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Legacy:ConfigMaster
From Unreal Wiki, The Unreal Engine Documentation Site
This is a custom class, which is part of the ConfigManager for UT2003.
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//-----------------------------------------------------------
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// ConfigManager.ConfigMaster version 1.8
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// Allows for ServerActors & Mutators to add to PlayInfo
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//
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// The latest version of ConfigManager is always available at
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// http://www.organized-evolution.com/ConfigManager/
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//-----------------------------------------------------------
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class ConfigMaster extends Mutator DependsOn(AutoLoader) config(ConfigMaster);
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// If 2184 or earlier, crash the server
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var int GameVersion;
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// Contains previous values of modified IniEntries, unless there is already
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// a previous value for an IniEntry. When a managed loader is de-activated,
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// the original value of the IniEntry is restored.
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var config array<AutoLoader.IniEntry> OriginalValues;
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// Holder for properties which aren't needed - used by loaders that get activated at the end of the match
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var array<Property> IrrelevantProperties;
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struct SA
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{
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var class<Info> SA${1}< ${3} >
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var string SAName;
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var string SADescription;
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};
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struct AL
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{
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var class<AutoLoader> AutoLoader${1}< ${3} >
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var string AutoLoaderDesc;
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};
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var array<SA> ManagedActors; // Info about Loaders' ActorClasses
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var array<AL> LoaderClasses; // All Loader Classes found
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var array<AutoLoader> Loaders; // Active Loaders
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var array<string> ActiveMutators; // Currently active mutator classes
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var bool bInitialized; // Initialization
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var bool bHangRestart; // Don't let server travel yet
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var GameEngine GE;
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const VERSION = 1.71;
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const LOGNAME = 'Config Manager';
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var const bool DEBUG;
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var const bool DEBUGPROPS;
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// Localization
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var localized string LoadSuccess;
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var localized string RequiredVersion;
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var localized string UpgradeOrDie;
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var localized string RemovalCancelled;
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// Errors
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var localized string InvalidLoader${1}< ${3} >
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var localized string InvalidPI;
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event PreBeginPlay()
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{
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GameVersion = int(Level.EngineVersion);
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log(" -"@LOGNAME@VERSION@LoadSuccess,LOGNAME);
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if (GameVersion < 2199)
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{
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log(RequiredVersion@LOGNAME$".",LOGNAME);
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log(UpgradeOrDie,LOGNAME);
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log("",'ConfigManager');
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Assert(False);
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}
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GetGameEngine();
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}
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event PostBeginPlay()
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{
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local int i;
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if (DEBUG)
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{
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log(class@"Beginning initialization",'PostBeginPlay');
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log("START OF GAME SERVERACTORS",'PostBeginPlay');
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for (i = 0; i < GE.ServerActors.Length; i++)
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log("ServerActor["$i$"]:"$GE.ServerActors[i],'PostBeginPlay');
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log("START OF GAME SERVERPACKAGES",'PostBeginPlay');
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for (i = 0; i < GE.ServerPackages.Length; i++)
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log("ServerPackages["$i$"]:"$GE.ServerPackages[i],'PostBeginPlay');
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log("",'PostBeginPlay');
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}
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// Level.Game.AddMutator("ConfigManagerGUI.ConfigManagerGUIMaster");
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InitLoaders();
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if (DEBUG)
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log(class@"finished loading all actors and loaders",'PostBeginPlay');
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Super.PostBeginPlay();
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}
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// Sends a list of currently active mutators to all loader classes
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// Loader classes may want to check if its mutator was loaded without using the loader
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// (added at command line, etc.)
