Ed_
2574960fff
- 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.
107 lines
3.5 KiB
C++
107 lines
3.5 KiB
C++
#pragma once
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#include "Networking/GasaNetLibrary.h"
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#include "GasaDevOptionsCache.h"
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#include "Engine/Engine.h"
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#include "Engine/GameInstance.h"
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#include "GasaGameInstance.generated.h"
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UENUM(BlueprintType)
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enum class EGameFrameworkClassFlag : uint8
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{
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None = 0 UMETA(Hidden),
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GameMode = 1 << 0,
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GameState = 1 << 1,
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PlayerController = 1 << 2,
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PlayerState = 1 << 3,
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Levels = 1 << 4
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};
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UENUM(BlueprintType)
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enum class EGameFrameworkState : uint8
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{
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Initialized,
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Uninitialized
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};
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DECLARE_DYNAMIC_MULTICAST_DELEGATE(FOnGameFrameworkInitializedSig);
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UCLASS(Blueprintable)
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class GASA_API UGasaGameInstance : public UGameInstance
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{
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GENERATED_BODY()
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public:
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UPROPERTY(VisibleAnywhere, Category="Dev Cache")
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FGasaDevOptionsCache DevOptionsCache;
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#pragma region GameFramework
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UPROPERTY(BlueprintAssignable, Category = "GameFramework")
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FOnGameFrameworkInitializedSig Event_OnGameFrameworkInitialized;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "GameFramework")
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EGameFrameworkState GameFrameworkState;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "GameFramework", meta=(Bitmask, BitmaskEnum = EGameFrameworkClassFlag))
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int32 GameFrameworkClassesState;
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UFUNCTION(BlueprintCallable, Category="GameFramework")
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void ClearGameplayFrameworkState() {
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Gasa::Log("Clearing game framework state", EGasaVerbosity::Log, LogGasaNet ); // TODO(Ed): Make a default NetLog
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GameFrameworkClassesState = scast(int32, EGameFrameworkClassFlag::None);
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GameFrameworkState = EGameFrameworkState::Uninitialized;
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}
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UFUNCTION(BlueprintCallable, BlueprintPure, Category = "GameFramework")
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FORCEINLINE bool IsGameFrameworkInitialized() { return GameFrameworkState == EGameFrameworkState::Initialized; }
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UFUNCTION(BlueprintCallable, Category="GameFramework")
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void NotifyGameFrameworkClassReady(EGameFrameworkClassFlag ClassReady);
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UFUNCTION(BlueprintCallable, Category = "GameFramework", meta=(BlueprintProtected))
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void ProcessGameFrameworkState();
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#pragma endregion GameFramework
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#pragma region NetSlime
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// NetSlime interface is generated by GasaGen/GasaGen_NetSlime.cpp
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FORCEINLINE ENetworkMode GetNetworkMode() const { return Gasa::GetNetworkMode( this ); }
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FORCEINLINE bool IsClient() const { return Gasa::IsClient( this ); }
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FORCEINLINE bool IsListenServer() const { return Gasa::IsListenServer( this ); }
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FORCEINLINE bool IsNetOwner() const { return Gasa::IsNetOwner( this ); }
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FORCEINLINE bool IsServer() const { return Gasa::IsServer( this ); }
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FORCEINLINE bool IsSimulatedProxy() const { return Gasa::IsSimulatedProxy( this ); }
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FORCEINLINE void NetLog(
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FString Message,
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EGasaVerbosity Verbosity = EGasaVerbosity::Log,
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FLogCategoryBase& Category = LogGasaNet,
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bool DumpStack = false,
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int32 Line = __builtin_LINE(),
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ANSICHAR const* File = __builtin_FILE(),
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ANSICHAR const* Func = __builtin_FUNCTION()
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)
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{
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Gasa::NetLog( this, Message, Verbosity, Category, DumpStack, Line, File, Func );
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}
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#pragma endregion NetSlime
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#pragma region GameInstance
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void Init() override;
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#pragma endregion GameInstance
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};
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namespace Gasa
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{
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inline
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UGasaGameInstance* GetGameInstance(UObject* Context)
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{
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UWorld* World = GEngine->GetWorldFromContextObject(Context, EGetWorldErrorMode::LogAndReturnNull);
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if (World == nullptr)
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{
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Log("World is null... are you running in a proper context?", ELogV::Error);
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return nullptr;
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}
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return Cast<UGasaGameInstance>(World->GetGameInstance());
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}
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}
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