Actor progress

This commit is contained in:
AeonLucid
2022-01-16 23:05:53 +01:00
parent f3b7efca45
commit fe97b7a145
14 changed files with 431 additions and 22 deletions
+2 -2
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@@ -36,11 +36,11 @@ internal static class Program
Map = "/Game/ThirdPersonCPP/Maps/ThirdPersonExampleMap"
};
//Task.Run(() => { Thread.Sleep(100); new Client().Connect("127.0.0.1", 7777, worldUrl); });
await using (var world = new ProspectWorld(worldUrl))
await using (var world = new ProspectWorld())
{
world.SetGameInstance(new UGameInstance());
world.SetGameMode(worldUrl);
world.InitializeActorsForPlay(worldUrl, true);
world.Listen();
while (await Tick.WaitForNextTickAsync())
+1 -5
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@@ -1,11 +1,7 @@
using Prospect.Unreal.Core;
using Prospect.Unreal.Runtime;
using Prospect.Unreal.Runtime;
namespace Prospect.Server.Game;
public class ProspectWorld : UWorld
{
public ProspectWorld(FUrl url) : base(url)
{
}
}
+47
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@@ -0,0 +1,47 @@
namespace Prospect.Unreal.Core;
[Flags]
public enum EObjectFlags
{
// Do not add new flags unless they truly belong here. There are alternatives.
// if you change any the bit of any of the RF_Load flags, then you will need legacy serialization
RF_NoFlags = 0x00000000, ///< No flags, used to avoid a cast
// This first group of flags mostly has to do with what kind of object it is. Other than transient, these are the persistent object flags.
// The garbage collector also tends to look at these.
RF_Public =0x00000001, ///< Object is visible outside its package.
RF_Standalone =0x00000002, ///< Keep object around for editing even if unreferenced.
RF_MarkAsNative =0x00000004, ///< Object (UField) will be marked as native on construction (DO NOT USE THIS FLAG in HasAnyFlags() etc)
RF_Transactional =0x00000008, ///< Object is transactional.
RF_ClassDefaultObject =0x00000010, ///< This object is its class's default object
RF_ArchetypeObject =0x00000020, ///< This object is a template for another object - treat like a class default object
RF_Transient =0x00000040, ///< Don't save object.
// This group of flags is primarily concerned with garbage collection.
RF_MarkAsRootSet =0x00000080, ///< Object will be marked as root set on construction and not be garbage collected, even if unreferenced (DO NOT USE THIS FLAG in HasAnyFlags() etc)
RF_TagGarbageTemp =0x00000100, ///< This is a temp user flag for various utilities that need to use the garbage collector. The garbage collector itself does not interpret it.
// The group of flags tracks the stages of the lifetime of a uobject
RF_NeedInitialization =0x00000200, ///< This object has not completed its initialization process. Cleared when ~FObjectInitializer completes
RF_NeedLoad =0x00000400, ///< During load, indicates object needs loading.
RF_KeepForCooker =0x00000800, ///< Keep this object during garbage collection because it's still being used by the cooker
RF_NeedPostLoad =0x00001000, ///< Object needs to be postloaded.
RF_NeedPostLoadSubobjects =0x00002000, ///< During load, indicates that the object still needs to instance subobjects and fixup serialized component references
RF_NewerVersionExists =0x00004000, ///< Object has been consigned to oblivion due to its owner package being reloaded, and a newer version currently exists
RF_BeginDestroyed =0x00008000, ///< BeginDestroy has been called on the object.
RF_FinishDestroyed =0x00010000, ///< FinishDestroy has been called on the object.
// Misc. Flags
RF_BeingRegenerated =0x00020000, ///< Flagged on UObjects that are used to create UClasses (e.g. Blueprints) while they are regenerating their UClass on load (See FLinkerLoad::CreateExport()), as well as UClass objects in the midst of being created
RF_DefaultSubObject =0x00040000, ///< Flagged on subobjects that are defaults
RF_WasLoaded =0x00080000, ///< Flagged on UObjects that were loaded
RF_TextExportTransient =0x00100000, ///< Do not export object to text form (e.g. copy/paste). Generally used for sub-objects that can be regenerated from data in their parent object.
RF_LoadCompleted =0x00200000, ///< Object has been completely serialized by linkerload at least once. DO NOT USE THIS FLAG, It should be replaced with RF_WasLoaded.
RF_InheritableComponentTemplate = 0x00400000, ///< Archetype of the object can be in its super class
RF_DuplicateTransient =0x00800000, ///< Object should not be included in any type of duplication (copy/paste, binary duplication, etc.)
