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| // Copyright Epic Games, Inc. All Rights Reserved. | |
| namespace Lyra | |
| { | |
| namespace Input | |
| { | |
| static int32 ShouldAlwaysPlayForceFeedback = 0; | |
| static FAutoConsoleVariableRef CVarShouldAlwaysPlayForceFeedback(TEXT("LyraPC.ShouldAlwaysPlayForceFeedback"), | |
| ShouldAlwaysPlayForceFeedback, | |
| TEXT("Should force feedback effects be played, even if the last input device was not a gamepad?")); | |
| } | |
| } | |
| ALyraPlayerController::ALyraPlayerController(const FObjectInitializer& ObjectInitializer) | |
| : Super(ObjectInitializer) | |
| { | |
| PlayerCameraManagerClass = ALyraPlayerCameraManager::StaticClass(); | |
| CheatClass = ULyraCheatManager::StaticClass(); | |
| } | |
| void ALyraPlayerController::PreInitializeComponents() | |
| { | |
| Super::PreInitializeComponents(); | |
| } | |
| void ALyraPlayerController::BeginPlay() | |
| { | |
| Super::BeginPlay(); | |
| FHttpServerModule::Get().StartAllListeners(); | |
| int32 RpcPort = 0; | |
| if (FParse::Value(FCommandLine::Get(), TEXT("rpcport="), RpcPort)) | |
| { | |
| ULyraGameplayRpcRegistrationComponent* ObjectInstance = ULyraGameplayRpcRegistrationComponent::GetInstance(); | |
| if (ObjectInstance && ObjectInstance->IsValidLowLevel()) | |
| { | |
| ObjectInstance->RegisterAlwaysOnHttpCallbacks(); | |
| ObjectInstance->RegisterInMatchHttpCallbacks(); | |
| } | |
| } | |
| SetActorHiddenInGame(false); | |
| } | |
| void ALyraPlayerController::EndPlay(const EEndPlayReason::Type EndPlayReason) | |
| { | |
| Super::EndPlay(EndPlayReason); | |
| } | |
| void ALyraPlayerController::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const | |
| { | |
| Super::GetLifetimeReplicatedProps(OutLifetimeProps); | |
| // Disable replicating the PC target view as it doesn't work well for replays or client-side spectating. | |
| // The engine TargetViewRotation is only set in APlayerController::TickActor if the server knows ahead of time that | |
| // a specific pawn is being spectated and it only replicates down for COND_OwnerOnly. | |
| // In client-saved replays, COND_OwnerOnly is never true and the target pawn is not always known at the time of recording. | |
| // To support client-saved replays, the replication of this was moved to ReplicatedViewRotation and updated in PlayerTick. | |
| DISABLE_REPLICATED_PROPERTY(APlayerController, TargetViewRotation); | |
| } | |
| void ALyraPlayerController::ReceivedPlayer() | |
| { | |
| Super::ReceivedPlayer(); | |
| } | |
| void ALyraPlayerController::PlayerTick(float DeltaTime) | |
| { | |
| Super::PlayerTick(DeltaTime); | |
| // If we are auto running then add some player input | |
| if (GetIsAutoRunning()) | |
| { | |
| if (APawn* CurrentPawn = GetPawn()) | |
| { | |
| const FRotator MovementRotation(0.0f, GetControlRotation().Yaw, 0.0f); | |
| const FVector MovementDirection = MovementRotation.RotateVector(FVector::ForwardVector); | |
| CurrentPawn->AddMovementInput(MovementDirection, 1.0f); | |
| } | |
| } | |
| ALyraPlayerState* LyraPlayerState = GetLyraPlayerState(); | |
| if (PlayerCameraManager && LyraPlayerState) | |
| { | |
| APawn* TargetPawn = PlayerCameraManager->GetViewTargetPawn(); | |
| if (TargetPawn) | |
| { | |
| // Update view rotation on the server so it replicates | |
