySystem;
UPROPERTY(EditAnywhere, Category="Ability System")
TObjectPtr<UAbilitySystemComponent> AbilitySystem;
@ -25,14 +28,69 @@ 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
FORCEINLINE ENetworkMode GetNetworkMode() const { return Gasa::GetNetworkMode( this ); }
FORCEINLINE bool IsClient() const { return Gasa::IsClient( this ); }
FORCEINLINE bool IsListenServer() const { return Gasa::IsListenServer( this ); }
FORCEINLINE bool IsNetOwner() const { return Gasa::IsNetOwner( this ); }
FORCEINLINE bool IsServer() const { return Gasa::IsServer( this ); }
FORCEINLINE bool IsSimulatedProxy() const { return Gasa::IsSimulatedProxy( this ); }
FORCEINLINE void NetLog(
FString Message,
EGasaVerbosity Verbosity = EGasaVerbosity::Log,
FLogCategoryBase& Category = LogGasaNet,
bool DumpStack = false,
int32 Line = __builtin_LINE(),
ANSICHAR const* File = __builtin_FILE(),
ANSICHAR const* Func = __builtin_FUNCTION()
)
{
Gasa::NetLog( this, Message, Verbosity, Category, DumpStack, Line, File, Func );
}
#pragma endregion NetSlime
#pragma region IAbilitySystem
FORCEINLINE UAttributeSet* GetAttributes() { return Attributes; }
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
};

View File

@ -1,6 +1,6 @@
using System;
using System.Collections.Generic;
using UnrealBuildTool;
using ModuleRules = UnrealBuildTool.ModuleRules;
using ReadOnlyTargetRules = UnrealBuildTool.ReadOnlyTargetRules;
using TargetRules = UnrealBuildTool.TargetRules;
@ -10,7 +10,33 @@ public class Gasa : ModuleRules
{
public Gasa(ReadOnlyTargetRules Target) : base(Target)
{
bUseUnity = false;
bUseUnity = false;
bMergeUnityFiles = false;
IWYUSupport = IWYUSupport.None;
PCHUsage = PCHUsageMode.NoPCHs;
OptimizeCode = CodeOptimization.Never;
MinCpuArchX64 = MinimumCpuArchitectureX64.AVX512;
IncludeOrderVersion = EngineIncludeOrderVersion.Latest;
bCodeCoverage = false;
bDisableStaticAnalysis = true;
bValidateCircularDependencies = true;
bValidateFormatStrings = false;
bValidateInternalApi = false;
bEnableExceptions = false;
bEnableBufferSecurityChecks = false;
bEnableNonInlinedGenCppWarnings = false;
bEnableUndefinedIdentifierWarnings = false;
bIgnoreUnresolvedSymbols = false;
bEnableObjCAutomaticReferenceCounting = false;
bEnableObjCExceptions = false;
var Kilobyte = 1024;
NumIncludedBytesPerUnityCPPOverride = Kilobyte * 32;
MinFilesUsingPrecompiledHeaderOverride = 1;
PrivatePCHHeaderFile = "GasaColdHeadersPCH.h";
#region Engine
PrivateIncludePathModuleNames.AddRange(new string[] {
@ -22,6 +48,7 @@ public class Gasa : ModuleRules
"Core",
"AIModule",
"CoreOnline",
"CoreUObject",
"DeveloperSettings",
"Engine",
@ -32,6 +59,7 @@ public class Gasa : ModuleRules
"InputCore",
"NetCore",
"Niagara",
"OnlineSubsystem",
"SlateCore",
"UMG",
});
@ -56,6 +84,15 @@ public class Gasa : ModuleRules
PrivateIncludePathModuleNames.AddRange( new string[]
{
"CogCommon",
"CogAbility",
"CogAI",
"CogAll",
"CogDebug",
"CogDebugEditor",
"CogEngine",
"CogImgui",
"CogInput",
"CogWindow",
});
PrivateDependencyModuleNames.AddRange(new string[]
{

