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UE3:GameReplicationInfo (UDK)

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UDK Object >> Actor >> Info >> ReplicationInfo >> GameReplicationInfo
Package: 
Engine
Direct subclass:
UTGameReplicationInfo
This class in other games:
RTNP, U1, UT, U2XMP, UE2Runtime, UT2003, U2, UT2004, UT3

GameReplicationInfo.

Every GameInfo creates a GameReplicationInfo, which is always relevant, to replicate important game data to clients (as the GameInfo is not replicated).

Properties

Property group 'GameReplicationInfo'

MessageOfTheDay

Type: string

Modifiers: databinding, globalconfig

Message of the Day

Default value: "Welcome to a UDK Server!"

ServerName

Type: string

Modifiers: databinding, globalconfig

Name of the server, i.e.: Bob's Server.

Default value: "UDK Server"

Internal variables

bMatchHasBegun

Type: bool

Modifiers: repnotify

Match is in progress (replicated)

bMatchIsOver

Type: bool

Modifiers: repnotify

Match is over (replicated)

bStopCountDown

Type: bool

If true, stop RemainingTime countdown

Default value: True

CurrentGameData

Type: CurrentGameDataStore

Modifiers: protected

The data store instance responsible for presenting state data for the current game session.

ElapsedTime

Type: int

Modifiers: databinding

Used for counting down time in time limited games

GameClass

Type: class<GameInfo>

Modifiers: repnotify

Class of the server's gameinfo, assigned by GameInfo.

GoalScore

Type: int

Modifiers: databinding

Replicates scoring goal for this match

InactivePRIArray

Type: array<PlayerReplicationInfo>

This list mirrors the GameInfo's list of inactive PRI objects

PRIArray

Type: array<PlayerReplicationInfo>

Array of all PlayerReplicationInfos, maintained on both server and clients (PRIs are always relevant)

RemainingMinute

Type: int

Modifiers: databinding

Used for counting down time in time limited games

RemainingTime

Type: int

Modifiers: databinding

Used for counting down time in time limited games

Teams

Type: array<TeamInfo>

Modifiers: databinding

Replicated list of teams participating in this match

TimeLimit

Type: int

Modifiers: databinding

Replicates time limit for this match

Winner

Type: Actor

Match winner. Set by gameinfo when game ends

Default values

Property Value
TickGroup TG_DuringAsyncWork

Functions

Native functions

OnSameTeam

simulated native function bool OnSameTeam (Actor A, Actor B)

Checks to see if two actors are on the same team.

Returns:

true if they are, false if they aren't

Events

Destroyed

simulated event Destroyed ()

Overrides: Actor.Destroyed

Called when this actor is destroyed

PostBeginPlay

simulated event PostBeginPlay ()

Overrides: Actor.PostBeginPlay


ReplicatedDataBinding

simulated event ReplicatedDataBinding (name VarName)

Overrides: Actor.ReplicatedDataBinding

Called when a variable is replicated that has the 'databinding' keyword.

Parameters:

  • VarName - the name of the variable that was replicated.

ReplicatedEvent

simulated event ReplicatedEvent (name VarName)

Overrides: Actor.ReplicatedEvent


Reset

event Reset ()

Overrides: Actor.Reset


ShouldShowGore

simulated event bool ShouldShowGore ()

Should players show gore?

Timer

simulated event Timer ()

Overrides: Actor.Timer


Other instance functions

AddPRI

simulated function AddPRI (PlayerReplicationInfo PRI)


CleanupGameDataStore

simulated function CleanupGameDataStore ()

Unregisters the data store for the current game session.

EndGame

simulated function EndGame ()

Called on the server when the match is over

Network - Server and Client (Via ReplicatedEvent)

FindPlayerByID

simulated function PlayerReplicationInfo FindPlayerByID (int PlayerID)


GetPRIArray

simulated function GetPRIArray (out array<PlayerReplicationInfopris)


InitializeGameDataStore

simulated function InitializeGameDataStore ()

Creates and registers a data store for the current game session.

InOrder

simulated function bool InOrder (PlayerReplicationInfo P1, PlayerReplicationInfo P2)

returns true if P1 should be sorted before P2

IsCoopMultiplayerGame

simulated function bool IsCoopMultiplayerGame ()

Is the current gametype a coop multiplayer game?

IsMultiplayerGame

simulated function bool IsMultiplayerGame ()

Is the current gametype a multiplayer game?

ReceivedGameClass

simulated function ReceivedGameClass ()

Called when the GameClass property is set (at startup for the server, after the variable has been replicated on clients)

RemovePRI

simulated function RemovePRI (PlayerReplicationInfo PRI)


SetTeam

simulated function SetTeam (int Index, TeamInfo TI)

Assigns the specified TeamInfo to the location specified.

Parameters:

  • Index - location in the Teams array to place the new TeamInfo.
  • TI - the TeamInfo to assign

SortPRIArray

simulated function SortPRIArray ()


StartMatch

simulated function StartMatch ()

Called on the server when the match has begin

Network - Server and Client (Via ReplicatedEvent)