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/** * Copyright 1998-2011 Epic Games, Inc. All Rights Reserved. */ /** * This class holds a list of players met online that the players on this PC/console * encountered. It does not persist the list. Both parties and individuals are tracked * with the individuals containing all party members. Note that it only holds the * unique ids of the players. */ class OnlineRecentPlayersList extends Object config(Engine); /** The set of players that players on this PC/console have recently encountered */ var array<UniqueNetId> RecentPlayers; /** Holds a set of players that made up a party */ struct RecentParty { /** The player that was the party leader */ var UniqueNetid PartyLeader; /** The list of players that comprise the party (should include the leader) */ var array<UniqueNetId> PartyMembers; }; /** The list of recent parties that the players on this PC/console has encountered */ var array<RecentParty> RecentParties; /** Holds the information about the last party that a player on this pc/console was in */ var RecentParty LastParty; /** The size of the recent player list to allow before losing the oldest entries */ var config int MaxRecentPlayers; /** The size of the recent party list to allow before losing the oldest entries */ var config int MaxRecentParties; /** The position in the array that new players should be added at */ var int RecentPlayersAddIndex; /** The position in the array that new parties should be added at */ var int RecentPartiesAddIndex; /** The set of people that the player/PC/console are currently playing with/against */ struct CurrentPlayerMet { /** The team the player is on */ var int TeamNum; /** The skill rating of the player */ var int Skill; /** The unique net id for the player */ var UniqueNetId NetId; }; /** Holds the list of current players (the set of players currently in a session */ var private array<CurrentPlayerMet> CurrentPlayers; /** * Adds a player to the recent players list * * @param NewPlayer the player being added */ function AddPlayerToRecentPlayers(UniqueNetId NewPlayer) { local int FindIndex; // Search the list of players for this one and only add if not present FindIndex = RecentPlayers.Find('Uid',NewPlayer.Uid); if (FindIndex == INDEX_NONE) { // Wrap back to the oldest entry if we've hit our max if (RecentPlayersAddIndex >= MaxRecentPlayers) { RecentPlayersAddIndex = 0; } // Make sure the array has space if (RecentPlayersAddIndex + 1 >= RecentPlayers.Length) { RecentPlayers.Length = RecentPlayersAddIndex + 1; } RecentPlayers[RecentPlayersAddIndex] = NewPlayer; // Move to the next available slot. This will wrap to zero if it grows too large RecentPlayersAddIndex++; } } /** Clears the recent players list and resets the add index */ function ClearRecentPlayers() { RecentPlayersAddIndex = 0; RecentPlayers.Length = 0; } /** * Adds a player to the recent players list * * @param PartyLeader the player being added * @param PartyMembers the members of the party */ function AddPartyToRecentParties(UniqueNetId PartyLeader,const out array<UniqueNetId> PartyMembers) { local int FindIndex; // Search the list of parties for the leader and only add if not present FindIndex = RecentParties.Find('PartyLeader',PartyLeader); if (FindIndex == INDEX_NONE) { // Wrap back to the oldest entry if we've hit our max if (RecentPartiesAddIndex >= MaxRecentParties) { RecentPartiesAddIndex = 0; } // Make sure the array has space if (RecentPartiesAddIndex + 1 >= RecentParties.Length) { RecentParties.Length = RecentPartiesAddIndex + 1; } RecentParties[RecentPartiesAddIndex].PartyLeader = PartyLeader; RecentParties[RecentPartiesAddIndex].PartyMembers = PartyMembers; // Move to the next available slot. This will wrap to zero if it grows too large RecentPartiesAddIndex++; } } /** Clears the recent parties list and resets the add index */ function ClearRecentParties() { RecentPartiesAddIndex = 0; RecentParties.Length = 0; } /** * Builds a single list of players from the recent parties list * * @param Players the array getting the data copied into it */ function GetPlayersFromRecentParties(out array<UniqueNetId> Players) { local int PartyIndex; local int MemberIndex; local int AddMemberAt; Players.Length = 0; AddMemberAt = 0; // Look at each registered party and add them for showing for (PartyIndex = 0; PartyIndex < RecentParties.Length; PartyIndex++) { for (MemberIndex = 0; MemberIndex < RecentParties[PartyIndex].PartyMembers.Length; MemberIndex++) { Players.Length = AddMemberAt + 1; Players[AddMemberAt] = RecentParties[PartyIndex].PartyMembers[MemberIndex]; } } } /** * Builds a single list of players from the current players list * * @param Players the array getting the data copied into it */ function GetPlayersFromCurrentPlayers(out array<UniqueNetId> Players) { local int PlayerIndex; Players.Length = 0; // Look at each registered party and add them for showing for (PlayerIndex = 0; PlayerIndex < CurrentPlayers.Length; PlayerIndex++) { Players.AddItem(CurrentPlayers[PlayerIndex].NetId); } } /** * Finds the player indicated and returns their skill rating * * @param Player the player to search for * * @return the skill for the specified