View File

@ -0,0 +1,53 @@
#pragma once
#include "GasaEngineMinimal.h"
#include "GasaCommon.h"
#include "GasaGameplayTags.h"
#include "GasaLibrary.h"
#include "GasaModule.h"
#include "GasaViewportSubsystem.h"
#include "GasaDevOptions.h"
#include "GasaDevOptionsCache.h"
// Ability System
// #include "AbilitySystem/"
#include "AbilitySystem/GasaAbilitySystem.h"
// #include "AbilitySystem/GasaAbilitySystemComponent.h"
// #include "AbilitySystem/GasaAttributeSet.h"
// #include "GasaEffectActor.h"
// Actors
#include "Actors/CameraMount.h"
// Characters
// #include "Characters/GasaCharacter.h"
// #include "Characters/EnemyCharacter.h"
// #include "Characters/PlayerCharacter.h"
// Game
// #include "Game/GasaGameInstance.h"
// #include "Game/GasaGameMode.h"
// #include "Game/GasaGameState.h"
// #include "Game/GasaLevelScriptActor.h"
// #include "Game/GasaPlayerController.h"
// #include "Game/GasaPlayerController_Inlines.h"
// #include "Game/GasaPlayerState.h"
#include "Game/GasaViewport.h"
// Networking
#include "Networking/GasaNetLibrary.h"
#include "Networking/GasaNetLibrary_Inlines.h"
// UI
// #include "UI/GasaCanvas.h"
// #include "UI/GasaCanvasPanel.h"
// #include "UI/GasaHUD.h"
// #include "UI/GasaHUD_Inlines.h"
// #include "UI/GasaImage.h"
// #include "UI/GasaOverlay.h"
// #include "UI/GasaProgressBar.h"
// #include "UI/GasaSizeBox.h"
// #include "UI/GasaUserWidget.h"
// #include "UI/HostWidgetController.h"
// #include "UI/HUDHostWidget.h"
// #include "UI/WidgetController.h"

View File

@ -1,30 +1,51 @@

#pragma once
#pragma once
#include "CoreMinimal.h"
// #define private protected
#include "GasaEngineMinimal.h"
#include "GasaCommon.generated.h"
#define global
#define internal static
#define local_persist static
#define ccast( Type, Value ) ( *const_cast<(Type)*>( &( Value ) ) )
#define pcast( Type, Value ) ( *reinterpret_cast<(Type)*>( &( Value ) ) )
#define rcast( Type, Value ) reinterpret_cast<Type>( Value )
#define scast( Type, Value ) static_cast<Type>( Value )
#define bit(position) (1 << position)
#pragma region Math
#define m_pow2( value ) (value * value)
#pragma endregion Math
#pragma region Engine Forwards
struct FInputActionValue;
struct FGameplayEffectContextHandle;
struct FGameplayEffectModCallbackData;
struct FGameplayTagContainer;
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;
class UInputAction;
class UInputMappingContext;
class USphereComponent;
class USpringArmComponent;
class UTexture2D;
#pragma endregion Engine Forwards
#pragma region Engine Plugin Forwards
@ -34,23 +55,63 @@ class UCogWindowManager;
// Gasa
#pragma region Forwards
struct FWidgetControllerData;
class ACameraMount;
class AGasaCharacter;
class AGasaGameInstance;
class AGasaGameState;
class AGasaLevelScriptActor;
class AGasaPlayerController;
class AGasaPlayerState;
class APlayerCharacter;
class UGasaAbilitySystemComp;
class UGasaAttributeSet;
class UGasaDevOptions;
class UGasaImage;
class UGasaObject;
class UGasaOverlay;
class UGasaProgressBar;
class UGasaSizeBox;
class UUI_HostWidget;
class UGasaUserWidget;
class UHostWidgetController;
class UHUDHostWidget;
class UWidgetController;
#pragma endregion Forwards
#pragma region Bitfields
namespace Gasa
{
inline
bool Bitfield_IsSet(int32 Bitfield, int32 Bitmask) {
bool Result = Bitmask == (Bitfield & Bitmask);
return Result;
}
inline
bool Bitfield_IsSetExactly(int32 Bitfield, int32 Bitmask)
{
bool Result = Bitfield == (Bitfield & Bitmask);
return Result;
}
inline void Bitfield_Set ( int32& Bitfield, int32 BitsToAdd ) { Bitfield |= BitsToAdd; }
inline void Bitfield_Remove( int32& Bitfield, int32 BitsToRemove ) { Bitfield &= (! BitsToRemove); }
inline void Bitfield_Toggle( int32& Bitfield, int32 Bitmask ) { Bitfield ^= Bitmask; }
template<typename EnumType>
inline
bool Bitfield_IsSet(int32 Bitfield, EnumType Mask)
{
bool Result = int32(Mask) == (Bitfield & int32(Mask));
return Result;
}
template<typename EnumType> inline void Bitfield_Set ( int32& Bitfield, EnumType BitToAdd ) { Bitfield |= int32(BitToAdd); }
template<typename EnumType> inline void Bitfield_Remove( int32& Bitfield, EnumType BitToRemove ) { Bitfield &= (! int32(BitToRemove)); }
template<typename EnumType> inline void Bitfield_Toggle( int32& Bitfield, EnumType BitToToggle ) { Bitfield ^= int32(BitToToggle); }
}
#pragma endregion Bitfields
#pragma region Logging
// Straight from the Engine
UENUM(BlueprintType)
@ -100,10 +161,10 @@ namespace Gasa
{
using ELogV = EGasaVerbosity;
//◞ ‸ ◟//
// Works for Unreal 5.4, Win64 MSVC (untested in other scenarios, for now)
inline
void Log( FString Message, EGasaVerbosity Verbosity = EGasaVerbosity::Log
void Log( FString Message
, EGasaVerbosity Verbosity = EGasaVerbosity::Log
, FLogCategoryBase& Category = LogGasa
, bool DumpStack = false
, int32 Line = __builtin_LINE()
@ -160,3 +221,12 @@ 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

