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Engine.PlayerReplicationInfo


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//=============================================================================
// PlayerReplicationInfo.
//=============================================================================
class PlayerReplicationInfo extends ReplicationInfo
    native nativereplication;

var float               Score;              // Player's current score.
var float               Deaths;             // Number of player's deaths.
var Decoration          HasFlag;
var byte                Ping;
var Volume              PlayerVolume;
var ZoneInfo            PlayerZone;
var int                 NumLives;

var string              PlayerName;         // Player name, or blank if none.
var string              CharacterName, OldCharacterName;
var string              OldName, PreviousName;  // Temporary value.
var int                 PlayerID;           // Unique id number.
var TeamInfo            Team;               // Player Team
var int                 TeamID;             // Player position in team.
var class<VoicePack>    VoiceType;
var string              VoiceTypeName;
var bool                bAdmin;             // Player logged in as Administrator
var bool                bIsFemale;
var bool                bIsSpectator;
var bool                bOnlySpectator;
var bool                bWaitingPlayer;
var bool                bReadyToPlay;
var bool                bOutOfLives;
var bool                bBot;
var bool                bWelcomed;          // set after welcome message broadcast (not replicated)
var bool                bReceivedPing;
var bool                bNoTeam;            // true if no teaminfo for this PRI
var bool                bTeamNotified;

var byte                PacketLoss;

// Time elapsed.
var int                 StartTime;

var localized String    StringDead;
var localized String    StringSpectating;
var localized String    StringUnknown;

var int                 GoalsScored;        // not replicated - used on server side only
var int                 Kills;              // not replicated

var vehicle             CurrentVehicle;     // for performance on clients

var LinkedReplicationInfo CustomReplicationInfo;    // for use by mod authors

// ========================================
// ========================================
// Voice chat
// ========================================
// ========================================
var VoiceChatReplicationInfo VoiceInfo;
var bool                     bRegisteredChatRoom;
var VoiceChatRoom            PrivateChatRoom;     // not replicated - simulated spawn
var int                      ActiveChannel;       // this player's currently active channel
var int                      VoiceMemberMask;     // members of this player's private chatroom
var byte                     VoiceID;             // contains the player's unique ID used by voice channels

replication
{
    // Things the server should send to the client.
    reliable if ( bNetDirty && (Role == Role_Authority) )
        Score, Deaths, PlayerVolume, PlayerZone,
        PlayerName, Team, TeamID, bIsFemale, bAdmin,
        bIsSpectator, bOnlySpectator, bWaitingPlayer, bReadyToPlay,
        StartTime, bOutOfLives, CharacterName, 
        VoiceID, VoiceMemberMask, ActiveChannel;

    reliable if ( bNetDirty && (Role == ROLE_Authority) && bNetOwner && HasFlag == None )
        HasFlag;

    reliable if ( bNetDirty && (Role == Role_Authority) && (!bNetOwner || bDemoRecording) )
        PacketLoss, Ping;

    reliable if ( bNetDirty && (Role == Role_Authority) && bNetInitial )
        PlayerID, bBot, VoiceTypeName, bNoTeam, CustomReplicationInfo;
}

event PostBeginPlay()
{
    if ( Role < ROLE_Authority )
        return;
    if (AIController(Owner) != None)
        bBot = true;
    StartTime = Level.Game.GameReplicationInfo.ElapsedTime;
    Timer();
    SetTimer(1.5 + FRand(), true);

}

simulated event PostNetBeginPlay()
{
    local GameReplicationInfo GRI;
    local VoiceChatReplicationInfo VRI;

    if ( Level.GRI != None )
        Level.GRI.AddPRI(self);
    else
    {
        ForEach DynamicActors(class'GameReplicationInfo',GRI)
        {
            GRI.AddPRI(self);
            break;
        }
    }

    // VoiceInfo will only have a value if our PlayerID was replicated prior to our PostNetBeginPlay() & VoiceReplicationInfo had been initialized.
    foreach DynamicActors(class'VoiceChatReplicationInfo', VRI)
    {
        VoiceInfo = VRI;
        break;
    }

    if ( Team != None )
        bTeamNotified = true;
}

simulated function bool NeedNetNotify()
{
    return ( !bRegisteredChatRoom || (!bNoTeam && (Team == None)) );
}

simulated event PostNetReceive()
{
    local Actor A;
    local PlayerController PC;

    if ( !bTeamNotified && (Team != None) )
    {
        bTeamNotified = true;

