2023-06-08 17:10:14 -04:00
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// Copyright Epic Games, Inc. All Rights Reserved.
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2025-03-17 18:04:55 -04:00
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#include "LuprexGameModeBase.h"
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2023-09-07 03:57:29 -04:00
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#include "lpx-drvutil.hpp"
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2023-10-16 16:54:41 -04:00
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#include "lpx-paths.hpp"
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2025-03-28 23:31:44 -04:00
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#include "ConsoleOutput.h"
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2023-09-26 17:00:30 -04:00
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#include "Tangible.h"
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2023-09-02 01:33:11 -04:00
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#include "TangibleManager.h"
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2025-04-08 18:53:26 -04:00
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#include "LuaCall.h"
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2025-04-02 23:22:16 -04:00
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#include "Blueprint/UserWidget.h"
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2025-04-15 15:48:33 -04:00
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#include "Blueprint/WidgetBlueprintLibrary.h"
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2025-04-07 16:48:27 -04:00
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#include "Kismet/GameplayStatics.h"
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2025-04-02 23:22:16 -04:00
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2023-09-11 03:44:57 -04:00
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#include "CommonTypes.h"
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#include "AnimQueue.h"
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2023-06-08 17:10:14 -04:00
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#include <string>
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#include <string_view>
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2023-09-11 03:44:57 -04:00
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using namespace CommonTypes;
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2023-09-04 03:21:23 -04:00
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2025-03-28 23:31:44 -04:00
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DEFINE_LOG_CATEGORY(LogLuprex);
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DEFINE_LOG_CATEGORY(LogLuprexIntegration);
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2025-03-17 18:04:55 -04:00
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ALuprexGameModeBase::ALuprexGameModeBase()
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2023-06-09 16:47:46 -04:00
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{
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2025-04-01 22:31:27 -04:00
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TangibleManager = nullptr;
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AssetLookup = nullptr;
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2024-02-02 15:48:27 -05:00
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PlayerId = 0;
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2023-06-23 12:45:23 -04:00
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EngineSeconds = 0.0;
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2025-04-15 15:48:33 -04:00
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MustCallLookAtChanged = false;
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2023-06-08 17:10:14 -04:00
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//PrimaryActorTick.bCanEverTick = true; // Probably wrong
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//PrimaryActorTick.bTickEvenWhenPaused = true; // Probably wrong
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//PrimaryActorTick.TickGroup = TG_PrePhysics; // Probably wrong
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2023-06-22 15:17:49 -04:00
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SetActorTickEnabled(true);
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2023-07-03 15:28:14 -04:00
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SetActorTickInterval(0.0f);
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2023-09-06 23:25:37 -04:00
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ResetToInitialState();
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2025-03-17 18:04:55 -04:00
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OnWorldPreActorTickHandle = FWorldDelegates::OnWorldPreActorTick.AddUObject(this, &ALuprexGameModeBase::OnWorldPreActorTick);
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OnWorldPostActorTickHandle = FWorldDelegates::OnWorldPostActorTick.AddUObject(this, &ALuprexGameModeBase::OnWorldPostActorTick);
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2023-06-22 15:17:49 -04:00
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}
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2025-03-17 18:04:55 -04:00
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ALuprexGameModeBase::~ALuprexGameModeBase()
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2023-06-22 15:17:49 -04:00
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{
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2023-06-23 16:27:23 -04:00
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ResetToInitialState();
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2024-02-13 16:49:58 -05:00
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FWorldDelegates::OnWorldPreActorTick.Remove(OnWorldPreActorTickHandle);
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FWorldDelegates::OnWorldPostActorTick.Remove(OnWorldPostActorTickHandle);
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2023-06-08 17:10:14 -04:00
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}
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2023-09-04 23:19:10 -04:00
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// This method runs in the background thread,
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// at the moment we trigger it.
