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UE3:GameInfo (UDK)
From Unreal Wiki, The Unreal Engine Documentation Site
- Package:
- Engine
- Direct subclass:
- UTGame
- This class in other games:
- RTNP, U1, U2, U2XMP, UE2Runtime, UT, UT2003, UT2004, UT3
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GameInfo.
The GameInfo defines the game being played: the game rules, scoring, what actors are allowed to exist in this game type, and who may enter the game. While the GameInfo class is the public interface, much of this functionality is delegated to several classes to allow easy modification of specific game components. These classes include GameInfo, AccessControl, Mutator, and BroadcastHandler. A GameInfo actor is instantiated when the level is initialized for gameplay (in C++ UGameEngine::LoadMap() ). The class of this GameInfo actor is determined by (in order) either the URL ?game=xxx, or the DefaultGame entry in the game's .ini file (in the Engine.Engine section), unless its a network game in which case the DefaultServerGame entry is used. The GameType used can be overridden in the GameInfo script event SetGameType(), called on the game class picked by the above process.
[edit] Constants
[edit] MAX_INSTANCES_PER_CLASS
Value: 5
Path constraint
[edit] Properties
See GameInfo properties.
[edit] Enums
[edit] EStandbyType
Describes which standby detection event occured so the game can take appropriate action
- STDBY_Rx
- STDBY_Tx
- STDBY_BadPing
[edit] Structs
[edit] GameClassShortName
Modifiers: native
[edit] NavMeshPathConstraintCacheDatum
Modifiers: native
- int ListIdx
- NavMeshPathConstraint List[5] (MAX_INSTANCES_PER_CLASS)
[edit] NavMeshPathGoalEvaluatorCacheDatum
Modifiers: native
Path Goal evaluator pool
- int ListIdx
- NavMeshPathGoalEvaluator List[5] (MAX_INSTANCES_PER_CLASS)
[edit] Delegates
[edit] CanUnpause
Default delegate that provides an implementation for those that don't have special needs other than a toggle
[edit] Functions
[edit] Static events
[edit] GetDefaultGameClassPath
Returns:
- the full path to the optimal GameInfo class to use for the specified map and options this is used for preloading cooked packages, etc. and therefore doesn't need to include any fallbacks as SetGameType() will be called later to actually find/load the desired class
[edit] SetGameType
Returns:
- the class of GameInfo to spawn for the game on the specified map and the specified options this function should include any fallbacks in case the desired class can't be found
[edit] Other static functions
[edit] AllowMutator
[edit] GetIntOption
[edit] GetKeyValue
[edit] GrabOption
[edit] HasOption
[edit] ParseKillMessage
[edit] ParseOption
[edit] UseLowGore
[edit] Exec functions
[edit] BeginBVT
This is for the QA team who don't use UFE nor commandline :-( *
[edit] DoTravelTheWorld
function to start the world traveling *
[edit] KillBots
[edit] Native functions
[edit] DoNavFearCostFallOff
Update navigation point fear cost fall off.
[edit] EnableStandbyCheatDetection
Turns standby detection on/off
Parameters:
- bIsEnabled - true to turn it on, false to disable it
[edit] ForceClearUnpauseDelegates
Forcibly removes an object's CanUnpause delegates from the list of pausers. If any of the object's CanUnpause delegate handlers were in the list, triggers a call to ClearPause().
Called when the player controller is being destroyed to prevent the game from being stuck in a paused state when a PC that paused the game is destroyed before the game is unpaused.
[edit] GetNavMeshPathConstraintFromCache
Will search for an existing free constraint from the cache, and return it if one is found otherwise it will add a new instance to the cache and return that
Parameters:
- ConstraintClass - the class of the constraint to grab from the cache
- Requestor - the handle that needs this constraint
[edit] GetNavMeshPathGoalEvaluatorFromCache
Will search for an existing free Evaluator from the cache, and return it if one is found otherwise it will add a new instance to the cache and return that
Parameters:
- GoalEvalClass - the class of the evaluator to grab from the cache
- Requestor - the handle that needs this constraint
[edit] GetNetworkNumber
[edit] GetNextPlayerID
[edit] ReleaseCachedConstraintsAndEvaluators
[edit] SwapPlayerControllers
used to swap a viewport/connection's PlayerControllers when seamless travelling and the new gametype's controller class is different than the previous includes network handling
Parameters:
- OldPC - the old PC that should be discarded
- NewPC - the new PC that should be used for the player
[edit] Events
[edit] AcceptInventory
[edit] AddDefaultInventory
[edit] Broadcast
[edit] BroadcastLocalized
[edit] BroadcastLocalizedTeam
[edit] ClearPause
Checks the list of delegates to determine if the pausing can be cleared. If the delegate says it's ok to unpause, that delegate is removed from the list and the rest are checked. The game is considered unpaused when the list is empty.