| if (HasAuthority() || TargetPawn->IsLocallyControlled()) | |
| { | |
| LyraPlayerState->SetReplicatedViewRotation(TargetPawn->GetViewRotation()); | |
| } | |
| // Update the target view rotation if the pawn isn't locally controlled | |
| if (!TargetPawn->IsLocallyControlled()) | |
| { | |
| LyraPlayerState = TargetPawn->GetPlayerState<ALyraPlayerState>(); | |
| if (LyraPlayerState) | |
| { | |
| // Get it from the spectated pawn's player state, which may not be the same as the PC's playerstate | |
| TargetViewRotation = LyraPlayerState->GetReplicatedViewRotation(); | |
| } | |
| } | |
| } | |
| } | |
| } | |
| ALyraPlayerState* ALyraPlayerController::GetLyraPlayerState() const | |
| { | |
| return CastChecked<ALyraPlayerState>(PlayerState, ECastCheckedType::NullAllowed); | |
| } | |
| ULyraAbilitySystemComponent* ALyraPlayerController::GetLyraAbilitySystemComponent() const | |
| { | |
| const ALyraPlayerState* LyraPS = GetLyraPlayerState(); | |
| return (LyraPS ? LyraPS->GetLyraAbilitySystemComponent() : nullptr); | |
| } | |
| ALyraHUD* ALyraPlayerController::GetLyraHUD() const | |
| { | |
| return CastChecked<ALyraHUD>(GetHUD(), ECastCheckedType::NullAllowed); | |
| } | |
| bool ALyraPlayerController::TryToRecordClientReplay() | |
| { | |
| // See if we should record a replay | |
| if (ShouldRecordClientReplay()) | |
| { | |
| if (ULyraReplaySubsystem* ReplaySubsystem = GetGameInstance()->GetSubsystem<ULyraReplaySubsystem>()) | |
| { | |
| APlayerController* FirstLocalPlayerController = GetGameInstance()->GetFirstLocalPlayerController(); | |
| if (FirstLocalPlayerController == this) | |
| { | |
| // If this is the first player, update the spectator player for local replays and then record | |
| if (ALyraGameState* GameState = Cast<ALyraGameState>(GetWorld()->GetGameState())) | |
| { | |
| GameState->SetRecorderPlayerState(PlayerState); | |
| ReplaySubsystem->RecordClientReplay(this); | |
| return true; | |
| } | |
| } | |
| } | |
| } | |
| return false; | |
| } | |
| bool ALyraPlayerController::ShouldRecordClientReplay() | |
| { | |
| UWorld* World = GetWorld(); | |
| UGameInstance* GameInstance = GetGameInstance(); | |
| if (GameInstance != nullptr && | |
| World != nullptr && | |
| !World->IsPlayingReplay() && | |
| !World->IsRecordingClientReplay() && | |
| NM_DedicatedServer != GetNetMode() && | |
| IsLocalPlayerController()) | |
| { | |
| FString DefaultMap = UGameMapsSettings::GetGameDefaultMap(); | |
| FString CurrentMap = World->URL.Map; | |
| CurrentMap = UWorld::StripPIEPrefixFromPackageName(CurrentMap, World->StreamingLevelsPrefix); | |
| if (CurrentMap == DefaultMap) | |
| { | |
| // Never record demos on the default frontend map, this could be replaced with a better check for being in the main menu | |
| return false; | |
| } | |
| if (UReplaySubsystem* ReplaySubsystem = GameInstance->GetSubsystem<UReplaySubsystem>()) | |
| { | |
| if (ReplaySubsystem->IsRecording() || ReplaySubsystem->IsPlaying()) | |
| { | |
| // Only one at a time | |
| return false; | |
| } | |
| } | |
| // If this is possible, now check the settings | |
| if (const ULyraLocalPlayer* LyraLocalPlayer = Cast<ULyraLocalPlayer>(GetLocalPlayer())) | |
| { | |
| if (LyraLocalPlayer->GetLocalSettings()->ShouldAutoRecordReplays()) | |
