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7fd553e | 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 | // Copyright Epic Games, Inc. All Rights Reserved.
#include "LyraGameState.h"
#include "AbilitySystem/LyraAbilitySystemComponent.h"
#include "Async/TaskGraphInterfaces.h"
#include "GameFramework/GameplayMessageSubsystem.h"
#include "GameModes/LyraExperienceManagerComponent.h"
#include "Messages/LyraVerbMessage.h"
#include "Player/LyraPlayerState.h"
#include "LyraLogChannels.h"
#include "Net/UnrealNetwork.h"
#include UE_INLINE_GENERATED_CPP_BY_NAME(LyraGameState)
class APlayerState;
class FLifetimeProperty;
extern ENGINE_API float GAverageFPS;
ALyraGameState::ALyraGameState(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
PrimaryActorTick.bCanEverTick = true;
PrimaryActorTick.bStartWithTickEnabled = true;
AbilitySystemComponent = ObjectInitializer.CreateDefaultSubobject<ULyraAbilitySystemComponent>(this, TEXT("AbilitySystemComponent"));
AbilitySystemComponent->SetIsReplicated(true);
AbilitySystemComponent->SetReplicationMode(EGameplayEffectReplicationMode::Mixed);
ExperienceManagerComponent = CreateDefaultSubobject<ULyraExperienceManagerComponent>(TEXT("ExperienceManagerComponent"));
ServerFPS = 0.0f;
}
void ALyraGameState::PreInitializeComponents()
{
Super::PreInitializeComponents();
}
void ALyraGameState::PostInitializeComponents()
{
Super::PostInitializeComponents();
check(AbilitySystemComponent);
AbilitySystemComponent->InitAbilityActorInfo(/*Owner=*/ this, /*Avatar=*/ this);
}
UAbilitySystemComponent* ALyraGameState::GetAbilitySystemComponent() const
{
return AbilitySystemComponent;
}
void ALyraGameState::EndPlay(const EEndPlayReason::Type EndPlayReason)
{
Super::EndPlay(EndPlayReason);
}
void ALyraGameState::AddPlayerState(APlayerState* PlayerState)
{
Super::AddPlayerState(PlayerState);
}
void ALyraGameState::RemovePlayerState(APlayerState* PlayerState)
{
//@TODO: This isn't getting called right now (only the 'rich' AGameMode uses it, not AGameModeBase)
// Need to at least comment the engine code, and possibly move things around
Super::RemovePlayerState(PlayerState);
}
void ALyraGameState::SeamlessTravelTransitionCheckpoint(bool bToTransitionMap)
{
// Remove inactive and bots
for (int32 i = PlayerArray.Num() - 1; i >= 0; i--)
{
APlayerState* PlayerState = PlayerArray[i];
if (PlayerState && (PlayerState->IsABot() || PlayerState->IsInactive()))
{
RemovePlayerState(PlayerState);
}
}
}
void ALyraGameState::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const
{
Super::GetLifetimeReplicatedProps(OutLifetimeProps);
DOREPLIFETIME(ThisClass, ServerFPS);
DOREPLIFETIME_CONDITION(ThisClass, RecorderPlayerState, COND_ReplayOnly);
}
void ALyraGameState::Tick(float DeltaSeconds)
{
Super::Tick(DeltaSeconds);
if (GetLocalRole() == ROLE_Authority)
{
ServerFPS = GAverageFPS;
}
}
void ALyraGameState::MulticastMessageToClients_Implementation(const FLyraVerbMessage Message)
{
if (GetNetMode() == NM_Client)
{
UGameplayMessageSubsystem::Get(this).BroadcastMessage(Message.Verb, Message);
}
}
void ALyraGameState::MulticastReliableMessageToClients_Implementation(const FLyraVerbMessage Message)
{
MulticastMessageToClients_Implementation(Message);
}
float ALyraGameState::GetServerFPS() const
{
return ServerFPS;
}
void ALyraGameState::SetRecorderPlayerState(APlayerState* NewPlayerState)
{
if (RecorderPlayerState == nullptr)
{
// Set it and call the rep callback so it can do any record-time setup
RecorderPlayerState = NewPlayerState;
OnRep_RecorderPlayerState();
}
else
{
UE_LOG(LogLyra, Warning, TEXT("SetRecorderPlayerState was called on %s but should only be called once per game on the primary user"), *GetName());
}
}
APlayerState* ALyraGameState::GetRecorderPlayerState() const
{
// TODO: Maybe auto select it if null?
return RecorderPlayerState;
}
void ALyraGameState::OnRep_RecorderPlayerState()
{
OnRecorderPlayerStateChangedEvent.Broadcast(RecorderPlayerState);
} |