Files
UnrealEngineUWP/Engine/Source/Developer/GameplayDebugger/Private/GameplayDebuggerPlayerManager.cpp
Robert Manuszewski 2752c82adc Merging //UE4/Dev-Main @ 4664414 to Dev-Core (//UE4/Dev-Core)
#rb none

[CL 4675693 by Robert Manuszewski in Dev-Core branch]
2019-01-02 00:55:51 -05:00

205 lines
5.6 KiB
C++

// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
#include "GameplayDebuggerPlayerManager.h"
#include "Engine/World.h"
#include "Components/InputComponent.h"
#include "GameplayDebuggerCategoryReplicator.h"
#include "GameplayDebuggerLocalController.h"
#include "Engine/DebugCameraController.h"
AGameplayDebuggerPlayerManager::AGameplayDebuggerPlayerManager(const FObjectInitializer& ObjectInitializer) : Super(ObjectInitializer)
{
PrimaryActorTick.bCanEverTick = true;
PrimaryActorTick.bAllowTickOnDedicatedServer = true;
PrimaryActorTick.bTickEvenWhenPaused = true;
PrimaryActorTick.bStartWithTickEnabled = false;
PrimaryActorTick.TickInterval = 0.5f;
#if WITH_EDITOR
SetIsTemporarilyHiddenInEditor(true);
#endif
#if WITH_EDITORONLY_DATA
bHiddenEdLevel = true;
bHiddenEdLayer = true;
bHiddenEd = true;
bEditable = false;
#endif
bIsLocal = false;
bInitialized = false;
}
void AGameplayDebuggerPlayerManager::BeginPlay()
{
Super::BeginPlay();
UWorld* World = GetWorld();
const ENetMode NetMode = World->GetNetMode();
bHasAuthority = (NetMode != NM_Client);
bIsLocal = (NetMode != NM_DedicatedServer);
bInitialized = true;
if (bHasAuthority)
{
UpdateAuthReplicators();
SetActorTickEnabled(true);
}
for (int32 Idx = 0; Idx < PendingRegistrations.Num(); Idx++)
{
RegisterReplicator(*PendingRegistrations[Idx]);
}
PendingRegistrations.Empty();
}
void AGameplayDebuggerPlayerManager::EndPlay(const EEndPlayReason::Type Reason)
{
Super::EndPlay(Reason);
for (int32 Idx = 0; Idx < PlayerData.Num(); Idx++)
{
FGameplayDebuggerPlayerData& TestData = PlayerData[Idx];
if (IsValid(TestData.Controller))
{
TestData.Controller->Cleanup();
TestData.Controller = nullptr;
}
}
}
void AGameplayDebuggerPlayerManager::TickActor(float DeltaTime, enum ELevelTick TickType, FActorTickFunction& ThisTickFunction)
{
Super::TickActor(DeltaTime, TickType, ThisTickFunction);
UpdateAuthReplicators();
};
void AGameplayDebuggerPlayerManager::UpdateAuthReplicators()
{
UWorld* World = GetWorld();
for (int32 Idx = PlayerData.Num() - 1; Idx >= 0; Idx--)
{
FGameplayDebuggerPlayerData& TestData = PlayerData[Idx];
if (!IsValid(TestData.Replicator) || !IsValid(TestData.Replicator->GetReplicationOwner()))
{
if (IsValid(TestData.Replicator))
{
World->DestroyActor(TestData.Replicator);
}
if (IsValid(TestData.Controller))
{
TestData.Controller->Cleanup();
}
PlayerData.RemoveAt(Idx, 1, false);
}
}
for (FConstPlayerControllerIterator It = World->GetPlayerControllerIterator(); It; It++)
{
APlayerController* TestPC = It->Get();
if (TestPC && !TestPC->IsA<ADebugCameraController>())
{
const bool bNeedsReplicator = (GetReplicator(*TestPC) == nullptr);
if (bNeedsReplicator)
{
AGameplayDebuggerCategoryReplicator* Replicator = World->SpawnActorDeferred<AGameplayDebuggerCategoryReplicator>(AGameplayDebuggerCategoryReplicator::StaticClass(), FTransform::Identity);
Replicator->SetReplicatorOwner(TestPC);
Replicator->FinishSpawning(FTransform::Identity, true);
}
}
}
PrimaryActorTick.TickInterval = PlayerData.Num() ? 5.0f : 0.5f;
}
void AGameplayDebuggerPlayerManager::RegisterReplicator(AGameplayDebuggerCategoryReplicator& Replicator)
{
APlayerController* OwnerPC = Replicator.GetReplicationOwner();
if (OwnerPC == nullptr)
{
return;
}
if (!bInitialized)
{
PendingRegistrations.Add(&Replicator);
return;
}
// keep all player related objects together for easy access and GC
FGameplayDebuggerPlayerData NewData;
NewData.Replicator = &Replicator;
if (bIsLocal)
{
NewData.InputComponent = NewObject<UInputComponent>(OwnerPC, TEXT("GameplayDebug_Input"));
NewData.InputComponent->Priority = -1;
NewData.Controller = NewObject<UGameplayDebuggerLocalController>(OwnerPC, TEXT("GameplayDebug_Controller"));
NewData.Controller->Initialize(Replicator, *this);
NewData.Controller->BindInput(*NewData.InputComponent);
OwnerPC->PushInputComponent(NewData.InputComponent);
}
else
{
NewData.Controller = nullptr;
NewData.InputComponent = nullptr;
}
PlayerData.Add(NewData);
}
void AGameplayDebuggerPlayerManager::RefreshInputBindings(AGameplayDebuggerCategoryReplicator& Replicator)
{
for (int32 Idx = 0; Idx < PlayerData.Num(); Idx++)
{
FGameplayDebuggerPlayerData& TestData = PlayerData[Idx];
if (TestData.Replicator == &Replicator)
{
TestData.InputComponent->ClearActionBindings();
TestData.InputComponent->ClearBindingValues();
TestData.InputComponent->KeyBindings.Empty();
TestData.Controller->BindInput(*TestData.InputComponent);
}
}
}
AGameplayDebuggerCategoryReplicator* AGameplayDebuggerPlayerManager::GetReplicator(const APlayerController& OwnerPC) const
{
const FGameplayDebuggerPlayerData* DataPtr = GetPlayerData(OwnerPC);
return DataPtr ? DataPtr->Replicator : nullptr;
}
UInputComponent* AGameplayDebuggerPlayerManager::GetInputComponent(const APlayerController& OwnerPC) const
{
const FGameplayDebuggerPlayerData* DataPtr = GetPlayerData(OwnerPC);
return DataPtr ? DataPtr->InputComponent : nullptr;
}
UGameplayDebuggerLocalController* AGameplayDebuggerPlayerManager::GetLocalController(const APlayerController& OwnerPC) const
{
const FGameplayDebuggerPlayerData* DataPtr = GetPlayerData(OwnerPC);
return DataPtr ? DataPtr->Controller : nullptr;
}
const FGameplayDebuggerPlayerData* AGameplayDebuggerPlayerManager::GetPlayerData(const APlayerController& OwnerPC) const
{
for (int32 Idx = 0; Idx < PlayerData.Num(); Idx++)
{
const FGameplayDebuggerPlayerData& TestData = PlayerData[Idx];
if (TestData.Replicator && TestData.Replicator->GetReplicationOwner() == &OwnerPC)
{
return &TestData;
}
}
return nullptr;
}