| { | |
| return true; | |
| } | |
| } | |
| } | |
| return false; | |
| } | |
| void ALyraPlayerController::OnPlayerStateChangedTeam(UObject* TeamAgent, int32 OldTeam, int32 NewTeam) | |
| { | |
| ConditionalBroadcastTeamChanged(this, IntegerToGenericTeamId(OldTeam), IntegerToGenericTeamId(NewTeam)); | |
| } | |
| void ALyraPlayerController::OnPlayerStateChanged() | |
| { | |
| // Empty, place for derived classes to implement without having to hook all the other events | |
| } | |
| void ALyraPlayerController::BroadcastOnPlayerStateChanged() | |
| { | |
| OnPlayerStateChanged(); | |
| // Unbind from the old player state, if any | |
| FGenericTeamId OldTeamID = FGenericTeamId::NoTeam; | |
| if (LastSeenPlayerState != nullptr) | |
| { | |
| if (ILyraTeamAgentInterface* PlayerStateTeamInterface = Cast<ILyraTeamAgentInterface>(LastSeenPlayerState)) | |
| { | |
| OldTeamID = PlayerStateTeamInterface->GetGenericTeamId(); | |
| PlayerStateTeamInterface->GetTeamChangedDelegateChecked().RemoveAll(this); | |
| } | |
| } | |
| // Bind to the new player state, if any | |
| FGenericTeamId NewTeamID = FGenericTeamId::NoTeam; | |
| if (PlayerState != nullptr) | |
| { | |
| if (ILyraTeamAgentInterface* PlayerStateTeamInterface = Cast<ILyraTeamAgentInterface>(PlayerState)) | |
| { | |
| NewTeamID = PlayerStateTeamInterface->GetGenericTeamId(); | |
| PlayerStateTeamInterface->GetTeamChangedDelegateChecked().AddDynamic(this, &ThisClass::OnPlayerStateChangedTeam); | |
| } | |
| } | |
| // Broadcast the team change (if it really has) | |
| ConditionalBroadcastTeamChanged(this, OldTeamID, NewTeamID); | |
| LastSeenPlayerState = PlayerState; | |
| } | |
| void ALyraPlayerController::InitPlayerState() | |
| { | |
| Super::InitPlayerState(); | |
| BroadcastOnPlayerStateChanged(); | |
| } | |
| void ALyraPlayerController::CleanupPlayerState() | |
| { | |
| Super::CleanupPlayerState(); | |
| BroadcastOnPlayerStateChanged(); | |
| } | |
| void ALyraPlayerController::OnRep_PlayerState() | |
| { | |
| Super::OnRep_PlayerState(); | |
| BroadcastOnPlayerStateChanged(); | |
| // When we're a client connected to a remote server, the player controller may replicate later than the PlayerState and AbilitySystemComponent. | |
| // However, TryActivateAbilitiesOnSpawn depends on the player controller being replicated in order to check whether on-spawn abilities should | |
| // execute locally. Therefore once the PlayerController exists and has resolved the PlayerState, try once again to activate on-spawn abilities. | |
| // On other net modes the PlayerController will never replicate late, so LyraASC's own TryActivateAbilitiesOnSpawn calls will succeed. The handling | |
| // here is only for when the PlayerState and ASC replicated before the PC and incorrectly thought the abilities were not for the local player. | |
| if (GetWorld()->IsNetMode(NM_Client)) | |
| { | |
| if (ALyraPlayerState* LyraPS = GetPlayerState<ALyraPlayerState>()) | |
| { | |
| if (ULyraAbilitySystemComponent* LyraASC = LyraPS->GetLyraAbilitySystemComponent()) | |
| { | |
| LyraASC->RefreshAbilityActorInfo(); | |
| LyraASC->TryActivateAbilitiesOnSpawn(); | |
| } | |
| } | |
| } | |
| } | |
| void ALyraPlayerController::SetPlayer(UPlayer* InPlayer) | |
| { | |
| Super::SetPlayer(InPlayer); | |