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//
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2025-03-17 18:04:55 -04:00
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uint32 ALuprexGameModeBase::Run() {
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2023-09-15 13:28:18 -04:00
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FlxLockedWrapper lockedwrap(LockableWrapper);
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2023-09-04 23:19:10 -04:00
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Sockets->Update(lockedwrap);
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2024-09-03 21:57:40 -04:00
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lockedwrap->play_update(lockedwrap.Get(), EngineSeconds);
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2023-09-04 23:19:10 -04:00
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Sockets->Update(lockedwrap);
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2023-06-22 15:17:49 -04:00
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return 0;
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}
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2025-03-17 18:04:55 -04:00
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void ALuprexGameModeBase::ResetToInitialState()
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{
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2023-09-06 23:25:37 -04:00
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Playing = false;
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2023-09-25 14:25:24 -04:00
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if (TangibleManager != nullptr) {
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TangibleManager->ConditionalBeginDestroy();
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TangibleManager = nullptr;
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}
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2025-04-01 22:31:27 -04:00
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if (AssetLookup != nullptr) {
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AssetLookup->ConditionalBeginDestroy();
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AssetLookup = nullptr;
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}
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2023-09-04 23:19:10 -04:00
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// Shut down the thread
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LuprexUpdateTask.Shutdown();
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2023-06-23 16:27:23 -04:00
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2023-09-03 03:40:44 -04:00
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// Now that the thread's gone, we should be able to
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// just claim and hold the lock on the wrapper.
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2023-09-15 13:28:18 -04:00
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FlxLockedWrapper w(LockableWrapper);
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2023-09-03 03:40:44 -04:00
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2023-07-03 15:28:14 -04:00
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// Release and close all sockets.
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2023-09-03 02:01:32 -04:00
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if (Sockets != nullptr)
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{
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Sockets->ForceCloseEverything(w);
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Sockets.Reset();
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}
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2023-07-03 15:28:14 -04:00
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2023-06-23 16:27:23 -04:00
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// Delete the engine.
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2023-09-03 02:01:32 -04:00
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if (w->release != nullptr)
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2023-06-23 16:27:23 -04:00
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{
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2023-09-03 02:01:32 -04:00
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w->release(w.Get());
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2023-06-23 16:27:23 -04:00
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}
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2024-11-22 23:01:05 -05:00
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// Stop trapping log errors to the debugger.
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BreakToDebuggerLogVerbosityDevice.Reset();
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2024-08-31 16:42:07 -04:00
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// Clear the lua call assembly buffer.
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LuaCallBuffer.clear();
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2024-09-11 16:07:47 -04:00
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// Clear the PlayerID
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PlayerId = 0;
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2024-09-24 18:02:33 -04:00
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// Clear the look-at state;
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2025-01-14 18:37:31 -05:00
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CurrentLookAt.Init();
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2025-04-15 15:48:33 -04:00
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MustCallLookAtChanged = false;
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2024-09-11 16:07:47 -04:00
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2023-06-23 16:27:23 -04:00
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// Reset the clocks.
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2024-09-11 16:07:47 -04:00
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EngineSeconds = 0.0;
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2023-09-12 15:11:47 -04:00
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NextRotateCube = 1.0;
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2023-06-23 16:27:23 -04:00
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}
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2025-03-17 18:04:55 -04:00
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void ALuprexGameModeBase::UpdateConsoleOutput() {
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2023-09-05 03:20:11 -04:00
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// Copy Luprex Stdout into the console.
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2023-09-15 13:28:18 -04:00
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FlxLockedWrapper lockedwrap(LockableWrapper);
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2023-09-06 23:25:37 -04:00
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if (Playing) {
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ConsoleOutput.Append(lockedwrap.FetchStdout());
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}
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2023-06-09 16:47:46 -04:00
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2023-09-05 03:20:11 -04:00
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// If the Console text has changed, update the widget.
