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| #include "LyraGameState.h"
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| #include "AbilitySystem/LyraAbilitySystemComponent.h"
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| #include "Async/TaskGraphInterfaces.h"
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| #include "GameFramework/GameplayMessageSubsystem.h"
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| #include "GameModes/LyraExperienceManagerComponent.h"
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| #include "Messages/LyraVerbMessage.h"
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| #include "Player/LyraPlayerState.h"
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| #include "LyraLogChannels.h"
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| #include "Net/UnrealNetwork.h"
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| #include UE_INLINE_GENERATED_CPP_BY_NAME(LyraGameState)
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| class APlayerState;
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| class FLifetimeProperty;
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| extern ENGINE_API float GAverageFPS;
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| ALyraGameState::ALyraGameState(const FObjectInitializer& ObjectInitializer)
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| : Super(ObjectInitializer)
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| {
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| PrimaryActorTick.bCanEverTick = true;
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| PrimaryActorTick.bStartWithTickEnabled = true;
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| AbilitySystemComponent = ObjectInitializer.CreateDefaultSubobject<ULyraAbilitySystemComponent>(this, TEXT("AbilitySystemComponent"));
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| AbilitySystemComponent->SetIsReplicated(true);
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| AbilitySystemComponent->SetReplicationMode(EGameplayEffectReplicationMode::Mixed);
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| ExperienceManagerComponent = CreateDefaultSubobject<ULyraExperienceManagerComponent>(TEXT("ExperienceManagerComponent"));
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| ServerFPS = 0.0f;
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| }
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| void ALyraGameState::PreInitializeComponents()
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| {
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| Super::PreInitializeComponents();
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| }
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| void ALyraGameState::PostInitializeComponents()
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| {
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| Super::PostInitializeComponents();
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| check(AbilitySystemComponent);
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| AbilitySystemComponent->InitAbilityActorInfo( this, this);
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| }
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| UAbilitySystemComponent* ALyraGameState::GetAbilitySystemComponent() const
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| {
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| return AbilitySystemComponent;
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| }
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| void ALyraGameState::EndPlay(const EEndPlayReason::Type EndPlayReason)
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| {
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| Super::EndPlay(EndPlayReason);
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| }
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| void ALyraGameState::AddPlayerState(APlayerState* PlayerState)
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| {
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| Super::AddPlayerState(PlayerState);
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| }
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| void ALyraGameState::RemovePlayerState(APlayerState* PlayerState)
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| {
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| Super::RemovePlayerState(PlayerState);
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| }
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| void ALyraGameState::SeamlessTravelTransitionCheckpoint(bool bToTransitionMap)
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| {
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| for (int32 i = PlayerArray.Num() - 1; i >= 0; i--)
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| {
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| APlayerState* PlayerState = PlayerArray[i];
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| if (PlayerState && (PlayerState->IsABot() || PlayerState->IsInactive()))
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| {
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| RemovePlayerState(PlayerState);
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| }
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| }
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| }
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| void ALyraGameState::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const
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| {
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| Super::GetLifetimeReplicatedProps(OutLifetimeProps);
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| DOREPLIFETIME(ThisClass, ServerFPS);
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| DOREPLIFETIME_CONDITION(ThisClass, RecorderPlayerState, COND_ReplayOnly);
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| }
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| void ALyraGameState::Tick(float DeltaSeconds)
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| {
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| Super::Tick(DeltaSeconds);
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| if (GetLocalRole() == ROLE_Authority)
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| {
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| ServerFPS = GAverageFPS;
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| }
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| }
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| void ALyraGameState::MulticastMessageToClients_Implementation(const FLyraVerbMessage Message)
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| {
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| if (GetNetMode() == NM_Client)
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| {
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| UGameplayMessageSubsystem::Get(this).BroadcastMessage(Message.Verb, Message);
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| }
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| }
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| void ALyraGameState::MulticastReliableMessageToClients_Implementation(const FLyraVerbMessage Message)
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| {
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| MulticastMessageToClients_Implementation(Message);
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| }
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| float ALyraGameState::GetServerFPS() const
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| {
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| return ServerFPS;
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| }
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| void ALyraGameState::SetRecorderPlayerState(APlayerState* NewPlayerState)
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| {
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| if (RecorderPlayerState == nullptr)
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| {
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| RecorderPlayerState = NewPlayerState;
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| OnRep_RecorderPlayerState();
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| }
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| else
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| {
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| UE_LOG(LogLyra, Warning, TEXT("SetRecorderPlayerState was called on %s but should only be called once per game on the primary user"), *GetName());
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| }
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| }
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| APlayerState* ALyraGameState::GetRecorderPlayerState() const
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| {
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| return RecorderPlayerState;
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| }
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| void ALyraGameState::OnRep_RecorderPlayerState()
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| {
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| OnRecorderPlayerStateChangedEvent.Broadcast(RecorderPlayerState);
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| } |