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function GetGameEngine()
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{
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foreach AllObjects(class'Engine.GameEngine', GE)
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break;
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}
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function AddMutator(Mutator M)
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{
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local int i;
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for (i = 0; i < ActiveMutators.Length; i++)
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if (ActiveMutators[i] ~= string(M.Class))
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break;
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if (i == ActiveMutators.Length)
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ActiveMutators[ActiveMutators.Length] = string(M.Class);
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if (DEBUG)
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for (i = 0; i < ActiveMutators.Length; i++)
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log("ActiveMutators["$i$"]:"@ActiveMutators[i],'AddMutator');
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Super.AddMutator(M);
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}
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// Do not show ConfigMaster in server browser as active mutator
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function GetServerDetails( out GameInfo.ServerResponseLine ServerState )
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{
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}
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function InitLoaders()
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{
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FindAllLoaders();
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CreateLoaders();
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}
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function FindAllLoaders()
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{
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local int i, j;
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local AL TempAL;
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local SA TempSA;
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local class<AutoLoader> Loader${1}< ${3} >
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local class<Info> ServerActor${1}< ${3} >
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local string LoaderClassName, LoaderClassDescription,
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ActorClass, ServerActorName, ServerActorDesc;
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GetNextIntDesc("ConfigManager.AutoLoader",0,LoaderClassName,LoaderClassDescription);
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while (LoaderClassName != "")
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{
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// Hack to prevent Config Loader from being loaded
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if (LoaderClassName ~= "ConfigManagerLoader.SampleLoader")
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{
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GetNextIntDesc("ConfigManager.AutoLoader",++i,LoaderClassName,LoaderClassDescription);
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continue;
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}
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if (DEBUG)
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log("Found a new AutoLoader:"@LoaderClassName@LoaderClassDescription,'FindAllLoaders');
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LoaderClass = class<AutoLoader>(DynamicLoadObject(LoaderClassName,Class'Class'));
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if (LoaderClass != None)
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{
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if (ShouldAddLoaderClass(LoaderClass))
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{
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TempAL.AutoLoaderClass = Loader${1}< ${3} >
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TempAL.AutoLoaderDesc = LoaderClassDescription;
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LoaderClasses[LoaderClasses.Length] = TempAL;
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j = -1;
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while (LoaderClass.static.AddManagedActor(j++, ActorClass, ServerActorName, ServerActorDesc))
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{
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if (ActorClass != "" && ServerActorName != "" && ServerActorDesc != "")
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{
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ServerActorClass = class<Info>(DynamicLoadObject(ActorClass,class'Class'));
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if (ServerActorClass != None)
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{
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TempSA.SAClass = ServerActor${1}< ${3} >
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TempSA.SAName = ServerActorName;
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TempSA.SADescription = ServerActorDesc;
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ManagedActors[ManagedActors.Length] = TempSA;
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}
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}
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}
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}
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}
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else Warn(InvalidLoaderClass@LoaderClassName);
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GetNextIntDesc("ConfigManager.AutoLoader",++i, LoaderClassName, LoaderClassDescription);
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}
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return;
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}
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function bool ShouldAddLoaderClass(class<AutoLoader> NewClass)
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{
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local int i;
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if (DEBUG)
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log("Loader Class"@NewClass,'ShouldAddLoaderClass');
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// Don't add if it's already in the list
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for (i = 0;i < LoaderClasses.Length; i++)
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if (LoaderClasses[i].AutoLoaderClass == NewClass)
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return false;
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return true;
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}
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function CreateLoaders()
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{
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local int i;
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local AutoLoader Loader;
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if (DEBUG)
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log("LoaderClasses"@LoaderClasses.Length,'CreateLoaders');
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for (i = 0;i<LoaderClasses.Length;i++)
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{
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if (ShouldAddLoader(LoaderClasses[i].AutoLoaderClass))
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{
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Loader = AddLoader(LoaderClasses[i].AutoLoaderClass);
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if (Loader != None)
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Loaders[Loaders.Length] = Loader;
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}
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}
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}
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function bool LoaderNotActive(class<AutoLoader> NewClass)
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{
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local int i;
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for (i = 0; i < Loaders.Length; i++)
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if (Loaders[i].Class == NewClass)
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return false;
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return true;
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}
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function bool ShouldAddLoader(class<AutoLoader> NewClass)
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{
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local bool bShouldAdd;
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bShouldAdd = LoaderNotActive(NewClass) && GE != None;
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if (bShouldAdd)
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bShouldAdd = NewClass.static.CheckStrayActors(GE.GetPropertyText("ServerActors")) || NewClass.static.IsActive();
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bShouldAdd = bShouldAdd && NewClass.static.ValidateLoader();
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if (DEBUG)
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log(NewClass@"will be added:"$bShouldAdd,'ShouldAddLoader');
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return bShouldAdd;
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}
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function AutoLoader AddLoader(class<AutoLoader> NewClass)
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{
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local AutoLoader Loader;
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if (NewClass == None) return None;
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Loader = Spawn(NewClass,Self);
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if (Loader != None && GE != None)
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Loader.GE = GE;
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if (DEBUG)
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log("Returning"@Loader,'AddLoader');
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return Loader;
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}
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// Make sure to remain as Game.BaseMutator.NextMutator so we will know about every mutator that is added.
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event Tick(float DeltaTime)
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{
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local int i;
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if (bInitialized && Level != None && Level.NextURL != "")
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{
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if (bHangRestart)
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Level.NextSwitchCountdown = 4.0;
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else if (Loaders.Length > 0)
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{
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bHangRestart = True;
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SetTimer(0.2,False);
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}
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}
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// Do not replace BaseMutator, or DMMutator will show up in server browser as an active mutator
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if (Level != None && Level.Game != None && Level.Game.BaseMutator != None)
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{
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if (Level.Game.BaseMutator.NextMutator != None)
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{
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if (Level.Game.BaseMutator.NextMutator != Self)
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{
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// Some other ConfigManager as BaseMutator.NextMutator, but it isn't me????
