148 lines
3.7 KiB
C++
148 lines
3.7 KiB
C++
#include "GasaGameState.h"
|
|
|
|
#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()
|
|
{
|
|
// Enable ticking
|
|
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 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()
|
|
{
|
|
Super::BeginPlay();
|
|
NetLog("BeginPlay");
|
|
|
|
// 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
|
|
if (CogWindowManager)
|
|
CogWindowManager->Tick(DeltaSeconds);
|
|
#endif //ENABLE_COG
|
|
}
|
|
#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
|