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if (ConsoleOutput.IsDirty()) {
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2023-06-08 17:10:14 -04:00
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ConsoleSetOutput(ConsoleOutput.Get());
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ConsoleOutput.ClearDirty();
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}
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2023-09-05 03:20:11 -04:00
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}
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2023-09-25 18:00:34 -04:00
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#pragma optimize("", off)
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2025-03-17 18:04:55 -04:00
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void ALuprexGameModeBase::UpdateTangibles() {
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2023-09-28 14:32:48 -04:00
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double radius = 1000.0; // Hardwired for now.
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2023-09-26 19:26:09 -04:00
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using TanArray = UlxTangibleManager::TanArray;
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if (!Playing) return;
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2024-02-13 16:49:58 -05:00
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TanArray alltans;
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{
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FlxLockedWrapper w(LockableWrapper);
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PlayerId = w.GetActor();
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IdView nearids = w.GetNear(PlayerId, radius, radius, radius);
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TangibleManager->UpdateNearAccordingToLuprex(nearids);
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alltans = TangibleManager->GetAllTangibles();
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IdArray allids = TangibleManager->GetIds(alltans);
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StringViewVec allqueues = w.GetAnimationQueues(allids);
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for (int i = 0; i < alltans.Num(); i++) {
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alltans[i]->UpdateAnimationQueue(allqueues[i]);
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}
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}
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// This is where we run the blueprint code that updates animation
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// states. Be aware that the blueprint code could call back
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// into the gamemode, which could in turn access the FlxLockedWrapper.
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// This is why we've released the FlxLockedWrapper before doing this.
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2023-09-26 19:26:09 -04:00
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for (int i = 0; i < alltans.Num(); i++) {
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2024-02-13 16:49:58 -05:00
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alltans[i]->MaybeExecuteAnimStateChanged();
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2023-09-12 15:11:47 -04:00
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}
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2024-02-02 15:48:27 -05:00
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TangibleManager->RecalcNearAccordingToUnreal(PlayerId, radius);
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2023-09-28 14:32:48 -04:00
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TangibleManager->DeleteFarawayTangibles();
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2023-09-05 03:20:11 -04:00
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}
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2025-03-17 18:04:55 -04:00
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void ALuprexGameModeBase::UpdatePossessedTangible() {
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2024-09-24 22:13:56 -04:00
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UlxTangible *ptan = TangibleManager->GetPossessedTangible();
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UlxTangible *tan = TangibleManager->GetTangible(PlayerId);
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APlayerController *ctrl = GetWorld()->GetFirstPlayerController();
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APawn *pawn = nullptr;
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if (tan != nullptr) pawn = Cast<APawn>(tan->GetActor());
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if (pawn == nullptr) {
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2024-09-11 16:07:47 -04:00
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if (ptan != nullptr) {
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2024-09-24 22:13:56 -04:00
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TangibleManager->SetPossessedTangible(nullptr);
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ctrl->Possess(nullptr);
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2024-09-11 16:07:47 -04:00
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}
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2024-09-24 22:13:56 -04:00
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} else {
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if (ptan != tan) {
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TangibleManager->SetPossessedTangible(tan);
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ctrl->Possess(pawn);
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}
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}
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2024-09-11 16:07:47 -04:00
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}
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2025-04-08 18:53:26 -04:00
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UlxLuaValues *ALuprexGameModeBase::LuaCallEnd(InvocationKind kind, int64 place_id) {
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2024-08-31 16:42:07 -04:00
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std::string_view datapk = LuaCallBuffer.view();
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2024-02-13 16:49:58 -05:00
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FlxLockedWrapper w(LockableWrapper);
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2024-09-04 23:15:13 -04:00
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if (place_id == 0) place_id = w.GetActor();
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uint32_t retpklen;
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const char *retpk;
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w->play_call_function(w.Get(), kind, place_id, datapk.size(), datapk.data(), &retpklen, &retpk);
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2025-04-08 18:53:26 -04:00