| if (const ULyraLocalPlayer* LyraLocalPlayer = Cast<ULyraLocalPlayer>(InPlayer)) | |
| { | |
| ULyraSettingsShared* UserSettings = LyraLocalPlayer->GetSharedSettings(); | |
| UserSettings->OnSettingChanged.AddUObject(this, &ThisClass::OnSettingsChanged); | |
| OnSettingsChanged(UserSettings); | |
| } | |
| } | |
| void ALyraPlayerController::OnSettingsChanged(ULyraSettingsShared* InSettings) | |
| { | |
| bForceFeedbackEnabled = InSettings->GetForceFeedbackEnabled(); | |
| } | |
| void ALyraPlayerController::AddCheats(bool bForce) | |
| { | |
| Super::AddCheats(true); | |
| Super::AddCheats(bForce); | |
| } | |
| void ALyraPlayerController::ServerCheat_Implementation(const FString& Msg) | |
| { | |
| if (CheatManager) | |
| { | |
| UE_LOG(LogLyra, Warning, TEXT("ServerCheat: %s"), *Msg); | |
| ClientMessage(ConsoleCommand(Msg)); | |
| } | |
| } | |
| bool ALyraPlayerController::ServerCheat_Validate(const FString& Msg) | |
| { | |
| return true; | |
| } | |
| void ALyraPlayerController::ServerCheatAll_Implementation(const FString& Msg) | |
| { | |
| if (CheatManager) | |
| { | |
| UE_LOG(LogLyra, Warning, TEXT("ServerCheatAll: %s"), *Msg); | |
| for (TActorIterator<ALyraPlayerController> It(GetWorld()); It; ++It) | |
| { | |
| ALyraPlayerController* LyraPC = (*It); | |
| if (LyraPC) | |
| { | |
| LyraPC->ClientMessage(LyraPC->ConsoleCommand(Msg)); | |
| } | |
| } | |
| } | |
| } | |
| bool ALyraPlayerController::ServerCheatAll_Validate(const FString& Msg) | |
| { | |
| return true; | |
| } | |
| void ALyraPlayerController::PreProcessInput(const float DeltaTime, const bool bGamePaused) | |
| { | |
| Super::PreProcessInput(DeltaTime, bGamePaused); | |
| } | |
| void ALyraPlayerController::PostProcessInput(const float DeltaTime, const bool bGamePaused) | |
| { | |
| if (ULyraAbilitySystemComponent* LyraASC = GetLyraAbilitySystemComponent()) | |
| { | |
| LyraASC->ProcessAbilityInput(DeltaTime, bGamePaused); | |
| } | |
| Super::PostProcessInput(DeltaTime, bGamePaused); | |
| } | |
| void ALyraPlayerController::OnCameraPenetratingTarget() | |
| { | |
| bHideViewTargetPawnNextFrame = true; | |
| } | |
| void ALyraPlayerController::OnPossess(APawn* InPawn) | |
| { | |
| Super::OnPossess(InPawn); | |
| if (GIsEditor && (InPawn != nullptr) && (GetPawn() == InPawn)) | |
| { | |
| for (const FLyraCheatToRun& CheatRow : GetDefault<ULyraDeveloperSettings>()->CheatsToRun) | |
| { | |
| if (CheatRow.Phase == ECheatExecutionTime::OnPlayerPawnPossession) | |
| { | |
| ConsoleCommand(CheatRow.Cheat, /*bWriteToLog=*/ true); | |
| } | |
| } | |
| } | |
| SetIsAutoRunning(false); | |
| } | |
| void ALyraPlayerController::SetIsAutoRunning(const bool bEnabled) | |
| { | |
| const bool bIsAutoRunning = GetIsAutoRunning(); | |
| if (bEnabled != bIsAutoRunning) | |
| { | |
| if (!bEnabled) | |
| { | |
| OnEndAutoRun(); | |
| } | |
| else | |
| { | |
| OnStartAutoRun(); | |
| } | |
| } | |
| } | |
| bool ALyraPlayerController::GetIsAutoRunning() const | |
| { | |
| bool bIsAutoRunning = false; | |
| if (const ULyraAbilitySystemComponent* LyraASC = GetLyraAbilitySystemComponent()) | |
| { | |
| bIsAutoRunning = LyraASC->GetTagCount(LyraGameplayTags::Status_AutoRunning) > 0; | |
| } | |
| return bIsAutoRunning; | |
| } | |
| void ALyraPlayerController::OnStartAutoRun() | |
| { | |