[edit] GameEnding
[edit] GetSeamlessTravelActorList
called on server during seamless level transitions to get the list of Actors that should be moved into the new level PlayerControllers, Role < ROLE_Authority Actors, and any non-Actors that are inside an Actor that is in the list (i.e. Object.Outer == Actor in the list) are all autmoatically moved regardless of whether they're included here only dynamic (!bStatic and !bNoDelete) actors in the PersistentLevel may be moved (this includes all actors spawned during gameplay) this is called for both parts of the transition because actors might change while in the middle (e.g. players might join or leave the game)
Parameters:
- bToEntry - true if we are going from old level -> entry, false if we are going from entry -> new level
- ActorList - out) list of actors to maintain
See: also PlayerController::GetSeamlessTravelActorList() (the function that's called on clients)
[edit] HandleSeamlessTravelPlayer
handles reinitializing players that remained through a seamless level transition called from C++ for players that finished loading after the server
Parameters:
- C - the Controller to handle
[edit] InitGame
[edit] KickIdler
[edit] Login
[edit] MatineeCancelled
Called when this PC is in cinematic mode, and its matinee is cancelled by the user.
[edit] NotifyPendingConnectionLost
Called when a connection closes before getting to PostLogin()
[edit] PostBeginPlay
Overrides: Actor.PostBeginPlay
[edit] PostCommitMapChange
Called from C++'s CommitMapChange after unloading previous level and loading new level+sublevels
[edit] PostLogin
[edit] PostSeamlessTravel
called after a seamless level transition has been completed on the *new* GameInfo used to reinitialize players already in the game as they won't have *Login() called on them
[edit] PreBeginPlay
Overrides: Actor.PreBeginPlay
[edit] PreCommitMapChange
Called from C++'s CommitMapChange before unloading previous level
Parameters:
- PreviousMapName - Name of the previous persistent level
- NextMapName - Name of the persistent level being streamed to
[edit] PreExit
Engine is shutting down.
[edit] PreLogin
[edit] Reset
Overrides: Actor.Reset
[edit] StandbyCheatDetected
Notifies the game code that a standby cheat was detected
Parameters:
- StandbyType - the type of cheat detected
[edit] Timer
Overrides: Actor.Timer
[edit] Other instance functions
See GameInfo instance functions.
[edit] States
[edit] PendingMatch
This state is used to change the flow of start/end match to handle arbitration
Basic flow of events: Server prepares to start the match and tells all clients to register arbitration Clients register with arbitration and tell the server when they are done Server checks for all clients to be registered and kicks any clients if they don't register in time. Server registers with arbitration and the match begins
Match ends and the server tells connected clients to write arbitrated stats Clients write stats and notifies server of completion Server writes stats and ends the match
Modifiers: auto
[edit] PendingMatch.EndState
Overrides: Object.EndState (global)
Called immediately before going out of the current state, while within the GotoState() call that caused the state change, and before BeginState() is called within the new state.
[edit] PendingMatch.ArbitrationRegistrationComplete
Overrides: ArbitrationRegistrationComplete (global)
Callback from the server that starts the match if the registration was successful. If not, it goes back to the menu
Parameters:
- SessionName - the name of the session this is for
- bWasSuccessful - whether the registration worked or not
[edit] PendingMatch.ArbitrationTimeout
Handles kicking any clients that haven't completed handshaking
[edit] PendingMatch.MatchIsInProgress
Overrides: MatchIsInProgress (global)
[edit] PendingMatch.ProcessClientRegistrationCompletion
Overrides: ProcessClientRegistrationCompletion (global)
Removes the player controller from the pending list. Kicks that PC if it failed to register for arbitration. Starts the match if all clients have completed their registration
Parameters:
- PC - the player controller to mark as done
- bWasSuccessful - whether the PC was able to register for arbitration or not
[edit] PendingMatch.RegisterServerForArbitration
Overrides: RegisterServerForArbitration (global)
Does the registration for the server. This must be done last as it includes all the players info from their registration
[edit] PendingMatch.StartArbitratedMatch
Overrides: StartArbitratedMatch (global)
Called once arbitration has completed and kicks off the real start of the match
[edit] PendingMatch.StartArbitrationRegistration
Overrides: StartArbitrationRegistration (global)
Kicks off the async tasks of having the clients register with arbitration before the server does. Sets a timeout for when all slow to respond clients get kicked
[edit] PendingMatch.StartMatch
Overrides: StartMatch (global)
Tells all of the currently connected clients to register with arbitration. The clients will call back to the server once they have done so, which will tell this state to see if it is time for the server to register with arbitration.
[edit] TravelTheWorld
This our state which allows us to have delayed actions while traveling the world (e.g. waiting for levels to stream in) *