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if (kind == InvocationKind::LUA_PROBE)
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{
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UlxLuaValues *Result = NewObject<UlxLuaValues>(this);
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Result->Initialize(std::string_view(retpk, retpklen));
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return Result;
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}
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else return nullptr;
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2024-09-04 23:15:13 -04:00
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}
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2025-04-08 18:53:26 -04:00
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UlxLuaValues *ALuprexGameModeBase::LuaCallEnd(InvocationKind kind) {
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return LuaCallEnd(kind, int64(0));
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2024-09-04 23:15:13 -04:00
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}
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2025-04-08 18:53:26 -04:00
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UlxLuaValues *ALuprexGameModeBase::LuaCallEnd(InvocationKind kind, AActor *place) {
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2024-09-04 23:15:13 -04:00
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if (place == nullptr) {
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2025-04-08 18:53:26 -04:00
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return LuaCallEnd(kind, int64(0));
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2024-09-04 23:15:13 -04:00
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} else {
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2025-03-17 15:35:51 -04:00
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UlxTangible *tan = UlxTangible::GetActorTangibleOrLog(place);
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if (tan == nullptr) {
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2025-04-08 18:53:26 -04:00
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return NewObject<UlxLuaValues>(this);
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2025-03-17 15:35:51 -04:00
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} else {
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2025-04-08 18:53:26 -04:00
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return LuaCallEnd(kind, tan->TangibleId);
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2025-03-17 15:35:51 -04:00
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}
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2024-09-03 21:57:40 -04:00
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}
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2024-02-13 16:49:58 -05:00
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}
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2025-03-17 18:04:55 -04:00
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void ALuprexGameModeBase::ExecuteDebuggingCommand(FlxLockedWrapper &w, const FString &fs) {
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2025-03-28 23:31:44 -04:00
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// Nothing here right now.
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2023-10-24 01:44:09 -04:00
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}
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2025-03-17 18:04:55 -04:00
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void ALuprexGameModeBase::ConsoleSendInput(const FString& fs)
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2023-06-09 16:47:46 -04:00
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{
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2024-02-02 15:48:27 -05:00
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if (fs.IsEmpty()) {
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return;
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}
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2023-09-15 13:28:18 -04:00
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FlxLockedWrapper w(LockableWrapper);
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2023-09-03 02:01:32 -04:00
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if (w->engine != nullptr)
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2023-06-23 12:45:23 -04:00
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{
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2023-10-24 01:44:09 -04:00
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ConsoleOutput.AppendLine(FString("> ") + fs);
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// This is a bad way to do this. The problem is that if some
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// lua code contains '\\', we'll catch it instead of passing it
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// through. There's no simple solution, though.
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if (fs[0] == '\\') {
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2024-02-13 16:49:58 -05:00
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ExecuteDebuggingCommand(w, fs);
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2023-10-24 01:44:09 -04:00
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} else {
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2024-02-13 16:49:58 -05:00
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FTCHARToUTF8 utf8fs(fs);
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std::string ufs(utf8fs.Get(), utf8fs.Length());
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ufs = ufs + "\n";
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w->play_recv_incoming(w.Get(), 0, ufs.size(), ufs.c_str());
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2023-06-08 17:10:14 -04:00
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}
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}
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}
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2025-03-17 18:04:55 -04:00
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void ALuprexGameModeBase::OnWorldPreActorTick(UWorld* InWorld, ELevelTick InLevelTick, float deltaseconds)
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2023-09-06 23:25:37 -04:00
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{
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2024-02-13 16:49:58 -05:00
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if(Playing && (GetWorld() == InWorld) && (InLevelTick == LEVELTICK_All))
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2023-09-12 15:11:47 -04:00
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{
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2024-02-13 16:49:58 -05:00
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LuprexUpdateTask.Wait();
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2023-09-12 15:11:47 -04:00
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EngineSeconds += deltaseconds;
