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5.72 kB
| // Copyright Epic Games, Inc. All Rights Reserved. | |
| ULyraTeamCreationComponent::ULyraTeamCreationComponent(const FObjectInitializer& ObjectInitializer) | |
| : Super(ObjectInitializer) | |
| { | |
| PublicTeamInfoClass = ALyraTeamPublicInfo::StaticClass(); | |
| PrivateTeamInfoClass = ALyraTeamPrivateInfo::StaticClass(); | |
| } | |
| EDataValidationResult ULyraTeamCreationComponent::IsDataValid(FDataValidationContext& Context) const | |
| { | |
| EDataValidationResult Result = Super::IsDataValid(Context); | |
| //@TODO: TEAMS: Validate that all display assets have the same properties set! | |
| return Result; | |
| } | |
| void ULyraTeamCreationComponent::BeginPlay() | |
| { | |
| Super::BeginPlay(); | |
| // Listen for the experience load to complete | |
| AGameStateBase* GameState = GetGameStateChecked<AGameStateBase>(); | |
| ULyraExperienceManagerComponent* ExperienceComponent = GameState->FindComponentByClass<ULyraExperienceManagerComponent>(); | |
| check(ExperienceComponent); | |
| ExperienceComponent->CallOrRegister_OnExperienceLoaded_HighPriority(FOnLyraExperienceLoaded::FDelegate::CreateUObject(this, &ThisClass::OnExperienceLoaded)); | |
| } | |
| void ULyraTeamCreationComponent::OnExperienceLoaded(const ULyraExperienceDefinition* Experience) | |
| { | |
| if (HasAuthority()) | |
| { | |
| ServerCreateTeams(); | |
| ServerAssignPlayersToTeams(); | |
| } | |
| } | |
| void ULyraTeamCreationComponent::ServerCreateTeams() | |
| { | |
| for (const auto& KVP : TeamsToCreate) | |
| { | |
| const int32 TeamId = KVP.Key; | |
| ServerCreateTeam(TeamId, KVP.Value); | |
| } | |
| } | |
| void ULyraTeamCreationComponent::ServerAssignPlayersToTeams() | |
| { | |
| // Assign players that already exist to teams | |
| AGameStateBase* GameState = GetGameStateChecked<AGameStateBase>(); | |
| for (APlayerState* PS : GameState->PlayerArray) | |
| { | |
| if (ALyraPlayerState* LyraPS = Cast<ALyraPlayerState>(PS)) | |
| { | |
| ServerChooseTeamForPlayer(LyraPS); | |
| } | |
| } | |
| // Listen for new players logging in | |
| ALyraGameMode* GameMode = Cast<ALyraGameMode>(GameState->AuthorityGameMode); | |
| check(GameMode); | |
| GameMode->OnGameModePlayerInitialized.AddUObject(this, &ThisClass::OnPlayerInitialized); | |
| } | |
| void ULyraTeamCreationComponent::ServerChooseTeamForPlayer(ALyraPlayerState* PS) | |
| { | |
| if (PS->IsOnlyASpectator()) | |
| { | |
| PS->SetGenericTeamId(FGenericTeamId::NoTeam); | |
| } | |
| else | |
| { | |
| const FGenericTeamId TeamID = IntegerToGenericTeamId(GetLeastPopulatedTeamID()); | |
| PS->SetGenericTeamId(TeamID); | |
| } | |
| } | |
| void ULyraTeamCreationComponent::OnPlayerInitialized(AGameModeBase* GameMode, AController* NewPlayer) | |
| { | |
| check(NewPlayer); | |
| check(NewPlayer->PlayerState); | |
| if (ALyraPlayerState* LyraPS = Cast<ALyraPlayerState>(NewPlayer->PlayerState)) | |
| { | |
| ServerChooseTeamForPlayer(LyraPS); | |
| } | |
| } | |
| void ULyraTeamCreationComponent::ServerCreateTeam(int32 TeamId, ULyraTeamDisplayAsset* DisplayAsset) | |
| { | |
| check(HasAuthority()); | |
| //@TODO: ensure the team doesn't already exist | |
| UWorld* World = GetWorld(); | |
| check(World); | |
| FActorSpawnParameters SpawnInfo; | |
| SpawnInfo.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AlwaysSpawn; | |
| ALyraTeamPublicInfo* NewTeamPublicInfo = World->SpawnActor<ALyraTeamPublicInfo>(PublicTeamInfoClass, SpawnInfo); | |
| checkf(NewTeamPublicInfo != nullptr, TEXT("Failed to create public team actor from class %s"), *GetPathNameSafe(*PublicTeamInfoClass)); | |
| NewTeamPublicInfo->SetTeamId(TeamId); | |
| NewTeamPublicInfo->SetTeamDisplayAsset(DisplayAsset); | |
| ALyraTeamPrivateInfo* NewTeamPrivateInfo = World->SpawnActor<ALyraTeamPrivateInfo>(PrivateTeamInfoClass, SpawnInfo); | |
| checkf(NewTeamPrivateInfo != nullptr, TEXT("Failed to create private team actor from class %s"), *GetPathNameSafe(*PrivateTeamInfoClass)); | |
| NewTeamPrivateInfo->SetTeamId(TeamId); | |
| } | |
| int32 ULyraTeamCreationComponent::GetLeastPopulatedTeamID() const | |
| { | |
| const int32 NumTeams = TeamsToCreate.Num(); | |
| if (NumTeams > 0) | |
| { | |
| TMap<int32, uint32> TeamMemberCounts; | |
| TeamMemberCounts.Reserve(NumTeams); | |
| for (const auto& KVP : TeamsToCreate) | |
| { | |
| const int32 TeamId = KVP.Key; | |
| TeamMemberCounts.Add(TeamId, 0); | |
| } | |
| AGameStateBase* GameState = GetGameStateChecked<AGameStateBase>(); | |
| for (APlayerState* PS : GameState->PlayerArray) | |
| { | |
| if (ALyraPlayerState* LyraPS = Cast<ALyraPlayerState>(PS)) | |
| { | |
| const int32 PlayerTeamID = LyraPS->GetTeamId(); | |
| if ((PlayerTeamID != INDEX_NONE) && !LyraPS->IsInactive()) // do not count unassigned or disconnected players | |
| { | |
| check(TeamMemberCounts.Contains(PlayerTeamID)) | |
| TeamMemberCounts[PlayerTeamID] += 1; | |
| } | |
| } | |
| } | |
| // sort by lowest team population, then by team ID | |
| int32 BestTeamId = INDEX_NONE; | |
| uint32 BestPlayerCount = TNumericLimits<uint32>::Max(); | |
| for (const auto& KVP : TeamMemberCounts) | |
| { | |
| const int32 TestTeamId = KVP.Key; | |
| const uint32 TestTeamPlayerCount = KVP.Value; | |
| if (TestTeamPlayerCount < BestPlayerCount) | |
| { | |
| BestTeamId = TestTeamId; | |
| BestPlayerCount = TestTeamPlayerCount; | |
| } | |
| else if (TestTeamPlayerCount == BestPlayerCount) | |
| { | |
| if ((TestTeamId < BestTeamId) || (BestTeamId == INDEX_NONE)) | |
| { | |
| BestTeamId = TestTeamId; | |
| BestPlayerCount = TestTeamPlayerCount; | |
| } | |
| } | |
| } | |
| return BestTeamId; | |
| } | |
| return INDEX_NONE; | |
| } | |