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//============================================================================== // Created on: 09/04/2003 // MaplistManager adds multiple maplist support to UT2004. To ensure backwards compatibility, // it does not change the way the maplist system current works - instead, it enhances this // system by serving as the intermediary between the interface and the maplist used by the // game. // The only contact that MaplistManager has with the standard maplists are when // a) Creating the default list for a new gametype - it uses the value of the Maps array for // that gametype's maplist // b) When the user decides to "Use" or apply the maplist. The maps in the custom maplist are // copied to the gametype's maplist class. // // Written by Ron Prestenback // © 2003, Epic Games, Inc. All Rights Reserved //============================================================================== class MaplistManager extends MaplistManagerBase DependsOn(CacheManager) DependsOn(MaplistRecord) notplaceable; struct GameRecordGroup { var() string GameType; var() string ActiveMaplist; }; struct MaplistRecordGroup { var string GameType; var int Active; var int LastActive; // used for cancelling changes var array<MaplistRecord.MapItem> AllMaps; var array<MaplistRecord> Records; }; var protected config array<GameRecordGroup> Games; var protected array<string> MaplistRecordNames; var array<CacheManager.GameRecord> CachedGames; var protected array<MaplistRecordGroup> Groups; var() localized string DefaultListName; var() localized string InvalidGameType; var() localized string ReallyInvalidGameType; var() localized string DefaultListExists; var bool bDirty; // Indicates that we need to save event PreBeginPlay() { local int i, idx; Super.PreBeginPlay(); // Get list of gametypes class'CacheManager'.static.GetGameTypeList(CachedGames); // Create records for all record names stored in the ini. InitializeMaplistRecords(); // Initialize all groups for (i = 0; i < CachedGames.Length; i++) { idx = AddGroup(CachedGames[i].ClassName); // If this group does not have any records, create a default maplist if ( Groups[idx].Records.Length <= 0 ) CreateDefaultList(i); } // Set the active list for all groups according to the value in the ini InitializeActiveLists(); // Save if any config values were changed. if ( bDirty ) Save(); } event Destroyed() { // Make sure we are not destroyed while changes pending if ( bDirty ) Save(); Super.Destroyed(); } protected function CreateDefaultList(int i) { local string ListName; local array<string> Arr; if ( !ValidCacheGameIndex(i) ) return; ListName = DefaultListName @ CachedGames[i].GameAcronym; if ( GetDefaultMaps(CachedGames[i].MaplistClassName, Arr)/* && Arr.Length > 0*/ ) AddList(CachedGames[i].ClassName, ListName, Arr); } // returns whether Maplist class was loaded successfully function bool GetDefaultMaps( string MaplistClassName, out array<string> Maps ) { local class<Maplist> List; if ( MaplistClassName == "" ) return false; List = class<Maplist>(DynamicLoadObject( MaplistClassName, class'Class', True )); if ( List == None ) return false; Maps = List.static.StaticGetMaps(); return true; } protected function InitializeMaplistRecords() { local int i, cnt; local MaplistRecord Rec; MaplistRecordNames = GetPerObjectNames("System", "MaplistRecord"); cnt = MaplistRecordNames.Length; // First, flush any existing records from all groups (this should never actually happen) for ( i = 0; i < Groups.Length; i++ ) if ( Groups[i].Records.Length > 0 ) Groups[i].Records.Remove(0, Groups[i].Records.Length); for ( i = 0; i < cnt && i < MaplistRecordNames.Length; i++ ) { if ( MaplistRecordNames[i] == "" ) continue; Rec = CreateRecord(MaplistRecordNames[i]); // GameType referenced by this MaplistRecord no longer exists, or this name references a non-existent record if ( !ValidGameType(Rec.GetGameType()) ) { // Remove the object from the .ini Rec.ClearConfig(); continue; } AddMaplistRecord(Rec); } } protected function InitializeActiveLists() { local int i, RecordIndex, idx; for ( i = Games.Length - 1; i >= 0; i-- ) { if ( Games[i].GameType == "" ) { RemoveGame(i); continue; } idx = GetGameIndex(Games[i].GameType); if ( idx == -1 ) continue; RecordIndex = GetRecordIndex(idx, Games[i].ActiveMaplist); if ( RecordIndex < 0 || RecordIndex >= Groups[idx].Records.Length ) RecordIndex = 0; SetActiveList(idx, RecordIndex); Groups[idx].LastActive = Groups[idx].Active; } } protected function int AddMaplistRecord(MaplistRecord Rec) { local int i, j; if ( Rec == None || Rec.GetGameType() == "" ) return -1; i = AddGroup(Rec.GetGameType()); j = Groups[i].Records.Length; Rec.SetCacheMaps(Groups[i].AllMaps); Groups[i].Records[j] = Rec; return j; } // Add a group safely - built in protection against duplicates protected function int AddGroup(string GameType) { local int i; if ( GameType == "" ) return -1; i = GetGameIndex(GameType); if ( i == -1 ) { i = Groups.Length; Groups.Length = i + 1; Groups[i].GameType = GameType; GenerateGroupMaplist( i ); } AddGameType(GameType); return i; } // Add a gametype safely - built in protection against duplicates protected function int AddGameType(coerce string NewGameType) { local int i; i = GetStoredGameIndex(NewGameType); if ( i == -1 ) { i = Games.Length; Games.Length = i + 1; Games[i].GameType = NewGameType; bDirty = True; } return i; } protected function GenerateGroupMaplist( int GroupIndex ) { local int i, j; local array<CacheManager.MapRecord> Records; local MaplistRecord.MapItem Item; local GameInfo.KeyValuePair Option; local string OptionName, OptionValueString; local array<string> Options; if ( !ValidGameIndex(GroupIndex) ) return; i = GetCacheGameIndex(Groups[GroupIndex].GameType); if ( i == -1 ) return; class'CacheManager'.static.GetMapList(Records, CachedGames[i].MapPrefix); for ( i = 0; i < Records.Length; i++ ) { class'MaplistRecord'.static.CreateMapItem(Records[i].MapName, Item); if ( Records[i].ExtraInfo != "" ) { if ( Divide(Records[i].ExtraInfo, "=", OptionName, OptionValueString) ) { if ( OptionName == "LinkSetups" ) OptionName = "LinkSetup"; Split(OptionValueString, ";", Options); for ( j = 0; j < Options.Length; j++ ) { Option.Key = OptionName; Option.Value = Options[j]; Item.Options[Item.Options.Length] = Option; } } } Groups[GroupIndex].AllMaps[Groups[GroupIndex].AllMaps.Length] = Item; } } protected function bool RemoveGame(int i) { if ( i < 0 || i >= Games.Length ) return false; Games.Remove(i, 1); bDirty = True; return true; } protected function int RemoveRecord(int GameIndex, int RecordIndex) { if ( !ValidRecordIndex(GameIndex, RecordIndex) ) return -1; Groups[GameIndex].Records[RecordIndex].ClearConfig(); Groups[GameIndex].Records.Remove(RecordIndex, 1); if ( !ValidRecordIndex(GameIndex, RecordIndex) ) RecordIndex = 0; return RecordIndex; } protected function int GetStoredGameIndex(coerce string GameType) { local int i; if ( GameType == "" ) return -1; for ( i = 0; i < Games.Length; i++ ) { if ( Games[i].GameType ~= GameType ) return i; } return -1; } protected function Save() { if ( bDirty ) { SaveConfig(); bDirty = False; } } protected function MaplistRecord CreateRecord(string RecordName) { if ( RecordName == "" ) return None; return new(None, Repl(RecordName, " ", Chr(27))) class'MaplistRecord'; } protected function bool IsNewGameType(string GameClassName) { return GetStoredGameIndex(GameClassName) == -1; } // Never allow direct access to my records protected function array<MaplistRecord> GetRecords(int GameIndex) { if ( ValidGameIndex(GameIndex) ) return Groups[GameIndex].Records; } protected function bool ValidRecordIndex(int GameIndex, int MapListIndex) { return ValidGameIndex(GameIndex) && MaplistIndex >= 0 && MaplistIndex < Groups[GameIndex].Records.Length && Groups[GameIndex].Records[MapListIndex] != None; } /* protected function bool ValidRecordNameIndex(int Index) { return Index >= 0 && Index < MaplistRecordNames.Length; } */ /////////////////////////////////////////////////////////////////// // Public Modifier Methods // // // Called by maplist when the map changes function MapChange(string NewMap) { local int i, GameIndex, RecordIndex; GameIndex = AddGroup(string(Level.Game.Class)); if ( ValidRecordIndex(GameIndex, Groups[GameIndex].Active) ) { RecordIndex = Groups[GameIndex].Active; i = Groups[GameIndex].Records[RecordIndex].GetMapIndex(NewMap); // Uh oh! The active maplist doesn't contain this map - should we ignore or attempt to find a maplist containing this map? if ( i == -1 ) { // Attempt to find and activate a custom maplist containing this map RecordIndex = FindMaplistContaining(GameIndex, NewMap); if ( SetActiveList(GameIndex, RecordIndex) ) i = Groups[GameIndex].Records[RecordIndex].GetMapIndex(NewMap); } } else { RecordIndex = FindMaplistContaining(GameIndex, NewMap); if ( SetActiveList(GameIndex, RecordIndex) ) i = Groups[GameIndex].Records[RecordIndex].GetMapIndex(NewMap); } if ( i != -1 && ValidRecordIndex(GameIndex, RecordIndex) ) { Groups[GameIndex].Records[RecordIndex].SetActiveMap(i); SaveMaplist(GameIndex, RecordIndex); } } // Add a new maplist function int AddList(string GameType, string NewName, array<string> Maps) { local int i; local MaplistRecord NewRecord; local string DesiredName; if ( !ValidGameType(GameType) ) return -1; //check that we aren't using this name already // If so, generate a unique name DesiredName = NewName; while ( ValidName(NewName) ) NewName = DesiredName $ string(i++); // Clamp the length of the name to a reasonable value if ( Len(NewName) > 512 ) return -1; NewRecord = CreateRecord(NewName); if ( NewRecord == None ) return -1; NewRecord.SetGameType(GameType); NewRecord.SetTitle(NewName); i = AddMaplistRecord(NewRecord); // Make sure new maplist always has maps if (Maps.Length == 0) NewRecord.Clear(true); else NewRecord.SetMapList(Maps); NewRecord.Save(); if ( bDirty ) Save(); return i; } // Since the lists are PerObjectConfig, and the section of the ini is determined by the object's name, // it is impossible to "rename" a list. Instead, I must destroy this list, and create a new one with the // desired name. function int RenameList(int GameIndex, int RecordIndex, string NewName) { local MaplistRecord OldRecord; local bool IsActive; if (!ValidRecordIndex(GameIndex, RecordIndex)) return -1; if ( NewName == "" ) return -1; IsActive = GetActiveList(GameIndex) == RecordIndex; OldRecord = Groups[GameIndex].Records[RecordIndex]; RemoveRecord(GameIndex, RecordIndex); // Copy everything from the old list to