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2024-02-16 15:48:22 -05:00
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UpdateConsoleOutput();
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UpdateTangibles();
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2024-09-11 16:07:47 -04:00
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UpdatePossessedTangible();
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2024-09-24 18:02:33 -04:00
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UpdateLookAt();
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2023-09-12 15:11:47 -04:00
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}
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2024-02-13 16:49:58 -05:00
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}
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2023-09-12 15:11:47 -04:00
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2025-03-17 18:04:55 -04:00
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void ALuprexGameModeBase::OnWorldPostActorTick(UWorld* InWorld, ELevelTick InLevelTick, float deltaseconds)
|
2024-02-13 16:49:58 -05:00
|
|
|
{
|
|
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|
if(Playing && (GetWorld() == InWorld) && (InLevelTick == LEVELTICK_All))
|
|
|
|
|
{
|
|
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|
LuprexUpdateTask.Trigger();
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}
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}
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2025-03-17 18:04:55 -04:00
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void ALuprexGameModeBase::Tick(float deltaseconds)
|
2024-02-13 16:49:58 -05:00
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{
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Super::Tick(deltaseconds);
|
2023-09-06 23:25:37 -04:00
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}
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2025-03-17 18:04:55 -04:00
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void ALuprexGameModeBase::BeginPlay()
|
2023-06-09 16:47:46 -04:00
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{
|
2023-09-03 03:40:44 -04:00
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ResetToInitialState();
|
2025-03-28 23:31:44 -04:00
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InitializeGlobalState();
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Super::BeginPlay();
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}
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2023-09-03 03:40:44 -04:00
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2025-03-28 23:31:44 -04:00
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void ALuprexGameModeBase::InitializeGlobalState()
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{
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2023-09-15 13:28:18 -04:00
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FlxLockedWrapper w(LockableWrapper);
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2023-09-03 02:01:32 -04:00
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2023-09-03 03:40:44 -04:00
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// Sanity checks. Make sure everything is clean.
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2023-09-04 23:19:10 -04:00
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checkf(!LuprexUpdateTask.IsRunning(), TEXT("There should be no thread here."));
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2023-09-03 02:01:32 -04:00
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checkf(w->engine == nullptr, TEXT("There should be no engine here."));
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2023-06-23 12:45:23 -04:00
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// Try to initialize the wrapper.
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2023-09-03 02:01:32 -04:00
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w.InitWrapper();
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2023-06-23 16:27:23 -04:00
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// If we failed to initialize the wrapper, print an error message.
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2023-09-03 02:01:32 -04:00
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if (w->play_initialize == nullptr)
|
2023-06-23 16:27:23 -04:00
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{
|
2025-03-28 23:31:44 -04:00
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UE_LOG(LogLuprexIntegration, Error, TEXT("Luprex wrapper initialization failed"));
|
2023-06-08 17:10:14 -04:00
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}
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2023-06-23 12:45:23 -04:00
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// If wrapper is initialized, try to initialize the luprex engine.
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2023-09-03 02:01:32 -04:00
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if (w->play_initialize != nullptr)
|
2023-06-23 12:45:23 -04:00
|
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{
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drvutil::ostringstream srcpak;
|
2023-10-16 16:54:41 -04:00
|
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std::string srcpakerr = drvutil::package_lua_source(LUPREX_ROOT_PATH, &srcpak);
|
2023-06-23 12:45:23 -04:00
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if (!srcpakerr.empty())
|
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{
|
2025-03-28 23:31:44 -04:00
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FString FMessage((const UTF8CHAR *)(srcpakerr.c_str()));
|
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UE_LOG(LogLuprexIntegration, Error, TEXT("Trying to read Lua source: %s"), *FMessage);
|
2023-06-23 12:45:23 -04:00
|
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|
}
|
2023-10-16 16:54:41 -04:00
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|
else
|
2023-06-23 12:45:23 -04:00
|
|
|
{
|
2023-10-16 16:54:41 -04:00
|
|
|
std::string_view srcpakv = srcpak.view();
|
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|
char* argv[1];
|
2024-03-05 14:47:16 -05:00
|
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|
argv[0] = const_cast<char*>("lpxclient");
|
2023-10-16 16:54:41 -04:00
|
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|
w->play_initialize(w.Get(), 1, argv, srcpakv.size(), srcpakv.data(), "");
|
|
|
|
|
if (w->error[0])
|
|
|
|
|
{
|
2025-03-28 23:31:44 -04:00
|
|
|
FString FMessage((const UTF8CHAR *)w->error);
|
|
|
|
|
UE_LOG(LogLuprexIntegration, Error, TEXT("Calling Luprex play_initialize: %s"), *FMessage);
|
2023-10-16 16:54:41 -04:00
|
|
|
}
|
|
|
|
|
if (w->engine != nullptr) {
|
2025-03-28 23:31:44 -04:00
|
|
|
UE_LOG(LogLuprexIntegration, Verbose, TEXT("Luprex initialization success."));
|
2023-10-16 16:54:41 -04:00
|
|
|
Playing = true;
|
|
|
|
|
}
|
2023-06-23 12:45:23 -04:00
|
|
|
}
|
2023-06-08 17:10:14 -04:00
|
|
|
}
|
2023-06-23 12:45:23 -04:00
|
|
|
|
2023-06-23 16:27:23 -04:00
|
|
|
// If we successfully created a luprex engine, create a socket system and a worker thread.