View File

View File

@ -0,0 +1,22 @@
#pragma once
#include "GasaCommon.h"
template<typename RowType>
inline
RowType* GetDataTableRowByTag(UDataTable* DT, FGameplayTag& Tag)
{
RowType* Row = DT->FindRow<RowType>(Tag.GetTagName(), TEXT(""));
return Row;
}
template<typename KeyType, typename ValueType>
inline
void RemoveKeys(TMap<KeyType, ValueType> Map, TArray<KeyType> Keys)
{
for (KeyType& Key : Keys )
{
Map.Remove(Key);
}
}

View File

@ -1,7 +1,8 @@
#include "GasaDevOptions.h"
#include "Actors/CameraMount.h"
#include "UI/UI_HostWidget.h"
#include "UI/HUDHostWidget.h"
#include "UI/HostWidgetController.h"
using namespace Gasa;

View File

@ -1,11 +1,12 @@
#pragma once
#include "Engine/DataTable.h"
#include "Engine/DeveloperSettings.h"
#include "GasaCommon.h"
#include "GasaDevOptions.generated.h"
UCLASS(Config=Game, DefaultConfig, meta=(DisplayName="Gasa"))
class GASA_API UGasaDevOptions : public UDeveloperSettings
{
@ -15,11 +16,17 @@ public:
// NOTE(Ed): Any Soft-References must have their includes defined in GasaDevOptions.cpp
// They are used by GasaGen for the GasaDevOptionsCache
UPROPERTY(Config, EditAnywhere, BlueprintReadOnly, Category="UI")
TSoftObjectPtr<UDataTable> TaggedMessageTable;
UPROPERTY(Config, EditAnywhere, BlueprintReadOnly, Category="UI")
TSoftClassPtr<ACameraMount> Template_PlayerCamera;
UPROPERTY(Config, EditAnywhere, BlueprintReadOnly, Category="UI")
TSoftClassPtr<UUI_HostWidget> Template_HUD_HostUI;
TSoftClassPtr<UHUDHostWidget> Template_HUD_HostUI;
UPROPERTY(Config, EditAnywhere, BlueprintReadOnly, Category="UI")
TSoftClassPtr<UHostWidgetController> Template_HostWidgetController;
UPROPERTY(Config, EditAnywhere, BlueprintReadOnly, Category="Tags")
FName Tag_GlobalPPV;