the new list. RecordIndex = AddList(OldRecord.GetGameType(), NewName, OldRecord.GetAllMapURL()); if ( ValidRecordIndex(GameIndex, RecordIndex) ) { Groups[GameIndex].Records[RecordIndex].SetActiveMap(OldRecord.GetActiveMapIndex()); if ( IsActive && !SetActiveList(GameIndex, RecordIndex) ) RecordIndex = GetActiveList(GameIndex); } return RecordIndex; } function int RemoveList(int GameIndex, int RecordIndex) { local int i, idx; if (!ValidRecordIndex(GameIndex, RecordIndex)) return GetActiveList(GameIndex); idx = RemoveRecord(GameIndex, RecordIndex); // If this was the gametype's last record, regenerate a default maplist if ( Groups[GameIndex].Records.Length == 0 ) { i = GetCacheGameIndex(Groups[GameIndex].GameType); CreateDefaultList(i); } // If this was the gametype's active list, reset active to the first list. if ( Groups[GameIndex].Active < 0 || Groups[GameIndex].Active == RecordIndex || Groups[GameIndex].Active >= Groups[GameIndex].Records.Length ) { SetActiveList(GameIndex, 0); ApplyMaplist(GameIndex, 0); } // If we created a new list or had to change the active list if ( bDirty ) Save(); return idx; } // Save a maplist function bool SaveMapList(int GameIndex, int RecordIndex) { if (!ValidRecordIndex(GameIndex,RecordIndex)) return false; Save(); Groups[GameIndex].Records[RecordIndex].Save(); return true; } function bool ClearList(int GameIndex, int RecordIndex) { if (!ValidRecordIndex(GameIndex, RecordIndex)) return false; Groups[GameIndex].Records[RecordIndex].Clear(); return true; } function ResetList(int GameIndex, int RecordIndex) { if (!ValidRecordIndex(GameIndex, RecordIndex)) return; Groups[GameIndex].Records[RecordIndex].CancelChanges(); } // Apply or cancel changes function bool SaveGame(int GameIndex) { local int i, Active; if (!ValidGameIndex(GameIndex)) return false; Groups[GameIndex].LastActive = Groups[GameIndex].Active; i = AddGameType(Groups[GameIndex].GameType); Active = GetActiveList(GameIndex); if ( !ValidRecordIndex(GameIndex, Active) ) SetActiveList(GameIndex, 0); for ( i = 0; i < Groups[GameIndex].Records.Length; i++ ) SaveMaplist(GameIndex, i); Save(); return True; } function ResetGame(int GameIndex) { local int i; local int RecordIndex; if ( !ValidGameIndex(GameIndex) ) return; // Reset all lists for this gametype. for ( i = 0; i < Groups[GameIndex].Records.Length; i++ ) ResetList(GameIndex, i); i = GetStoredGameIndex(Groups[GameIndex].GameType); // Reset the gametype's active maplist RecordIndex = GetRecordIndex(GameIndex, Games[i].ActiveMaplist); if ( !ValidRecordIndex(GameIndex, RecordIndex) ) RecordIndex = 0; SetActiveList(GameIndex, RecordIndex); } function bool ApplyMapList(int GameIndex, int RecordIndex) { local class<MapList> ListClass; local int i; if (ValidRecordIndex(GameIndex, RecordIndex)) { SetActiveList(GameIndex, RecordIndex); SaveGame(GameIndex); i = GetCacheGameIndex(Groups[GameIndex].GameType); if (i == -1) { Warn("Error applying maplist:"@Groups[GameIndex].GameType); return false; } ListClass = class<MapList>(DynamicLoadObject(CachedGames[i].MapListClassName,Class'Class')); if ( ListClass == None ) { log("Invalid maplist class:"@CachedGames[i].MaplistClassName@"for gametype"@Cachedgames[i].ClassName); return false; } ListClass.static.SetMaplist( GetActiveMap(GameIndex,RecordIndex), GetMaplist(GameIndex,RecordIndex) ); return true; } else log("Invalid maplist index"); return false; } function bool SetActiveList(int GameIndex, int NewActive) { local int i; if (!ValidRecordIndex(GameIndex, NewActive)) return