|
2023-09-06 23:25:37 -04:00
|
|
|
if (Playing) {
|
2023-09-15 13:28:18 -04:00
|
|
|
Sockets.Reset(FlxSockets::Create(w));
|
2023-07-03 15:28:14 -04:00
|
|
|
std::string error = Sockets->GetError();
|
|
|
|
|
check(error.empty());
|
2023-09-04 23:19:10 -04:00
|
|
|
LuprexUpdateTask.Startup(this);
|
2023-06-08 17:10:14 -04:00
|
|
|
}
|
2023-08-29 20:05:10 -04:00
|
|
|
|
2025-04-01 22:31:27 -04:00
|
|
|
// Initialize the asset lookup table.
|
|
|
|
|
AssetLookup = NewObject<UlxAssetLookup>(this);
|
|
|
|
|
AssetLookup->RebuildIndex();
|
|
|
|
|
|
2023-09-06 23:25:37 -04:00
|
|
|
// Initialize the tangible manager.
|
2025-04-01 22:31:27 -04:00
|
|
|
TangibleManager = NewObject<UlxTangibleManager>(this);
|
|
|
|
|
TangibleManager->Init(this);
|
2024-11-22 23:01:05 -05:00
|
|
|
|
|
|
|
|
// If somebody generates a log message that's severe enough, break to debugger.
|
|
|
|
|
BreakToDebuggerLogVerbosityDevice.Reset(
|
|
|
|
|
new FlxDebugBlueprintErrorsOutputDevice(BreakToDebuggerLogVerbosity));
|
2023-06-08 17:10:14 -04:00
|
|
|
}
|
|
|
|
|
|
2025-03-17 18:04:55 -04:00
|
|
|
void ALuprexGameModeBase::EndPlay(const EEndPlayReason::Type EndPlayReason)
|
2023-06-23 12:45:23 -04:00
|
|
|
{
|
2023-06-23 16:27:23 -04:00
|
|
|
ResetToInitialState();
|
2023-06-09 16:47:46 -04:00
|
|
|
}
|
|
|
|
|
|
2025-03-17 18:04:55 -04:00
|
|
|
int64 ALuprexGameModeBase::GetPlayerId() {
|
2024-02-02 15:48:27 -05:00
|
|
|
return PlayerId;
|
|
|
|
|
}
|
2024-08-31 16:42:07 -04:00
|
|
|
|
2025-04-01 22:31:27 -04:00
|
|
|
ALuprexGameModeBase *ALuprexGameModeBase::FromContext(const UObject *context) {
|
2025-03-17 18:04:55 -04:00
|
|
|
ALuprexGameModeBase *result = context->GetWorld()->GetAuthGameMode<ALuprexGameModeBase>();
|
2024-08-31 16:42:07 -04:00
|
|
|
if (result == nullptr) {
|
2025-03-17 15:35:51 -04:00
|
|
|
UE_LOG(LogBlueprint, Fatal, TEXT("Not currently using a Luprex Game Mode."));
|
2024-08-31 16:42:07 -04:00
|
|
|
}
|
|
|
|
|
return result;
|
|
|
|
|
}
|
|
|
|
|
|
2025-04-15 15:48:33 -04:00
|
|
|
|
2025-04-07 16:48:27 -04:00
|
|
|
void ALuprexGameModeBase::SetLookAt(const UObject *Context, const FHitResult &HitResult)
|
|
|
|
|
{