View File

@ -1,17 +1,32 @@
// This was generated by GasaGen/GasaGen.cpp
// Generated by GasaGen/GasaGen_DevOptionsCache.cpp
#include "GasaDevOptionsCache.h"
#include "GasaDevOptions.h"
#include "Actors/CameraMount.h"
#include "UI/UI_HostWidget.h"
#include "UI/HUDHostWidget.h"
#include "UI/HostWidgetController.h"
using namespace Gasa;
void FGasaDevOptionsCache::CachedDevOptions()
{
UGasaDevOptions* DevOpts = GetMutDevOptions();
TaggedMessageTable = DevOpts->TaggedMessageTable.LoadSynchronous();
ensureMsgf( TaggedMessageTable != nullptr, TEXT( "TaggedMessageTable is null, DO NOT RUN PIE or else you may get a crash if not handled in BP or C++" ) );
Template_PlayerCamera = DevOpts->Template_PlayerCamera.LoadSynchronous();
Template_HUD_HostUI = DevOpts->Template_HUD_HostUI.LoadSynchronous();
ensureMsgf(
Template_PlayerCamera != nullptr, TEXT( "Template_PlayerCamera is null, DO NOT RUN PIE or else you may get a crash if not handled in BP or C++" )
);
Template_HUD_HostUI = DevOpts->Template_HUD_HostUI.LoadSynchronous();
ensureMsgf( Template_HUD_HostUI != nullptr, TEXT( "Template_HUD_HostUI is null, DO NOT RUN PIE or else you may get a crash if not handled in BP or C++" ) );
Template_HostWidgetController = DevOpts->Template_HostWidgetController.LoadSynchronous();
ensureMsgf(
Template_HostWidgetController != nullptr,
TEXT( "Template_HostWidgetController is null, DO NOT RUN PIE or else you may get a crash if not handled in BP or C++" )
);
Tag_GlobalPPV = DevOpts->Tag_GlobalPPV;
}

View File

@ -1,4 +1,4 @@
// This was generated by GasaGen/GasaGen.cpp
// Generated by GasaGen/GasaGen_DevOptionsCache.cpp
#pragma once
#include "GasaDevOptionsCache.generated.h"
@ -8,10 +8,14 @@ struct GASA_API FGasaDevOptionsCache
{
GENERATED_BODY()
UPROPERTY()
UObject* TaggedMessageTable;
UPROPERTY()
UClass* Template_PlayerCamera;
UPROPERTY()
UClass* Template_HUD_HostUI;
UPROPERTY()
UClass* Template_HostWidgetController;
void CachedDevOptions();
};

View File

@ -0,0 +1,25 @@
#pragma once
/*----------------------------------------------------------------------------
Low level includes.
----------------------------------------------------------------------------*/
#include "CoreTypes.h"
/*----------------------------------------------------------------------------
Forward declarations
----------------------------------------------------------------------------*/
#include "CoreFwd.h"
#include "UObject/UObjectHierarchyFwd.h"
#include "Containers/ContainersFwd.h"
/*----------------------------------------------------------------------------
Commonly used headers
----------------------------------------------------------------------------*/
#include "Misc/VarArgs.h"
#include "Logging/LogVerbosity.h"
#include "UObject/ObjectMacros.h"
#include "Delegates/Delegate.h"
#include "Delegates/DelegateCombinations.h"

View File

@ -8,6 +8,7 @@
#include "Game/GasaGameState.h"
#include "Game/GasaPlayerController.h"
#include "Kismet/KismetSystemLibrary.h"
#include "Misc/ConfigCacheIni.h"
#pragma region Game
UGasaDevOptions* UGasaLib::GetGasaDevOptions(UObject* Context) {

View File

@ -1,6 +1,7 @@
#pragma once
#include "GasaCommon.h"
#include "Kismet/BlueprintFunctionLibrary.h"
#include "GasaLibrary.Generated.h"

View File

@ -1,6 +1,7 @@
#pragma once
#include "Modules/ModuleInterface.h"
#include "Modules/ModuleManager.h"
class GASA_API FGasaModule : public IModuleInterface
{