RF_StrongRefOnFrame =0x01000000, ///< References to this object from persistent function frame are handled as strong ones.
RF_NonPIEDuplicateTransient =0x02000000, ///< Object should not be included for duplication unless it's being duplicated for a PIE session
RF_Dynamic =0x04000000, ///< Field Only. Dynamic field - doesn't get constructed during static initialization, can be constructed multiple times
RF_WillBeLoaded =0x08000000, ///< This object was constructed during load and will be loaded shortly
RF_HasExternalPackage =0x10000000, ///< This object has an external package assigned and should look it up when getting the outermost package
}
+33
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@@ -18,6 +18,39 @@ public class FUrl
public string Portal { get; set; } = string.Empty;
public bool Valid { get; set; } = true;
public string? GetOption(string match, string? defaultValue)
{
var len = match.Length;
if (len > 0)
{
foreach (var option in Options)
{
if (option.StartsWith(match))
{
if (option[len - 1] == '=' || option[len] == '=' || option.Length == len)
{
return option.Substring(len);
}
}
}
}
return defaultValue;
}
public string OptionsToString()
{
var optionsBuilder = new StringBuilder();
foreach (var op in Options)
{
optionsBuilder.Append('?');
optionsBuilder.Append(op);
}
return optionsBuilder.ToString();
}
public string ToString(bool fullyQualified)
{
var result = new StringBuilder();
+26
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@@ -0,0 +1,26 @@
using Prospect.Unreal.Net.Actors;
namespace Prospect.Unreal.Core;
public class ULevel
{
public ULevel()
{
Actors = new List<AActor>();
}
/// <summary>
/// URL associated with this level.
/// </summary>
public FUrl URL { get; private set; }
/// <summary>
/// Array of all actors in this level, used by FActorIteratorBase and derived classes
/// </summary>
public List<AActor> Actors { get; private set; }
public void InitializeNetworkActors()
{
throw new NotImplementedException();
}
}
+6
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@@ -0,0 +1,6 @@
namespace Prospect.Unreal.Core;
public class UPackage
{
}
+13
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@@ -1,9 +1,12 @@
using Prospect.Unreal.Core;
using Prospect.Unreal.Runtime;
namespace Prospect.Unreal.Net.Actors;
public class AActor
{
private bool bActorInitialized;
/// <summary>
/// Sets the value of Role without causing other side effects to this instance.
/// </summary>
@@ -32,4 +35,14 @@ public class AActor
// TODO: Implement
throw new NotImplementedException();
}
public UWorld GetWorld()
{
// if ()
}
public bool IsActorInitialized()
{
return bActorInitialized;
}
}
@@ -5,6 +5,37 @@ namespace Prospect.Unreal.Net.Actors;
public class AGameModeBase : AInfo
{
public AGameModeBase()
{
OptionsString = string.Empty;
}
/// <summary>
/// Save options string and parse it when needed
/// </summary>
public string OptionsString { get; set; }
public AGameSession? GameSession { get; set; }
public virtual void InitGame(string mapName, string options, out string errorMessage)
{
// Save Options for future use
OptionsString = options;
var spawnInfo = new FActorSpawnParameters
{
Instigator = GetInstigator(),
ObjectFlags = EObjectFlags.RF_Transient
};
GameSession = World.SpawnActor();
}
public virtual void InitGameState()
{
throw new NotImplementedException();
}
public void PreLogin(string options, string address, FUniqueNetIdRepl uniqueId, out string? errorMessage)
{
// Login unique id must match server expected unique id type OR No unique id could mean game doesn't use them
@@ -14,8 +45,21 @@ public class AGameModeBase : AInfo
public APlayerController? Login(UPlayer newPlayer, ENetRole inRemoteRole, string portal, string options, FUniqueNetIdRepl uniqueId, out string errorMessage)
{
errorMessage = string.Empty;
if (GameSession == null)
{
errorMessage = "Failed to spawn player controller, GameSession is null";
return null;
}
errorMessage = GameSession.ApproveLogin(options);
if (!string.IsNullOrEmpty(errorMessage))
{
return null;
}
throw new NotImplementedException();
return null;
}
public void PostLogin(APlayerController newPlayer)
@@ -0,0 +1,12 @@
namespace Prospect.Unreal.Net.Actors;
public class AGameSession : AInfo
{
public string ApproveLogin(string options)
{
// Check;
// - SpectatorOnly
// - SplitscreenCount
return string.Empty;
}
}
@@ -0,0 +1,10 @@
namespace Prospect.Unreal.Net;
public enum ESpawnActorCollisionHandlingMethod
{
Undefined,
AlwaysSpawn,
AdjustIfPossibleButAlwaysSpawn,
AdjustIfPossibleButDontSpawnIfColliding,
DontSpawnIfColliding
}
@@ -0,0 +1,24 @@
namespace Prospect.Unreal.Net;
public enum ESpawnActorNameMode
{
/// <summary>
/// Fatal if unavailable, application will assert
/// </summary>
Required_Fatal,
/// <summary>
/// Report an error return null if unavailable
/// </summary>
Required_ErrorAndReturnNull,
/// <summary>
/// Return null if unavailable
/// </summary>
Required_ReturnNull,
/// <summary>
/// If the supplied Name is already in use the generate an unused one using the supplied version as a base
/// </summary>
Requested
}
@@ -0,0 +1,105 @@
using Prospect.Unreal.Core;
using Prospect.Unreal.Core.Names;
using Prospect.Unreal.Net.Actors;
namespace Prospect.Unreal.Net;
public ref struct FActorSpawnParameters
{
/// <summary>
/// A name to assign as the Name of the Actor being spawned.