        PC = Level.GetLocalPlayerController();
        ForEach DynamicActors(class'Actor', A)
        {
            // find my pawn and tell it
            if ( Pawn(A) != None && Pawn(A).PlayerReplicationInfo == self )
            {
                Pawn(A).NotifyTeamChanged();
                if ( PC.PlayerReplicationInfo != self )
                    break;
            }
            else if ( A.bNotifyLocalPlayerTeamReceived && PC.PlayerReplicationInfo == self )
                A.NotifyLocalPlayerTeamReceived(); //if this is the local player's PRI, tell actors that want to know about it
        }
    }

    if ( !bRegisteredChatRoom && VoiceInfo != None && PlayerID != default.PlayerID && VoiceID != default.VoiceID )
    {
        bRegisteredChatRoom = True;
        VoiceInfo.AddVoiceChatter(Self);
    }


    bNetNotify = NeedNetNotify();
}

simulated function Destroyed()
{
    local GameReplicationInfo GRI;

    if ( Level.GRI != None )
        Level.GRI.RemovePRI(self);
    else
    {
        ForEach DynamicActors(class'GameReplicationInfo',GRI)
        {
            GRI.RemovePRI(self);
            break;
        }
    }

    if ( VoiceInfo == None )
        foreach DynamicActors( class'VoiceChatReplicationInfo', VoiceInfo )
            break;

    if ( VoiceInfo != None )
        VoiceInfo.RemoveVoiceChatter(Self);

    Super.Destroyed();
}

function SetCharacterVoice(string S)
{
    local class<VoicePack> NewVoiceType;

    if ( (Left(S,1) == ".") || (Right(S,1) == ".") || (Left(S,5) ~= "none.") )
    {
        return;
    }

    if ( (Level.NetMode == NM_DedicatedServer) && (VoiceType != None) )
    {
        VoiceTypeName = S;
        return;
    }
    if ( S == "" )
    {
        VoiceTypeName = "";
        return;
    }

    NewVoiceType = class<VoicePack>(DynamicLoadObject(S,class'Class'));
    if ( NewVoiceType != None )
    {
        VoiceType = NewVoiceType;
        VoiceTypeName = S;
    }
}

function SetCharacterName(string S)
{
    CharacterName = S;
}

/* Reset()
reset actor to initial state - used when restarting level without reloading.
*/
function Reset()
{
    Super.Reset();
    Score = 0;
    Deaths = 0;
    HasFlag = None;
    bReadyToPlay = false;
    NumLives = 0;
    bOutOfLives = false;
}

simulated function string GetHumanReadableName()
{
    return PlayerName;
}

simulated function string GetLocationName()
{
    local string VehicleString;
    local Vehicle V;

    if( ( PlayerVolume == None ) && ( PlayerZone == None ) )
    {
        if ( (Owner != None) && Controller(Owner).IsInState('Dead') )
            return StringDead;
        else
            return StringSpectating;
    }

    if ( Owner != None )
    {
        if ( Vehicle(Controller(Owner).Pawn) != None )
            VehicleString = Vehicle(Controller(Owner).Pawn).GetVehiclePositionString();
    }
    else if ( Level.NetMode == NM_Client )
    {
        if ( (CurrentVehicle != None) && (CurrentVehicle.PlayerReplicationInfo == self) )
            VehicleString = CurrentVehicle.GetVehiclePositionString();
        else if ( Level.TimeSeconds - Level.LastVehicleCheck > 1 )
        {
            // vehicles are often bAlwaysRelevant, so may still be relevant
            ForEach DynamicActors(class'Vehicle', V)
                if ( V.PlayerReplicationInfo == self )
                {
                    VehicleString = V.GetVehiclePositionString();
                    CurrentVehicle = V;
                    break;
                }
            if ( V == None )
                Level.LastVehicleCheck = Level.TimeSeconds;
        }
    }
    if( ( PlayerVolume != None ) && ( PlayerVolume.LocationName != class'Volume'.Default.LocationName ) )
    {
        if ( len(PlayerVolume.LocationName@VehicleString) > 32 )
            return PlayerVolume.LocationName;
        return PlayerVolume.LocationName@VehicleString;
    }
    else if( PlayerZone != None && ( PlayerZone.LocationName != "" )  )
    {
        if ( len(PlayerZone.LocationName@VehicleString) > 32 )
            return PlayerZone.LocationName;
        return PlayerZone.LocationName@VehicleString;
    }
    else if ( VehicleString != "" )
        return VehicleString;
    else if ( Level.Title != Level.Default.Title )
        return Level.Title;
    else
        return StringUnknown;
}