player */ function int GetSkillForCurrentPlayer(UniqueNetId Player) { local int PlayerIndex; // Search for the specified player and return their skill for (PlayerIndex = 0; PlayerIndex < CurrentPlayers.Length; PlayerIndex++) { if (CurrentPlayers[PlayerIndex].NetId == Player) { return CurrentPlayers[PlayerIndex].Skill; } } return 0; } /** * Finds the player indicated and returns their team that was assigned * * @param Player the player to search for * * @return the team number for the specified player */ function int GetTeamForCurrentPlayer(UniqueNetId Player) { local int PlayerIndex; // Search for the specified player and return their team number for (PlayerIndex = 0; PlayerIndex < CurrentPlayers.Length; PlayerIndex++) { if (CurrentPlayers[PlayerIndex].NetId == Player) { return CurrentPlayers[PlayerIndex].TeamNum; } } return 255; } /** * Adds a player to the recent players list * * @param PartyLeader the player being added * @param PartyMembers the members of the party */ function SetLastParty(UniqueNetId PartyLeader,const out array<UniqueNetId> PartyMembers) { LastParty.PartyLeader = PartyLeader; LastParty.PartyMembers = PartyMembers; } /** * Helper function for showing the recent players list * * @param LocalUserNum the controller number of the associated user * @param Title the title to use for the UI * @param Description the text to show at the top of the UI * * @return TRUE if it was able to show the UI, FALSE if it failed */ function bool ShowRecentPlayerList(byte LocalUserNum,string Title,string Description) { local OnlineSubsystem OnlineSub; OnlineSub = class'GameEngine'.static.GetOnlineSubsystem(); if (OnlineSub != None && OnlineSub.PlayerInterfaceEx != None) { // Use the custom UI list to display them return OnlineSub.PlayerInterfaceEx.ShowCustomPlayersUI(LocalUserNum,RecentPlayers,Title,Description); } return false; } /** * Builds a single player list out of the various parties encountered and shows * * @param LocalUserNum the controller number of the associated user * @param Title the title to use for the UI * @param Description the text to show at the top of the UI * * @return TRUE if it was able to show the UI, FALSE if it failed */ function bool ShowRecentPartiesPlayerList(byte LocalUserNum,string Title,string Description) { local OnlineSubsystem OnlineSub; local array<UniqueNetId> Players; OnlineSub = class'GameEngine'.static.GetOnlineSubsystem(); if (OnlineSub != None && OnlineSub.PlayerInterfaceEx != None) { GetPlayersFromRecentParties(Players); // Use the custom UI list to display them return OnlineSub.PlayerInterfaceEx.ShowCustomPlayersUI(LocalUserNum,Players,Title,Description); } return false; } /** * Shows the last party that you were in as a player list * * @param LocalUserNum the controller number of the associated user * @param Title the title to use for the UI * @param Description the text to show at the top of the UI * * @return TRUE if it was able to show the UI, FALSE if it failed */ function bool ShowLastPartyPlayerList(byte LocalUserNum,string Title,string Description) { local OnlineSubsystem OnlineSub; OnlineSub = class'GameEngine'.static.GetOnlineSubsystem(); if (OnlineSub != None && OnlineSub.PlayerInterfaceEx != None) { // Use the custom UI list to display them return OnlineSub.PlayerInterfaceEx.ShowCustomPlayersUI(LocalUserNum,LastParty.PartyMembers,Title,Description); } return false; } /** * Builds a single player list out of the players in the current players list * * @param LocalUserNum the controller number of the associated user * @param Title the title to use for the UI * @param Description the text to show at the top of the UI * * @return TRUE if it was able to show the UI, FALSE if it failed */ function bool ShowCurrentPlayersList(byte LocalUserNum,string Title,string Description) { local OnlineSubsystem OnlineSub; local array<UniqueNetId> Players; OnlineSub = class'GameEngine'.static.GetOnlineSubsystem(); if (OnlineSub != None && OnlineSub.PlayerInterfaceEx != None) { GetPlayersFromCurrentPlayers(Players); // Use the custom UI list to display them return OnlineSub.PlayerInterfaceEx.ShowCustomPlayersUI(LocalUserNum,Players,Title,Description); } return false; } `if(`notdefined(FINAL_RELEASE)) /** Log list of players for debugging */ function DumpPlayersList(const out array<CurrentPlayerMet> Players) { local OnlineSubsystem OnlineSub; local int PlayerIdx; local UniqueNetId NetId; OnlineSub = class'GameEngine'.static.GetOnlineSubsystem(); if (OnlineSub != None) { for (PlayerIdx=0; PlayerIdx<Players.Length; PlayerIdx++) { NetId = Players[PlayerIdx].NetId; `Log("DumpPlayersList: " $" PlayerIdx="$PlayerIdx $" UniqueId="$OnlineSub.UniqueNetIdToString(NetId) ,,'DevOnline'); } } } `endif /** * Sets the current player list to the data specified * * @param Players the list of players to copy */ function SetCurrentPlayersList(const array<CurrentPlayerMet> Players) { `if(`notdefined(FINAL_RELEASE)) DumpPlayersList(Players); `endif CurrentPlayers = Players; } /** @return the number of players in the current player session */ function int GetCurrentPlayersListCount() { return CurrentPlayers.Length; } |
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