Mostly Harmless
UE3:GameReplicationInfo (UT3)
From Unreal Wiki, The Unreal Engine Documentation Site
| Object >> Actor >> Info >> ReplicationInfo >> GameReplicationInfo |
- Package:
- Engine
- Direct subclass:
- UTGameReplicationInfo
- This class in other games:
- RTNP, U1, U2, U2XMP, UDK, UE2Runtime, UT, UT2003, UT2004
GameReplicationInfo. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.
Every GameInfo creates a GameReplicationInfo, which is always relevant, to replicate important game data to clients (as the GameInfo is not replicated).
[edit] Properties
[edit] Property group 'GameReplicationInfo'
[edit] AdminEmail
Type: string
Modifiers: databinding, globalconfig
Email address of the server admin.
[edit] AdminName
Type: string
Modifiers: databinding, globalconfig
Name of the server admin.
[edit] MessageOfTheDay
Type: string
Modifiers: databinding, globalconfig
Default value: "Welcome to a UT3 Server!"
[edit] ServerName
Type: string
Modifiers: databinding, globalconfig
Name of the server, i.e.: Bob's Server.
[edit] ServerRegion
Type: int
Modifiers: databinding, globalconfig
Region of the game server.
[edit] ShortName
Type: string
Modifiers: databinding, globalconfig
Abbreviated name of server, i.e.: B's Serv (stupid example)
Default value: "UT3 Server"
[edit] Internal variables
[edit] bIsArbitrated
Type: bool
Used to determine who handles session ending
[edit] bMatchHasBegun
Type: bool
Modifiers: repnotify
[edit] bMatchIsOver
Type: bool
Modifiers: repnotify
[edit] bNeedsOnlineCleanup
Type: bool
Used to determine if the end of match/session clean up is needed. Game invites might have already cleaned up the match/session so doing so again would break the traveling to the invited game
[edit] bStopCountDown
Type: bool
Default value: True
[edit] bTrackStats
Type: bool
[edit] CurrentGameData
Type: CurrentGameDataStore
Modifiers: private
The data store instance responsible for presenting state data for the current game session.
[edit] ElapsedTime
Type: int
Modifiers: databinding
[edit] GameClass
Class of the server's gameinfo, assigned by GameInfo.
[edit] GoalScore
Type: int
Modifiers: databinding
[edit] InactivePRIArray
Type: array<PlayerReplicationInfo>
This list mirrors the GameInfo's list of inactive PRI objects
[edit] MatchID
Type: int
[edit] MaxLives
Type: int
Modifiers: databinding
[edit] PRIArray
Type: array<PlayerReplicationInfo>
Array of all PlayerReplicationInfos, maintained on both server and clients (PRIs are always relevant)
[edit] RemainingMinute
Type: int
Modifiers: databinding
[edit] RemainingTime
Type: int
Modifiers: databinding
[edit] SecondCount
Type: float
Modifiers: databinding
[edit] Teams
Modifiers: databinding
[edit] TimeLimit
Type: int
Modifiers: databinding
[edit] Winner
Type: Actor
Modifiers: databinding
set by gameinfo when game ends
[edit] Default values
| Property | Value |
|---|---|
| TickGroup | TG_DuringAsyncWork |
[edit] Functions
[edit] Native functions
[edit] OnSameTeam
Checks to see if two actors are on the same team.
Returns:
- True if both actors are on the same team, False otherwise.
Native implementation:
UBOOL AGameReplicationInfo::OnSameTeam(AActor *A, AActor *B) { if ( !A || !B ) { return FALSE; } if ( GameClass ) { AGameInfo *DefaultGameActor = GameClass->GetDefaultObject<AGameInfo>(); if ( DefaultGameActor && !DefaultGameActor->bTeamGame ) { return FALSE; } } BYTE ATeamIndex = A->GetTeamNum(); if ( ATeamIndex == 255 ) { return FALSE; } BYTE BTeamIndex = B->GetTeamNum(); if ( BTeamIndex == 255 ) { return FALSE; } return ( ATeamIndex == BTeamIndex ); }
[edit] Events
[edit] Destroyed
Overrides: Actor.Destroyed
Called when this actor is destroyed
[edit] OnlineSession_EndMatch
Signal that this match is over.
NETWORK - Both Client and Server
[edit] OnlineSession_EndSession
Signal that this session is over. Called natively
NETWORK - Both Client and Server
[edit] OnlineSession_StartMatch
Signal that this match has begun
NETWORK - Both Client and Server
[edit] PostBeginPlay
Overrides: Actor.PostBeginPlay
[edit] ReplicatedEvent
Overrides: Actor.ReplicatedEvent
[edit] Reset
Overrides: Actor.Reset
[edit] Timer
Overrides: Actor.Timer
[edit] Other instance functions
[edit] AddPRI
[edit] CleanupGameDataStore
Unregisters the data store for the current game session.
[edit] EndGame
Called on the server when the match is over
Network - Server and Client (Via ReplicatedEvent)
[edit] FindPlayerByID
[edit] GetOnlineGameInterface
Returns:
- a reference to the OnlineGameInterface if one exists. Network: Client and Server
[edit] GetPRIArray
[edit] InitializeGameDataStore
Creates and registers a data store for the current game session.
[edit] InOrder
returns true if P1 should be sorted before P2
[edit] IsCoopMultiplayerGame
Is the current gametype a coop multiplayer game?
[edit] IsMultiplayerGame
Is the current gametype a multiplayer game?
[edit] OnDestroyOnlineGameComplete
[edit] PreventPause
hook to allow the GRI to prevent pausing; used when it's performing asynch tasks that must be completed
[edit] RemovePRI
[edit] SetTeam
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
[edit] SortPRIArray
[edit] StartMatch
Called on the server when the match has begin
Network - Server and Client (Via ReplicatedEvent)