View File

@ -0,0 +1,77 @@
#include "GasaObject.h"
#include "Engine/ActorChannel.h"
#include "Engine/BlueprintGeneratedClass.h"
#include "Engine/NetDriver.h"
#include "GameFramework/Actor.h"
using namespace Gasa;
UGasaObject::UGasaObject()
{
bReplicates = false;
bDisconnectOnBadReplication = false;
}
void UGasaObject::Destroy()
{
if ( ! IsValid(this))
{
checkf(GetOwningActor()->HasAuthority() == true, TEXT("Destroy:: Object does not have authority to destroy itself!"));
OnDestroyed();
Event_OnDestroyed.Broadcast();
ConditionalBeginDestroy();
}
}
void UGasaObject::OnDestroyed()
{
}
bool UGasaObject::ReplicateAsSubobject(AActor* ActorResponsible, UActorChannel* Channel, FOutBunch* Bunch, FReplicationFlags* RepFlags)
{
if (!ActorResponsible)
{
NetLog("Actor reponsible is null", ELogV::Error);
return false;
}
if (!bDisconnectOnBadReplication && ActorResponsible != GetOuter())
{
NetLog("Attempted to replicate whose outer was not set to the actor whose responsible for replicating it as a subobject", ELogV::Error);
return false;
}
return Channel->ReplicateSubobject(this, *Bunch, *RepFlags);
}
bool UGasaObject::CallRemoteFunction(UFunction* Function, void* Parms, FOutParmRec* OutParms, FFrame* Stack)
{
check(! HasAnyFlags(RF_ClassDefaultObject));
AActor* Owner = GetOwningActor();
UNetDriver* NetDriver = Owner->GetNetDriver();
if (NetDriver)
{
NetDriver->ProcessRemoteFunction(Owner, Function, Parms, OutParms, Stack, this);
return true;
}
return false;
}
int32 UGasaObject::GetFunctionCallspace(UFunction* Function, FFrame* Stack)
{
check(GetOuter() != nullptr);
return GetOuter()->GetFunctionCallspace(Function, Stack);
}
void UGasaObject::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const
{
// Add any Blueprint properties
// This is not required if you do not want the class to be "Blueprintable"
if (const UBlueprintGeneratedClass* BP = Cast<UBlueprintGeneratedClass>(GetClass()))
{
BP->GetLifetimeBlueprintReplicationList(OutLifetimeProps);
}
}
bool UGasaObject::IsSupportedForNetworking() const
{
return bReplicates;
}

View File

@ -0,0 +1,80 @@
#pragma once
#include "GasaCommon.h"
#include "Networking/GasaNetLibrary.h"
#include "UObject/Object.h"
#include "GasaObject.generated.h"
DECLARE_DYNAMIC_MULTICAST_DELEGATE(FGasaObjectEventSig);
// A UObject which supports replication and other features.
UCLASS( Blueprintable )
class GASA_API UGasaObject : public UObject
{
GENERATED_BODY()
public:
UGasaObject();
UFUNCTION(BlueprintPure)
FORCEINLINE AActor* GetOwningActor() const { return GetTypedOuter<AActor>(); };
UPROPERTY(BlueprintAssignable, Category="Lifetime")
FGasaObjectEventSig Event_OnDestroyed;
UFUNCTION(BlueprintCallable, BlueprintAuthorityOnly, Category="Lifetime")
virtual void Destroy();
virtual void OnDestroyed();
UFUNCTION(BlueprintImplementableEvent, meta=(DisplayName = "On Destroyed"))
void BP_OnDestroyed();
#pragma region Replication
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Replication")
bool bReplicates;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Replication")
bool bDisconnectOnBadReplication ;
virtual bool ReplicateAsSubobject(AActor* ActorResponsible, UActorChannel* Channel, FOutBunch* Bunch, FReplicationFlags* RepFlags);
UFUNCTION(BlueprintCallable)
void SetIsReplicated(bool DesiredValue)
{
bReplicates = DesiredValue;
}
#pragma endregion Replication
#pragma region NetSlime
// NetSlime interface is generated by GasaGen/GasaGen_NetSlime.cpp
FORCEINLINE ENetworkMode GetNetworkMode() const { return Gasa::GetNetworkMode( this ); }
FORCEINLINE bool IsClient() const { return Gasa::IsClient( this ); }
FORCEINLINE bool IsListenServer() const { return Gasa::IsListenServer( this ); }
FORCEINLINE bool IsNetOwner() const { return Gasa::IsNetOwner( this ); }
FORCEINLINE bool IsServer() const { return Gasa::IsServer( this ); }
FORCEINLINE bool IsSimulatedProxy() const { return Gasa::IsSimulatedProxy( this ); }
FORCEINLINE void NetLog(
FString Message,
EGasaVerbosity Verbosity = EGasaVerbosity::Log,
FLogCategoryBase& Category = LogGasaNet,
bool DumpStack = false,
int32 Line = __builtin_LINE(),
ANSICHAR const* File = __builtin_FILE(),
ANSICHAR const* Func = __builtin_FUNCTION()
)
{
Gasa::NetLog( this, Message, Verbosity, Category, DumpStack, Line, File, Func );
}
#pragma endregion NetSlime
#pragma region UObject
bool CallRemoteFunction(UFunction* Function, void* Parms, FOutParmRec* OutParms, FFrame* Stack) override;
int32 GetFunctionCallspace(UFunction* Function, FFrame* Stack) override;
void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const override;
bool IsSupportedForNetworking() const override;
#pragma endregion UObject
};

