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

94 lines
3.4 KiB
C++

#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();
}
#pragma endregion GameInstance