false; i = AddGameType(Groups[GameIndex].GameType); Games[i].ActiveMaplist = Groups[GameIndex].Records[NewActive].GetTitle(); Groups[GameIndex].Active = NewActive; bDirty = True; return true; } // Add a new map to the current maplist function bool AddMap(int GameIndex, int RecordIndex, string MapName) { if (ValidRecordIndex(GameIndex, RecordIndex)) return Groups[GameIndex].Records[RecordIndex].AddMap(MapName); return false; } function bool InsertMap(int GameIndex, int RecordIndex, string MapName, int ListIndex) { if ( ValidRecordIndex(GameIndex, RecordIndex) ) return Groups[GameIndex].Records[RecordIndex].InsertMap(MapName, ListIndex); return false; } function bool RemoveMap(int GameIndex, int RecordIndex, string MapName) { if (ValidRecordIndex(GameIndex, RecordIndex)) return Groups[GameIndex].Records[RecordIndex].RemoveMap(MapName); return false; } // Adapted from xWebAdmin.StringArray function ShiftMap(int GameIndex, int RecordIndex, string MapName, int Count) { local int i; local array<MaplistRecord.MapItem> Maps; if (!ValidRecordIndex(GameIndex, RecordIndex)) return; if ( Count == 0 ) return; i = Groups[GameIndex].Records[RecordIndex].GetMapIndex( MapName ); if ( i == -1 ) return; Maps = Groups[GameIndex].Records[RecordIndex].GetMaps(); if (Count < 0) { // Move items toward 0 if (i + Count < 0) Count = -i; Maps.Insert(i + Count, 1); Maps[i+Count] = Maps[i+1]; Maps.Remove( i + 1, 1 ); } else { if ((i + Count + 1) >= Maps.Length) Count = Maps.Length - i - 1; Maps.Insert(i + Count + 1, 1); Maps[i + Count + 1] = Maps[i]; Maps.Remove(i, 1); } Groups[GameIndex].Records[RecordIndex].SetMapItemList( Maps ); } function int SetActiveMap(int GameIndex, int RecordIndex, int MapIndex) { if ( !ValidRecordIndex(GameIndex, RecordIndex) ) return -1; return Groups[GameIndex].Records[RecordIndex].SetActiveMap(MapIndex); } /////////////////////////////////////////////////////////////////// // Public Accessor Methods // // function int GetGameIndex(coerce string GameType) { local int i; if ( GameType == "" ) return -1; for(i = 0; i < Groups.Length; i++) if (Groups[i].GameType ~= GameType) return i; return -1; } function int GetCacheGameIndex(string GameType) { local int i; for (i = 0; i < CachedGames.Length; i++) if (CachedGames[i].ClassName ~= GameType) return i; return -1; } function array<string> GetMapListNames(int GameIndex) { local int i, idx; local array<MaplistRecord> Records; local array<string> Arr; if (ValidGameIndex(GameIndex)) { Records = GetRecords(GameIndex); if ( Records.Length == 0 ) { idx = GetCacheGameIndex(Groups[GameIndex].GameType); CreateDefaultList(idx); Records = GetRecords(GameIndex); } Arr.Length = Records.Length; for (i = 0; i < Records.Length; i++) Arr[i] = Records[i].GetTitle(); } return Arr; } function array<string> GetCurrentMapRotation() { local int GameIndex, RecordIndex, CurrentMap, i; local array<string> Ar; if ( Level.Game == None ) return Ar; GameIndex = GetGameIndex(Level.Game.Class); RecordIndex = GetActiveList(GameIndex); CurrentMap = GetActiveMap(GameIndex, RecordIndex); Ar = GetMaplist(GameIndex, RecordIndex); while (i < CurrentMap) Ar[Ar.Length] = Ar[i++]; if ( i > 0 && Ar.Length > 0 ) Ar.Remove(0, i); return Ar; } function string GetActiveMapName( int GameIndex, int RecordIndex ) { if ( ValidRecordIndex(GameIndex, RecordIndex) ) return Groups[GameIndex].Records[RecordIndex].GetActiveMapName(); } function string GetMapTitle( int GameIndex, int RecordIndex, int MapIndex ) { if ( ValidRecordIndex(GameIndex, RecordIndex) ) return