View File

@ -1,2 +1,94 @@
#include "GasaNetLibrary.h"
#include "GasaNetLibrary_Inlines.h"
#include "GasaObject.h"
#include "Kismet/KismetMathLibrary.h"
#include "Kismet/KismetSystemLibrary.h"
DEFINE_LOG_CATEGORY(LogGasaNet);
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;
if ((EngineVerbosity & ELogVerbosity::VerbosityMask) > ELogVerbosity::COMPILED_IN_MINIMUM_VERBOSITY)
return;
if ((EngineVerbosity & ELogVerbosity::VerbosityMask) > Category.GetVerbosity())
return;
if ( Category.IsSuppressed(EngineVerbosity))
return;
AActor const* Actor = nullptr;
FString ActorLevel;
{
if (Context != nullptr)
{
if (Context->GetClass()->IsChildOf(AActor::StaticClass()))
Actor = Cast<AActor>(Context);
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());
}
if (Actor)
{
if (Actor->HasLocalNetOwner())
ActorLevel = TEXT("Net Owner");
else if (Actor->HasAuthority())
ActorLevel = TEXT("Server Authorized");
else
ActorLevel = TEXT("No Authority");
}
else
ActorLevel = TEXT("Local");
}
FString NetMode = FString::Printf(TEXT("%-16s"), * GetNetworkModeStr(Context));
ActorLevel = FString::Printf(TEXT("%-18s"), * ActorLevel);
FString Name = FString::Printf(TEXT("%-40s"), * Context->GetName());
FString FullMsg = NetMode + " " + ActorLevel + " " + Name + " : " + Message;
static UE::Logging::Private::FStaticBasicLogDynamicData LOG_Dynamic;
static UE::Logging::Private::FStaticBasicLogRecord
LOG_Static(TEXT("%s -- %hs %hs(%d)"), File, Line, EngineVerbosity, LOG_Dynamic);
// SET_WARN_COLOR(COLOR_PURPLE)
if (DumpStack)
FDebug::DumpStackTraceToLog(EngineVerbosity);
BasicLog(Category, &LOG_Static, * FullMsg, File, Func, Line);
// CLEAR_WARN_COLOR()
#endif
}
}

View File

@ -1,4 +1,50 @@
#pragma once
// NetSlime: Ol'Reliable
#pragma once
#include "GasaCommon.h"
#define DOREPLIFETIME_DEFAULT_GAS(Class, ReplicatedVar) \
DOREPLIFETIME_CONDITION_NOTIFY(Class, ReplicatedVar, COND_None, REPNOTIFY_Always)
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
{
Standalone,
DedicatedServer,
ListenServer,
Client,
MAX,
};
namespace Gasa
{
@ -12,6 +58,31 @@ namespace Gasa
constexpr float NetCullDist_VeryFar = 10000.0f * 10000.0f;
constexpr float NetCullDist_VisualMax = 15000.0f * 15000.0f;
#define DOREPLIFETIME_DEFAULT_GAS(Class, ReplicatedVar) \
DOREPLIFETIME_CONDITION_NOTIFY(Class, ReplicatedVar, COND_None, REPNOTIFY_Always)
void DrawNetCullingSphere(UObject const* Context, float Duration, float Thickness);
ENetworkMode GetNetworkMode(UObject const* Context);
FString GetNetworkModeStr(UObject const* Context);
bool IsClient(UObject const* Context);
bool IsListenServer(UObject const* Context);
bool IsNetOwner(UObject const* Context);
bool IsNetOwner(AActor const* Context);
bool IsServer(UObject const* Context);
bool IsSimulatedProxy(UObject const* Context);
bool IsSimulatedProxy(AActor const* Context);
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() );
bool ServerAuthorized(UObject const* Context);
bool ServerAuthorized(AActor const* Context);
}
#include "GasaNetLibrary_Inlines.h"

