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/** * Copyright 1998-2011 Epic Games, Inc. All Rights Reserved. * * Interface for processing events as they are read out of the game stats stream */ class GameplayEventsHandler extends Object abstract config(Game) native; cpptext { /** The function that does the actual handling of data (override with particular implementation) */ virtual void HandleEvent(struct FGameEventHeader& GameEvent, class IGameEvent* GameEventData); /** Handlers for parsing the game stats stream */ // Game Event Handling virtual void HandleGameStringEvent(struct FGameEventHeader& GameEvent, struct FGameStringEvent* GameEventData) {} virtual void HandleGameIntEvent(struct FGameEventHeader& GameEvent, struct FGameIntEvent* GameEventData) {} virtual void HandleGameFloatEvent(struct FGameEventHeader& GameEvent, struct FGameFloatEvent* GameEventData) {} virtual void HandleGamePositionEvent(struct FGameEventHeader& GameEvent, struct FGamePositionEvent* GameEventData) {} // Team Event Handling virtual void HandleTeamStringEvent(struct FGameEventHeader& GameEvent, struct FTeamStringEvent* GameEventData) {} virtual void HandleTeamIntEvent(struct FGameEventHeader& GameEvent, struct FTeamIntEvent* GameEventData) {} virtual void HandleTeamFloatEvent(struct FGameEventHeader& GameEvent, struct FTeamFloatEvent* GameEventData) {} // Player Event Handling virtual void HandlePlayerIntEvent(struct FGameEventHeader& GameEvent, struct FPlayerIntEvent* GameEventData) {} virtual void HandlePlayerFloatEvent(struct FGameEventHeader& GameEvent, struct FPlayerFloatEvent* GameEventData) {} virtual void HandlePlayerStringEvent(struct FGameEventHeader& GameEvent, struct FPlayerStringEvent* GameEventData) {} virtual void HandlePlayerSpawnEvent(struct FGameEventHeader& GameEvent, struct FPlayerSpawnEvent* GameEventData) {} virtual void HandlePlayerLoginEvent(struct FGameEventHeader& GameEvent, struct FPlayerLoginEvent* GameEventData) {} virtual void HandlePlayerKillDeathEvent(struct FGameEventHeader& GameEvent, struct FPlayerKillDeathEvent* GameEventData) {} virtual void HandlePlayerPlayerEvent(struct FGameEventHeader& GameEvent, struct FPlayerPlayerEvent* GameEventData) {} virtual void HandlePlayerLocationsEvent(struct FGameEventHeader& GameEvent, struct FPlayerLocationsEvent* GameEventData) {} virtual void HandleWeaponIntEvent(struct FGameEventHeader& GameEvent, struct FWeaponIntEvent* GameEventData) {} virtual void HandleDamageIntEvent(struct FGameEventHeader& GameEvent, struct FDamageIntEvent* GameEventData) {} virtual void HandleProjectileIntEvent(struct FGameEventHeader& GameEvent, struct FProjectileIntEvent* GameEventData) {} /** Access the current session info */ const FGameSessionInformation& GetSessionInfo() const { check(Reader); return Reader->CurrentSessionInfo; } /** Returns the metadata associated with the given index */ virtual const FGameplayEventMetaData& GetEventMetaData(INT EventID) const { check(Reader); return Reader->GetEventMetaData(EventID); } /** Returns the metadata associated with the given index */ const FTeamInformation& GetTeamMetaData(INT TeamIndex) const { check(Reader); return Reader->GetTeamMetaData(TeamIndex); } /** Returns the metadata associated with the given index */ const FPlayerInformationNew& GetPlayerMetaData(INT PlayerIndex) const { check(Reader); return Reader->GetPlayerMetaData(PlayerIndex); } /** Returns the metadata associated with the given index */ const FPawnClassEventData& GetPawnMetaData(INT PawnClassIndex) const { check(Reader); return Reader->GetPawnMetaData(PawnClassIndex); } /** Returns the metadata associated with the given index */ const FWeaponClassEventData& GetWeaponMetaData(INT WeaponClassIndex) const { check(Reader); return Reader->GetWeaponMetaData(WeaponClassIndex); } /** Returns the metadata associated with the given index */ const FDamageClassEventData& GetDamageMetaData(INT DamageClassIndex) const { check(Reader); return Reader->GetDamageMetaData(DamageClassIndex); } /** Returns the metadata associated with the given index */ const FProjectileClassEventData& GetProjectileMetaData(INT ProjectileClassIndex) const { check(Reader); return Reader->GetProjectileMetaData(ProjectileClassIndex); } /** * Returns the metadata associated with the given index * @param ActorIndex the index of the actor being looked up * @return the name of the actor at that index */ const FString& GetActorMetaData(INT ActorIndex) const { check(Reader); return Reader->GetActorMetaData(ActorIndex); } /** * Returns the metadata associated with the given index * @param SoundIndex the index of the soundcue being looked up * @return the name of the actor at that index */ const FString& GetSoundMetaData(INT SoundIndex) const { check(Reader); return Reader->GetSoundMetaData(SoundIndex); } /** Returns whether or not this processor handles this event */ inline UBOOL IsEventFiltered(int EventID) const { return (EventIDFilter.FindItemIndex(EventID) != INDEX_NONE); } } /** Array of event types that will be ignored */ var config array<int> EventIDFilter; /** Array of groups to filter, expands out into EventIDFilter above */ var config array<GameStatGroup> GroupFilter; /** Reference to the reader for access to metadata, etc */ var transient private{protected} GameplayEventsReader Reader; /** Set the reader on this handler */ function SetReader(GameplayEventsReader NewReader) { Reader = NewReader; } /** A chance to do something before the stream starts */ native event PreProcessStream(); /** A chance to do something after the stream ends */ event PostProcessStream(); /** Iterate over all events, checking to see if they should be filtered out by their group */ event ResolveGroupFilters() { local int EventIdx, FilterIdx; for (EventIdx=0; EventIdx<Reader.SupportedEvents.length; EventIdx++) { // Are we filtering this stats group at all? FilterIdx = GroupFilter.Find('Group', Reader.SupportedEvents[EventIdx].StatGroup.Group); if (FilterIdx != INDEX_NONE) { // Stats filter above the indicated level if (Reader.SupportedEvents[EventIdx].StatGroup.Level > GroupFilter[FilterIdx].Level) { AddFilter(Reader.SupportedEvents[EventIdx].EventID); } } } } /** Add an event id to ignore while processing */ function AddFilter(int EventID) { if (EventIDFilter.Find(EventID) == INDEX_NONE) { EventIDFilter.AddItem(EventID); } } /** Remove an event id to ignore while processing */ function RemoveFilter(int EventID) { EventIDFilter.RemoveItem(EventID); } |
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