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// ============================================================================ // JBTagClient // Copyright 2003 by Mychaeel <mychaeel@planetjailbreak.com> // $Id: JBTagClient.uc,v 1.19 2007-04-01 18:38:11 mychaeel Exp $ // // Attached to every PlayerController and used for exec function replication. // Only accessible via a given PlayerController object; not chained and not // replicated to anyone else than the owning player. // ============================================================================ class JBTagClient extends JBTag notplaceable; // ============================================================================ // Replication // ============================================================================ replication { reliable if (Role < ROLE_Authority) ExecTeamTactics, ExecArenaCam, ExecViewTeam, ExecViewSelf, ServerSynchronizeTime, ServerSwitchToPrevCamera, ServerSwitchToNextCamera; reliable if (Role == ROLE_Authority) ClientSynchronizeTime; } // ============================================================================ // Variables // ============================================================================ var private bool bTimeSynchronized; // server replied to sync request var private float TimeSynchronization; // client time at sync request var private float TimeOffsetServer; // offset from client to server time var private float TimeDeltaAccu; // accumulated time difference var private float TimeLevelPrev; // previous level time var private float TimeWorldPrev; // previous world time // ============================================================================ // Internal // ============================================================================ static function JBTagClient FindFor(PlayerController Keeper) { return JBTagClient(InternalFindFor(Keeper)); } static function JBTagClient SpawnFor(PlayerController Keeper) { return JBTagClient(InternalSpawnFor(Keeper)); } // ============================================================================ // PostBeginPlay // // Starts the timer which is used to resynchronize client to server time // whenever a tick took longer in real time than in level time. // ============================================================================ simulated event PostBeginPlay() { if (Role < ROLE_Authority) SetTimer(2.0, True); } // ============================================================================ // SetInitialState // // Disables the Tick event server-side. // ============================================================================ simulated event SetInitialState() { Super.SetInitialState(); if (Level.NetMode == NM_DedicatedServer) Disable('Tick'); } // ============================================================================ // Tick // // Adds the JBInteractionKeys interaction client-side as soon as the keeper // PlayerController has a valid Player reference. // ============================================================================ simulated function Tick(float TimeDelta) { local PlayerController PlayerControllerLocal; PlayerControllerLocal = Level.GetLocalPlayerController(); if (PlayerControllerLocal == None || PlayerControllerLocal.Player == None) return; if (PlayerControllerLocal == Keeper) PlayerControllerLocal.Player.InteractionMaster.AddInteraction("Jailbreak.JBInteractionKeys", PlayerControllerLocal.Player); Disable('Tick'); } // ============================================================================ // Timer // // Checks whether considerably more time passed in real time than in level // time since the last check. If so, resynchronizes client to server time. // ============================================================================ simulated event Timer() { local float TimeLevelDelta; local float TimeWorld; local float TimeWorldDelta; if (!bTimeSynchronized) return; TimeWorld = Level.Hour * 60.0 * 60.0 + Level.Minute * 60.0 + Level.Second + Level.Millisecond / 1000.0; if (TimeLevelPrev > 0.0) { TimeLevelDelta = (Level.TimeSeconds - TimeLevelPrev) / Level.TimeDilation; TimeWorldDelta = TimeWorld - TimeWorldPrev; if (TimeWorldDelta < 0.0) TimeWorldDelta += 24.0 * 60.0 * 60.0; TimeDeltaAccu += TimeWorldDelta - TimeLevelDelta; if (TimeDeltaAccu > 0.2) SynchronizeTime(); } TimeLevelPrev = Level.TimeSeconds; TimeWorldPrev = TimeWorld; } // ============================================================================ // ExecTeamTactics // // Sets team tactics. If no team is specified, sets tactics for this player's // team; otherwise for the given team. Only administrators can change tactics // for the enemy team. // ============================================================================ function ExecTeamTactics(name Tactics, optional TeamInfo Team) { if (Team == None) Team = GetPlayerReplicationInfo().Team; if (Team != None && (GetPlayerReplicationInfo().bAdmin || GetPlayerReplicationInfo().Team == Team)) JBBotTeam(UnrealTeamInfo(Team).AI).SetTactics(Tactics); } // ============================================================================ // ExecArenaCam // // Activates the next viable arena cam, or deactivates arena cams for this // player if the player was viewing the last available one already. // ============================================================================ function ExecArenaCam() { local bool bFoundArenaCurrent; local JBCamera CameraCurrent; local JBInfoArena ArenaCurrent; local JBInfoArena firstArena; local JBInfoArena thisArena; local JBTagPlayer TagPlayerOwner; TagPlayerOwner = Class'JBTagPlayer'.Static.FindFor(PlayerController(Owner).PlayerReplicationInfo); if (TagPlayerOwner != None && (TagPlayerOwner.GetArena() != None || (TagPlayerOwner.IsInJail() && TagPlayerOwner.GetJail().IsReleaseActive(TagPlayerOwner.GetTeam())))) return; firstArena = JBGameReplicationInfo(Level.Game.GameReplicationInfo).firstArena; CameraCurrent = JBCamera(PlayerController(Keeper).ViewTarget); if (CameraCurrent != None) for (thisArena = firstArena; thisArena != None; thisArena = thisArena.nextArena) if (thisArena.ContainsActor(CameraCurrent)) ArenaCurrent = thisArena; if (ArenaCurrent == None) bFoundArenaCurrent = True; for (thisArena = firstArena; thisArena != None; thisArena = thisArena.nextArena) if (thisArena == ArenaCurrent) bFoundArenaCurrent = True; else if (thisArena.IsInState('MatchRunning') && bFoundArenaCurrent) break; if (thisArena != None) thisArena.ActivateCameraFor(PlayerController(Keeper)); else if (CameraCurrent != None && ArenaCurrent != None) CameraCurrent.DeactivateFor(PlayerController(Keeper)); } // ============================================================================ // ExecViewTeam // // Switches to the next teammate's viewpoint (or through all players for // admins and spectators), optionally choosing only from the given subset of // players (jailed, free or all). // ============================================================================ function ExecViewTeam(optional name Whom) { local Pawn PawnViewTarget; local TeamInfo Team; local Controller ControllerViewTarget; local JBTagPlayer TagPlayerOwner; local JBTagPlayer firstTagPlayer; local JBTagPlayer thisTagPlayer; TagPlayerOwner = Class'JBTagPlayer'.Static.FindFor(PlayerController(Owner).PlayerReplicationInfo); if (!Level.Game.IsInState('MatchInProgress') || (TagPlayerOwner.IsInJail() && TagPlayerOwner.GetJail().IsReleaseActive(TagPlayerOwner.GetTeam()))) return; PawnViewTarget = Pawn(PlayerController(Keeper).ViewTarget); if (PawnViewTarget == None || PawnViewTarget == Controller(Keeper).Pawn || PawnViewTarget.PlayerReplicationInfo == None) firstTagPlayer = JBGameReplicationInfo(Level.Game.GameReplicationInfo).firstTagPlayer; else firstTagPlayer = Class'JBTagPlayer'.Static.FindFor(PawnViewTarget.PlayerReplicationInfo).nextTag; if (!Controller(Keeper).PlayerReplicationInfo.bAdmin) Team = Controller(Keeper).PlayerReplicationInfo.Team; for (thisTagPlayer = firstTagPlayer; thisTagPlayer != None; thisTagPlayer = thisTagPlayer.nextTag) if (thisTagPlayer.GetPawn() != None && thisTagPlayer.GetController() != Keeper) if (Whom == 'Any' || (Whom == 'Jailed' && thisTagPlayer.IsInJail()) || (Whom == 'Free' && thisTagPlayer.IsFree())) if (Team == None || Team == thisTagPlayer.GetTeam()) break; if (thisTagPlayer == None) { Jailbreak(Level.Game).ResetViewTarget(PlayerController(Keeper)); } else { ControllerViewTarget = thisTagPlayer.GetController(); PlayerController(Keeper).SetViewTarget(ControllerViewTarget); PlayerController(Keeper).bBehindView = True; PlayerController(Keeper).ViewTarget.BecomeViewTarget(); PlayerController(Keeper).ClientSetViewTarget(ControllerViewTarget); PlayerController(Keeper).ClientSetBehindView(True); } } // ============================================================================ // ExecViewSelf // // Resets the player's view point to normal first-person view. Disabled when // viewing an execution sequence. // ============================================================================ function ExecViewSelf() { if (Level.Game.IsInState('MatchInProgress') || JBCamera(PlayerController(Keeper).ViewTarget) == None) Jailbreak(Level.Game).ResetViewTarget(PlayerController(Keeper)); } // ============================================================================ // ServerSwitchToPrevCamera // ServerSwitchToNextCamera // // Switches the player to the previous or next camera. Used for replication. // ============================================================================ function ServerSwitchToPrevCamera(JBCamera Camera, optional bool bManual) { Camera.SwitchToPrev(PlayerController(Keeper), bManual); } function ServerSwitchToNextCamera(JBCamera Camera, optional bool bManual) { Camera.SwitchToNext(PlayerController(Keeper), bManual); } // ============================================================================ // SynchronizeTime // // Synchronizes the client with the server's idea of the current game time. // The synchronization happens asynchronously; use the IsTimeSynchronized // function to find out whether it has happened already. // ============================================================================ simulated function SynchronizeTime() { if (TimeSynchronization != 0.0) return; TimeSynchronization = Level.TimeSeconds; bTimeSynchronized = False; ServerSynchronizeTime(); } // ============================================================================ // IsTimeSynchronized // // Returns whether the client time has already been synchronized with the // server time. // ============================================================================ simulated function bool IsTimeSynchronized() { return bTimeSynchronized; } // ============================================================================ // ServerSynchronizeTime // // Called client-side and replicated to the server when a client requests time // synchronization. Replies by calling ClientSynchronizeTime with the server's // current notion of the game time. // ============================================================================ private function ServerSynchronizeTime() { bTimeSynchronized = True; // server-side ClientSynchronizeTime(Level.TimeSeconds); } // ============================================================================ // ClientSynchronizeTime // // Called server-side and replicated to the client in reply to a time // synchronization request. Calculates a time offset between client and server // and stores it for further requests by calling GetServerTime. // ============================================================================ private simulated function ClientSynchronizeTime(float TimeServer) { local float TimeRoundTrip; TimeRoundTrip = Level.TimeSeconds - TimeSynchronization; TimeOffsetServer = TimeServer - Level.TimeSeconds + TimeRoundTrip / 2; TimeSynchronization = 0.0; bTimeSynchronized = True; // client-side Log("Synchronized time with server:" @ "Local=" @ Level.TimeSeconds $ "s" @ "Offset=" @ TimeOffsetServer $ "s" @ "RoundTrip=" @ int(TimeRoundTrip * 1000.0) $ "ms"); TimeDeltaAccu = 0.0; } // ============================================================================ // GetServerTime // // After the client's time has been synchronized with the server, returns the // clients idea of the server's current time in game. // ============================================================================ simulated function float GetServerTime() { return Level.TimeSeconds + TimeOffsetServer; } // ============================================================================ // Accessors // ============================================================================ function PlayerController GetPlayerController() { return PlayerController(Owner); } function PlayerReplicationInfo GetPlayerReplicationInfo() { return PlayerController(Owner).PlayerReplicationInfo; } // ============================================================================ // Defaults // ============================================================================ defaultproperties { RemoteRole = ROLE_SimulatedProxy; bAlwaysRelevant = False; bOnlyRelevantToOwner = True; } |
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