|
|
|
|
|
ALuprexGameModeBase *Mode = FromContext(Context);
|
2025-04-15 15:48:33 -04:00
|
|
|
if (Mode->CurrentLookAt.HitObjectHandle != HitResult.HitObjectHandle)
|
|
|
|
|
{
|
|
|
|
|
Mode->MustCallLookAtChanged = true;
|
|
|
|
|
}
|
2025-04-07 16:48:27 -04:00
|
|
|
Mode->CurrentLookAt = HitResult;
|
|
|
|
|
}
|
|
|
|
|
|
2025-05-27 18:21:00 -04:00
|
|
|
void ALuprexGameModeBase::SetLookAtChanged(const UObject *Context)
|
|
|
|
|
{
|
|
|
|
|
ALuprexGameModeBase *Mode = FromContext(Context);
|
|
|
|
|
Mode->MustCallLookAtChanged = true;
|
|
|
|
|
}
|
|
|
|
|
|
2025-04-15 15:48:33 -04:00
|
|
|
FVector2D ALuprexGameModeBase::GetLookAtPixel(const UObject *Context)
|
2025-04-07 16:48:27 -04:00
|
|
|
{
|
|
|
|
|
ALuprexGameModeBase *Mode = FromContext(Context);
|
|
|
|
|
APlayerController *pc = Context->GetWorld()->GetFirstPlayerController();
|
|
|
|
|
if (pc == nullptr) return FVector2D();
|
|
|
|
|
FVector2D ScreenPosition;
|
2025-04-15 15:48:33 -04:00
|
|
|
if (!UGameplayStatics::ProjectWorldToScreen(pc, Mode->CurrentLookAt.Location, ScreenPosition, false))
|
|
|
|
|
{
|
|
|
|
|
return FVector2D();
|
|
|
|
|
}
|
2025-04-07 16:48:27 -04:00
|
|
|
return ScreenPosition;
|
|
|
|
|
}
|
|
|
|
|
|
2025-03-17 18:04:55 -04:00
|
|
|
void ALuprexGameModeBase::UpdateLookAt() {
|
2024-09-24 18:02:33 -04:00
|
|
|
// Make sure the world is fully configured before we attempt to cast rays.
|
|
|
|
|
UlxTangible *possessed = TangibleManager->GetPossessedTangible();
|
|
|
|
|
if (possessed == nullptr) return;
|
|
|
|
|
APlayerController *pc = GetWorld()->GetFirstPlayerController();
|
|
|
|
|
if (pc == nullptr) return;
|
|
|
|
|
APawn *pawn = pc->GetPawn();
|
|
|
|
|
if (pawn == nullptr) return;
|
|
|
|
|
if (possessed->GetActor() != pawn) return;
|
|
|
|
|
APlayerCameraManager *cam = pc->PlayerCameraManager;
|
|
|
|
|
if (cam == nullptr) return;
|
|
|
|
|
|
2025-03-17 15:35:51 -04:00
|
|
|
CalculateLookAt(pc);
|
|
|
|
|
|
2025-04-15 15:48:33 -04:00
|
|
|
if (MustCallLookAtChanged) {
|
|
|
|
|
MustCallLookAtChanged = false;
|
2025-03-17 15:35:51 -04:00
|
|
|
LookAtChanged();
|
|
|
|
|
}
|
2024-09-17 17:22:47 -04:00
|
|
|
}
|
|
|
|
|
|