simulated function material GetPortrait();
event UpdateCharacter();

function UpdatePlayerLocation()
{
    local Volume V, Best;
    local Pawn P;
    local Controller C;

    C = Controller(Owner);

    if( C != None )
        P = C.Pawn;

    if( P == None )
    {
        PlayerVolume = None;
        PlayerZone = None;
        return;
    }

    if ( PlayerZone != P.Region.Zone )
        PlayerZone = P.Region.Zone;

    foreach P.TouchingActors( class'Volume', V )
    {
        if( V.LocationName == "")
            continue;

        if( (Best != None) && (V.LocationPriority <= Best.LocationPriority) )
            continue;

        if( V.Encompasses(P) )
            Best = V;
    }
    if ( PlayerVolume != Best )
        PlayerVolume = Best;
}

/* DisplayDebug()
list important controller attributes on canvas
*/
simulated function DisplayDebug(Canvas Canvas, out float YL, out float YPos)
{
    if ( Team != None )
        Canvas.DrawText("     PlayerName "$PlayerName$" Team "$Team.GetHumanReadableName() $"("$Team.TeamIndex$") has flag "$HasFlag);
    else
        Canvas.DrawText("     PlayerName "$PlayerName$" NO Team");

    if ( !bBot )
    {
        YPos += YL;
        Canvas.SetPos(4, YL);
        Canvas.DrawText("               bIsSpec:"$bIsSpectator@"OnlySpec:"$bOnlySpectator@"Waiting:"$bWaitingPlayer@"Ready:"$bReadyToPlay@"OutOfLives:"$bOutOfLives);
    }
}

event ClientNameChange()
{
    local PlayerController PC;

    ForEach DynamicActors(class'PlayerController', PC)
        PC.ReceiveLocalizedMessage( class'GameMessage', 2, self );
}

function Timer()
{
    local Controller C;

    UpdatePlayerLocation();
    SetTimer(1.5 + FRand(), true);
    if( FRand() < 0.65 )
        return;

    if( !bBot )
    {
        C = Controller(Owner);
        if ( !bReceivedPing )
            Ping = Min(int(0.25 * float(C.ConsoleCommand("GETPING"))),255);
    }
}

function SetPlayerName(string S)
{
    OldName = PlayerName;
    PlayerName = S;
    if ( PlayerController(Owner) != None )
        PlayerController(Owner).PlayerOwnerName = S;
}

function SetWaitingPlayer(bool B)
{
    bIsSpectator = B;
    bWaitingPlayer = B;
}

function SetChatPassword( string InPassword )
{
    if ( PrivateChatRoom != None )
        PrivateChatRoom.SetChannelPassword(InPassword);
}

function SetVoiceMemberMask( int NewMask )
{
    VoiceMemberMask = NewMask;
}

simulated function string GetCallSign()
{
    if ( TeamID > 14 )
        return "";
    return class'GameInfo'.default.CallSigns[TeamID];
}

simulated event string GetNameCallSign()
{
    if ( TeamID > 14 )
        return PlayerName;
    return PlayerName$" ["$class'GameInfo'.default.CallSigns[TeamID]$"]";
}

defaultproperties
{
     StringDead="Dead"
     StringSpectating="Spectating"
     StringUnknown="Unknown"
     VoiceID=255
     NetUpdateFrequency=1.000000
     bNetNotify=True
}

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Class file time: Mon 23/10/2006 20:25:18.000 - Creation time: Wed 7/2/2007 19:16:49.265 - Created with UnCodeX