Goran Lazarevski 3bcab085f8 Initial commit
2025-03-20 11:06:26 +01:00

145 lines
3.9 KiB
C++

// 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);
}