/// If no value is specified, the name of the spawned Actor will be automatically generated using the form [Class]_[Number].
/// </summary>
public FName? Name { get; set; }
/// <summary>
/// An Actor to use as a template when spawning the new Actor.
/// The spawned Actor will be initialized using the property values of the template Actor.
/// If left NULL the class default object (CDO) will be used to initialize the spawned Actor.
/// </summary>
public AActor? Template { get; set; }
/// <summary>
/// The Actor that spawned this Actor. (Can be left as NULL).
/// </summary>
public AActor? Owner { get; set; }
/// <summary>
/// The APawn that is responsible for damage done by the spawned Actor. (Can be left as NULL).
/// </summary>
public AActor? Instigator { get; set; }
/// <summary>
/// The ULevel to spawn the Actor in, i.e. the Outer of the Actor.
/// If left as NULL the Outer of the Owner is used. If the Owner is NULL the persistent level is used.
/// </summary>
public ULevel? OverrideLevel { get; set; }
/// <summary>
/// The UPackage to set the Actor in.
/// If left as NULL the Package will not be set and the actor will be saved in the same package as the persistent level.
/// </summary>
public UPackage? OverridePackage { get; set; }
// UChildActorComponent
/// <summary>
/// The Guid to set to this actor. Should only be set when reinstancing blueprint actors.
/// </summary>
public FGuid? OverrideActorGuid { get; set; }
/// <summary>
/// Method for resolving collisions at the spawn point. Undefined means no override, use the actor's setting.
/// </summary>
public ESpawnActorCollisionHandlingMethod SpawnCollisionHandlingOverride { get; set; }
/// <summary>
/// Is the actor remotely owned.
/// This should only be set true by the package map when it is creating an actor on a client that was replicated from the server.
/// </summary>
public bool bRemoteOwned { get; set; }
/// <summary>
/// Determines whether spawning will not fail if certain conditions are not met.
/// If true, spawning will not fail because the class being spawned is `bStatic=true` or because the class of the template Actor is not the same as the class of the Actor being spawned.
/// </summary>
public bool bNoFail { get; set; }
/// <summary>
/// Determines whether the construction script will be run.
/// If true, the construction script will not be run on the spawned Actor.
/// Only applicable if the Actor is being spawned from a Blueprint.
/// </summary>
public bool bDeferConstruction { get; set; }
/// <summary>
/// Determines whether or not the actor may be spawned when running a construction script.
/// If true spawning will fail if a construction script is being run.
/// </summary>
public bool bAllowDuringConstructionScript { get; set; }
/// <summary>
/// Determines whether the begin play cycle will run on the spawned actor when in the editor.
/// </summary>
public bool bTemporaryEditorActor { get; set; }
/// <summary>
/// Determines whether or not the actor should be hidden from the Scene Outliner
/// </summary>
public bool bHideFromSceneOutliner { get; set; }
/// <summary>
/// Determines whether to create a new package for the actor or not.
/// </summary>
public bool bCreateActorPackage { get; set; }
/// <summary>
/// In which way should SpawnActor should treat the supplied Name if not none.
/// </summary>
public ESpawnActorNameMode NameMode { get; set; }
/// <summary>
/// Flags used to describe the spawned actor/object instance.