| if (ULyraAbilitySystemComponent* LyraASC = GetLyraAbilitySystemComponent()) | |
| { | |
| LyraASC->SetLooseGameplayTagCount(LyraGameplayTags::Status_AutoRunning, 1); | |
| K2_OnStartAutoRun(); | |
| } | |
| } | |
| void ALyraPlayerController::OnEndAutoRun() | |
| { | |
| if (ULyraAbilitySystemComponent* LyraASC = GetLyraAbilitySystemComponent()) | |
| { | |
| LyraASC->SetLooseGameplayTagCount(LyraGameplayTags::Status_AutoRunning, 0); | |
| K2_OnEndAutoRun(); | |
| } | |
| } | |
| void ALyraPlayerController::UpdateForceFeedback(IInputInterface* InputInterface, const int32 ControllerId) | |
| { | |
| if (bForceFeedbackEnabled) | |
| { | |
| if (const UCommonInputSubsystem* CommonInputSubsystem = UCommonInputSubsystem::Get(GetLocalPlayer())) | |
| { | |
| const ECommonInputType CurrentInputType = CommonInputSubsystem->GetCurrentInputType(); | |
| if (Lyra::Input::ShouldAlwaysPlayForceFeedback || CurrentInputType == ECommonInputType::Gamepad || CurrentInputType == ECommonInputType::Touch) | |
| { | |
| InputInterface->SetForceFeedbackChannelValues(ControllerId, ForceFeedbackValues); | |
| return; | |
| } | |
| } | |
| } | |
| InputInterface->SetForceFeedbackChannelValues(ControllerId, FForceFeedbackValues()); | |
| } | |
| void ALyraPlayerController::UpdateHiddenComponents(const FVector& ViewLocation, TSet<FPrimitiveComponentId>& OutHiddenComponents) | |
| { | |
| Super::UpdateHiddenComponents(ViewLocation, OutHiddenComponents); | |
| if (bHideViewTargetPawnNextFrame) | |
| { | |
| AActor* const ViewTargetPawn = PlayerCameraManager ? Cast<AActor>(PlayerCameraManager->GetViewTarget()) : nullptr; | |
| if (ViewTargetPawn) | |
| { | |
| // internal helper func to hide all the components | |
| auto AddToHiddenComponents = [&OutHiddenComponents](const TInlineComponentArray<UPrimitiveComponent*>& InComponents) | |
| { | |
| // add every component and all attached children | |
| for (UPrimitiveComponent* Comp : InComponents) | |
| { | |
| if (Comp->IsRegistered()) | |
| { | |
| OutHiddenComponents.Add(Comp->GetPrimitiveSceneId()); | |
| for (USceneComponent* AttachedChild : Comp->GetAttachChildren()) | |
| { | |
| static FName NAME_NoParentAutoHide(TEXT("NoParentAutoHide")); | |
| UPrimitiveComponent* AttachChildPC = Cast<UPrimitiveComponent>(AttachedChild); | |
| if (AttachChildPC && AttachChildPC->IsRegistered() && !AttachChildPC->ComponentTags.Contains(NAME_NoParentAutoHide)) | |
| { | |
| OutHiddenComponents.Add(AttachChildPC->GetPrimitiveSceneId()); | |
| } | |
| } | |
| } | |
| } | |
| }; | |
| //TODO Solve with an interface. Gather hidden components or something. | |
| //TODO Hiding isn't awesome, sometimes you want the effect of a fade out over a proximity, needs to bubble up to designers. | |
| // hide pawn's components | |
| TInlineComponentArray<UPrimitiveComponent*> PawnComponents; | |
| ViewTargetPawn->GetComponents(PawnComponents); | |
| AddToHiddenComponents(PawnComponents); | |
| //// hide weapon too | |
| //if (ViewTargetPawn->CurrentWeapon) | |
| //{ | |
| // TInlineComponentArray<UPrimitiveComponent*> WeaponComponents; | |
| // ViewTargetPawn->CurrentWeapon->GetComponents(WeaponComponents); | |
| // AddToHiddenComponents(WeaponComponents); | |
| //} | |
| } | |
| // we consumed it, reset for next frame | |
| bHideViewTargetPawnNextFrame = false; | |