View File

@ -0,0 +1,201 @@
#pragma once
#include "GasaNetLibrary.h"
#include "Engine/NetDriver.h"
#include "Engine/World.h"
namespace Gasa
{
// TODO(Ed): Profile these...
inline
ENetworkMode GetNetworkMode(UObject const* Context)
{
if (Context == nullptr)
{
Log("Context is null...", ELogV::Error);
return scast(ENetworkMode, ENetMode::NM_MAX);
}
UWorld* World = Context->GetWorld();
if (World == nullptr) {
Log("World is null... are you running in a proper context?", ELogV::Error);
return scast(ENetworkMode, ENetMode::NM_MAX);
}
if (IsValid(World) == false)
return ENetworkMode::Standalone;
ENetworkMode NetMode = scast(ENetworkMode, World->GetNetMode());
return NetMode;
}
inline
FString GetNetworkModeStr(UObject const* Context)
{
FString Str;
if (Context == nullptr)
return Str;
switch (GetNetworkMode(Context))
{
case ENetworkMode::Standalone:
Str = TEXT("Standalone");
break;
case ENetworkMode::ListenServer:
Str = TEXT("ListenServer");
break;
case ENetworkMode::DedicatedServer:
Str = TEXT("DedicatedServer");
break;
case ENetworkMode::Client:
Str = TEXT("Client");
break;
}
return Str;
}
inline
bool IsClient(UObject const* Context)
{
if (Context == nullptr || Context->GetWorld() == nullptr)
return false;
UNetDriver* NetDriver = Context->GetWorld()->NetDriver;
bool Result = NetDriver && ! NetDriver->IsServer();
return Result;
}
inline
bool IsListenServer(UObject const* Context)
{
if (Context == nullptr || Context->GetWorld() == nullptr)
return false;
UNetDriver* NetDriver = Context->GetWorld()->NetDriver;
bool Result = NetDriver && NetDriver->GetNetMode() == ENetMode::NM_ListenServer;
return Result;
}
inline
bool IsNetOwner(UObject const* Context)
{
if (Context == nullptr || Context->GetWorld() == nullptr)
return false;
AActor const* Actor = nullptr;
if (Context->IsA(AActor::StaticClass()))
Actor = Cast<AActor>(Context);
else if (Context->GetClass()->IsChildOf(UActorComponent::StaticClass()))
Actor = Cast<UActorComponent>(Context)->GetOwner();
// Its assumed that all GasaObjects have an outer actor
else
{
UObject const* Outermost = Context->GetOutermostObject();
if (Outermost->IsA(AActor::StaticClass()))
Actor = Cast<AActor>(Outermost);
}
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)
{
if (Actor == nullptr || Actor->GetWorld() == nullptr)
return false;
bool Result = Actor->HasLocalNetOwner();
return Result;
}
inline
bool IsServer(UObject const* Context)
{
if (Context == nullptr || Context->GetWorld() == nullptr)
return false;
UNetDriver* NetDriver = Context->GetWorld()->NetDriver;
bool Result = NetDriver && NetDriver->IsServer();
return Result;
}
inline
bool IsSimulatedProxy(UObject const* Context)
{
if (Context == nullptr || Context->GetWorld() == nullptr)
return false;
AActor const* Actor = nullptr;
if (Context->IsA(AActor::StaticClass()))
Actor = Cast<AActor>(Context);
else if (Context->GetClass()->IsChildOf(UActorComponent::StaticClass()))
Actor = Cast<UActorComponent>(Context)->GetOwner();
// Its assumed that all GasaObjects have an outer actor
else
{
UObject const* Outermost = Context->GetOutermostObject();
if (Outermost->IsA(AActor::StaticClass()))
Actor = Cast<AActor>(Outermost);
}
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)
{
if (Actor == nullptr || Actor->GetWorld() == nullptr)
return false;
bool Result = Actor->GetLocalRole() == ENetRole::ROLE_SimulatedProxy;
return Result;
}
inline
bool ServerAuthorized(UObject const* Context)
{
if (Context == nullptr || Context->GetWorld() == nullptr)
return false;
AActor const* Actor = nullptr;
if (Context->IsA(AActor::StaticClass()))
Actor = Cast<AActor>(Context);
else if (Context->GetClass()->IsChildOf(UActorComponent::StaticClass()))
Actor = Cast<UActorComponent>(Context)->GetOwner();
// Its assumed that all GasaObjects have an outer actor
else
{
UObject const* Outermost = Context->GetOutermostObject();
if (Outermost->IsA(AActor::StaticClass()))
Actor = Cast<AActor>(Outermost);
}
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)
{
if (Actor == nullptr || Actor->GetWorld() == nullptr)
return false;
bool Result = Actor->HasAuthority();
return Result;
}
}

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