/// </summary>
public EObjectFlags ObjectFlags { get; set; }
}
@@ -12,15 +12,7 @@ public partial class UWorld
error = string.Empty;
// Make the option string.
var optionsBuilder = new StringBuilder();
foreach (var op in inURL.Options)
{
optionsBuilder.Append('?');
optionsBuilder.Append(op);
}
var options = optionsBuilder.ToString();
var options = inURL.OptionsToString();
var gameMode = GetAuthGameMode();
if (gameMode != null)
+105 -4
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@@ -1,4 +1,3 @@
using System.Text;
using Prospect.Unreal.Core;
using Prospect.Unreal.Core.Names;
using Prospect.Unreal.Exceptions;
@@ -17,17 +16,65 @@ public abstract partial class UWorld : FNetworkNotify, IAsyncDisposable
private UGameInstance? _owningGameInstance;
private AGameModeBase? _authorityGameMode;
private List<ULevel> _levels;
public UWorld(FUrl url)
public UWorld()
{
Url = url;
_owningGameInstance = null;
_authorityGameMode = null;
_levels = new List<ULevel>();
}
public FUrl Url { get; }
/// <summary>
/// Persistent level containing the world info, default brush and actors spawned during gameplay among other things
/// </summary>
public ULevel? PersistentLevel { get; private set; }
/// <summary>
/// The NAME_GameNetDriver game connection(s) for client/server communication
/// </summary>
public UNetDriver? NetDriver { get; private set; }
/// <summary>
/// Whether actors have been initialized for play
/// </summary>
public bool bActorsInitialized { get; private set; }
/// <summary>
/// Whether BeginPlay has been called on actors
/// </summary>
public bool bBegunPlay { get; private set; }
/// <summary>
/// The URL that was used when loading this World.
/// </summary>
public FUrl? Url { get; private set; }
/// <summary>
/// Time in seconds since level began play, but IS paused when the game is paused, and IS dilated/clamped.
/// </summary>
public float TimeSeconds { get; private set; }
/// <summary>
/// Time in seconds since level began play, but IS NOT paused when the game is paused, and IS dilated/clamped.
/// </summary>
public float UnpausedTimeSeconds { get; private set; }
/// <summary>
/// Time in seconds since level began play, but IS NOT paused when the game is paused, and IS NOT dilated/clamped.
/// </summary>
public float RealTimeSeconds { get; private set; }
/// <summary>
/// Time in seconds since level began play, but IS paused when the game is paused, and IS NOT dilated/clamped.
/// </summary>
public float AudioTimeSeconds { get; private set; }
/// <summary>
/// Frame delta time in seconds adjusted by e.g. time dilation.
/// </summary>
public float DeltaTimeSeconds { get; private set; }
public void Tick(float deltaTime)
{
if (NetDriver != null)
@@ -78,6 +125,50 @@ public abstract partial class UWorld : FNetworkNotify, IAsyncDisposable
return _authorityGameMode;
}
public void InitializeActorsForPlay(FUrl inUrl, bool bResetTime)
{
// Don't reset time for seamless world transitions.
if (bResetTime)
{
TimeSeconds = 0.0f;
UnpausedTimeSeconds = 0.0f;
RealTimeSeconds = 0.0f;
AudioTimeSeconds = 0.0f;
}
// Get URL Options
var options = inUrl.OptionsToString();
// Set level info.
if (!string.IsNullOrEmpty(inUrl.GetOption("load", null)))
{
Url = inUrl;
}
// Init level gameplay info.
if (!AreActorsInitialized())
{
// Initialize network actors and start execution.
for (int i = 0; i < _levels.Count; i++)
{
_levels[i].InitializeNetworkActors();
}
// Enable actor script calls.
bStartup = true;
bActorsInitialized = true;
// Spawn server actors
// TODO: GEngine SpawnServerActors.
// Init the game mode.
if (_authorityGameMode != null && !_authorityGameMode.IsActorInitialized())
{
_authorityGameMode.InitGame(inUrl.Map /* TODO: FPaths.GetBaseFilename */, options, out _);
}
}
}
public bool Listen()
{
if (NetDriver != null)
@@ -349,6 +440,16 @@ public abstract partial class UWorld : FNetworkNotify, IAsyncDisposable
return true;
}
public bool HasBegunPlay()
{
return bBegunPlay && PersistentLevel != null && PersistentLevel.Actors.Count != 0;
}
public bool AreActorsInitialized()
{
return bActorsInitialized && PersistentLevel != null && PersistentLevel.Actors.Count != 0;
}
public async ValueTask DisposeAsync()
{
if (NetDriver != null)