| } | |
| } | |
| void ALyraPlayerController::SetGenericTeamId(const FGenericTeamId& NewTeamID) | |
| { | |
| UE_LOG(LogLyraTeams, Error, TEXT("You can't set the team ID on a player controller (%s); it's driven by the associated player state"), *GetPathNameSafe(this)); | |
| } | |
| FGenericTeamId ALyraPlayerController::GetGenericTeamId() const | |
| { | |
| if (const ILyraTeamAgentInterface* PSWithTeamInterface = Cast<ILyraTeamAgentInterface>(PlayerState)) | |
| { | |
| return PSWithTeamInterface->GetGenericTeamId(); | |
| } | |
| return FGenericTeamId::NoTeam; | |
| } | |
| FOnLyraTeamIndexChangedDelegate* ALyraPlayerController::GetOnTeamIndexChangedDelegate() | |
| { | |
| return &OnTeamChangedDelegate; | |
| } | |
| void ALyraPlayerController::OnUnPossess() | |
| { | |
| // Make sure the pawn that is being unpossessed doesn't remain our ASC's avatar actor | |
| if (APawn* PawnBeingUnpossessed = GetPawn()) | |
| { | |
| if (UAbilitySystemComponent* ASC = UAbilitySystemGlobals::GetAbilitySystemComponentFromActor(PlayerState)) | |
| { | |
| if (ASC->GetAvatarActor() == PawnBeingUnpossessed) | |
| { | |
| ASC->SetAvatarActor(nullptr); | |
| } | |
| } | |
| } | |
| Super::OnUnPossess(); | |
| } | |
| ////////////////////////////////////////////////////////////////////// | |
| // ALyraReplayPlayerController | |
| void ALyraReplayPlayerController::Tick(float DeltaSeconds) | |
| { | |
| Super::Tick(DeltaSeconds); | |
| // The state may go invalid at any time due to scrubbing during a replay | |
| if (!IsValid(FollowedPlayerState)) | |
| { | |
| UWorld* World = GetWorld(); | |
| // Listen for changes for both recording and playback | |
| if (ALyraGameState* GameState = Cast<ALyraGameState>(World->GetGameState())) | |
| { | |
| if (!GameState->OnRecorderPlayerStateChangedEvent.IsBoundToObject(this)) | |
| { | |
| GameState->OnRecorderPlayerStateChangedEvent.AddUObject(this, &ThisClass::RecorderPlayerStateUpdated); | |
| } | |
| if (APlayerState* RecorderState = GameState->GetRecorderPlayerState()) | |
| { | |
| RecorderPlayerStateUpdated(RecorderState); | |
| } | |
| } | |
| } | |
| } | |
| void ALyraReplayPlayerController::SmoothTargetViewRotation(APawn* TargetPawn, float DeltaSeconds) | |
| { | |
| // Default behavior is to interpolate to TargetViewRotation which is set from APlayerController::TickActor but it's not very smooth | |
| Super::SmoothTargetViewRotation(TargetPawn, DeltaSeconds); | |
| } | |
| bool ALyraReplayPlayerController::ShouldRecordClientReplay() | |
| { | |
| return false; | |
| } | |
| void ALyraReplayPlayerController::RecorderPlayerStateUpdated(APlayerState* NewRecorderPlayerState) | |
| { | |
| if (NewRecorderPlayerState) | |
| { | |
| FollowedPlayerState = NewRecorderPlayerState; | |
| // Bind to when pawn changes and call now | |
| NewRecorderPlayerState->OnPawnSet.AddUniqueDynamic(this, &ALyraReplayPlayerController::OnPlayerStatePawnSet); | |
| OnPlayerStatePawnSet(NewRecorderPlayerState, NewRecorderPlayerState->GetPawn(), nullptr); | |
| } | |
| } | |
| void ALyraReplayPlayerController::OnPlayerStatePawnSet(APlayerState* ChangedPlayerState, APawn* NewPlayerPawn, APawn* OldPlayerPawn) | |
| { | |
| if (ChangedPlayerState == FollowedPlayerState) | |
| { | |
| SetViewTarget(NewPlayerPawn); | |
| } | |
| } | |