Groups[GameIndex].Records[RecordIndex].GetMapName(MapIndex); } function string GetMapURL( int GameIndex, int RecordIndex, int MapIndex ) { if ( ValidRecordIndex(GameIndex, RecordIndex) ) return Groups[GameIndex].Records[RecordIndex].GetMapURL(MapIndex); } function array<string> GetMapList(int GameIndex, int RecordIndex) { local array<string> Maps; if (ValidRecordIndex(GameIndex, RecordIndex)) Maps = Groups[GameIndex].Records[RecordIndex].GetAllMapURL(); return Maps; } function bool GetAvailableMaps( int GameIndex, out array<MaplistRecord.MapItem> Ar ) { if ( !ValidGameIndex(GameIndex) ) return False; Ar = Groups[GameIndex].AllMaps; return True; } function array<string> GetCacheMapList(string Acronym) { local int i, j; local array<CacheManager.MapRecord> TempRecords; local array<string> Arr; class'CacheManager'.static.GetMapList(TempRecords, Acronym); Arr.Length = TempRecords.Length; for (i = TempRecords.Length - 1; i >= 0; i--) Arr[j++] = TempRecords[i].MapName; return Arr; } function int FindMaplistContaining(int GameIndex, string Mapname) { local int i, idx; if ( ValidGameIndex(GameIndex) ) { for ( i = 0; i < Groups[GameIndex].Records.Length; i++ ) { idx = Groups[GameIndex].Records[i].GetMapIndex(MapName); if ( idx != -1 ) return i; } } return -1; } function int GetMapIndex(int GameIndex, int RecordIndex, string MapName) { if ( ValidRecordIndex(GameIndex, RecordIndex) ) return Groups[GameIndex].Records[RecordIndex].GetMapIndex(MapName); return -1; } function int GetRecordIndex(int GameIndex, string MapListName) { local int i; local array<MaplistRecord> Records; if ( ValidGameIndex(GameIndex) ) { if ( MaplistName == "" ) return GetActiveList(GameIndex); Records = GetRecords(GameIndex); for ( i = 0; i < Records.Length; i++ ) if ( Records[i] != None && Records[i].GetTitle() ~= MaplistName ) return i; } return -1; } function string GetMapListTitle(int GameIndex, int RecordIndex) { if (ValidRecordIndex(GameIndex, RecordIndex)) return Groups[GameIndex].Records[RecordIndex].GetTitle(); return ""; } function int GetActiveList(int GameIndex) { if (ValidGameIndex(GameIndex)) return Groups[GameIndex].Active; return -1; } function int GetActiveMap(int GameIndex, int RecordIndex) { if ( !ValidRecordIndex(GameIndex,RecordIndex) ) return -1; return Groups[GameIndex].Records[RecordIndex].GetActiveMapIndex(); } function bool ValidCacheGameIndex(int i) { return i >= 0 && i < CachedGames.Length; } function bool ValidGameIndex(int i) { return i >= 0 && i < Groups.Length; } function bool ValidGameType(string GameType) { local int i; for (i = 0; i < CachedGames.Length; i++) { if (GameType ~= CachedGames[i].ClassName) return true; } return false; } function bool ValidName(string S) { local int i, j; if ( S == "" ) return false; for ( i = 0; i < Groups.Length; i++ ) { for ( j = 0; j < Groups[i].Records.Length; j++ ) if ( Groups[i].Records[j] != None && Groups[i].Records[j].GetTitle() ~= S ) return true; } return false; } function bool MaplistDirty(int GameIndex, int RecordIndex) { if ( ValidRecordIndex(GameIndex, RecordIndex) ) return Groups[GameIndex].Records[RecordIndex].IsDirty() || bDirty; return bDirty; } defaultproperties { DefaultListName="Default" InvalidGameType="could not be loaded. Normally, this means an .u file has been deleted, but the .int file has not." ReallyInvalidGameType="The requested gametype '%gametype%' could not be loaded." DefaultListExists="Gametype already has a default list!" } |
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