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// Maybe added ConfigManager as a serveractor?
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// Disable or server will crash
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if (!bInitialized && Level.Game.BaseMutator.NextMutator.Class == Class)
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{
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Destroy();
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return;
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}
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// We have been replaced by another mutator wanting
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// to be the first mutator.
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if (Level.Game.BaseMutator.NextMutator.NextMutator == Self)
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{
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if (NextMutator != None)
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Level.Game.BaseMutator.NextMutator.NextMutator = NextMutator;
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else Level.Game.BaseMutator.NextMutator.NextMutator = None;
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}
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NextMutator = Level.Game.BaseMutator.NextMutator;
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Level.Game.BaseMutator.NextMutator = Self;
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}
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}
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else Level.Game.BaseMutator.NextMutator = Self;
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}
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if (!bInitialized)
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{
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for (i = 0; i < LoaderClasses.Length; i++)
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{
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if (LoaderNotActive(LoaderClasses[i].AutoLoaderClass) && LoaderClasses[i].AutoLoaderClass.static.CheckCurrentMutators(GetURLOption("Mutator")))
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{
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if (DEBUG)
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log("Adding previously non-active loader"@LoaderClasses[i].AutoLoaderClass,'Tick');
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Loaders[Loaders.Length] = AddLoader(LoaderClasses[i].AutoLoaderClass);
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}
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}
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bInitialized = True;
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}
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}
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event Timer()
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{
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Super.Timer();
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ApplyLoaderSettings();
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}
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function array<Property> LoadProperties()
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{
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local array<Property> AllProperties;
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local array<class> RelevantActors;
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local array<string> RelevantPropNames;
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local class Relevant${1}< ${3} >
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local Property P;
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local int i, j, k;
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// Build a array of properties which are relevant to the currently loaded loaders
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// so that the amount of time it will take each loader to update their settings will
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// be dramatically reduced -
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// Typical number of Property objects in the game: 200,000
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// Typical number of properties relevant to current loaders: 50
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// Start by first getting a list of actors/objects which will be relevant
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// All ManagedActors are relevant (Loader's ActorClass)
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for (i = 0; i < ManagedActors.Length; i++)
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{
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for (j = 0; j < RelevantActors.Length; j++)
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if (RelevantActors[j] == ManagedActors[i].SAClass)
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break;
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if (j < RelevantActors.Length)
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continue;
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RelevantActors[RelevantActors.Length] = ManagedActors[i].SA${1}< ${3} >
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}
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if (DEBUG)
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log("Loaders"@LoaderClasses.Length,'LoadProperties');
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for (i = 0; i < LoaderClasses.Length; i++)
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{
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// If ActorClass was already added to list, skip it
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for (j = 0; j < RelevantActors.Length; j++)
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if (string(RelevantActors[j]) ~= LoaderClasses[i].AutoLoaderClass.default.ActorClass)
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break;
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if (j == RelevantActors.Length)
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{
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if (LoaderClasses[i].AutoLoaderClass.default.ActorClass != "")
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RelevantClass = class(DynamicLoadObject(LoaderClasses[i].AutoLoaderClass.default.ActorClass,class'Class'));
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if (RelevantClass != None)
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RelevantActors[RelevantActors.Length] = Relevant${1}< ${3} >
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}
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// Begin building a list of property names to mark as relevant
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// We'll match these names to the Property.Name variable later when we iterate AllObjects for class'Property'
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for (j = 0; j < LoaderClasses[i].AutoLoaderClass.default.RequiredIniEntries.Length; j++)
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{
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for (k = 0; k < RelevantPropNames.Length; k++)
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{
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if (RelevantPropNames[k] == LoaderClasses[i].AutoLoaderClass.default.RequiredIniEntries[j].PropName)
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break;
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}
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if ( k == RelevantPropNames.Length )
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{
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RelevantPropNames[RelevantPropNames.Length] = LoaderClasses[i].AutoLoaderClass.default.RequiredIniEntries[j].PropName;
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if (DEBUGPROPS)
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log("Added new Relevant Property Name:"$RelevantPropNames[k],'LoadProperties');
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}
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RelevantClass = class(DynamicLoadObject(LoaderClasses[i].AutoLoaderClass.default.RequiredIniEntries[j].ClassFrom,Class'class',True));
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if (RelevantClass == None) continue;
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// Find out if this entry's associated class is already in the relevant actors list
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// If not, add it
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for (k = 0; k < RelevantActors.Length; k++)
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{
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if (DEBUGPROPS)
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log("Compare"@LoaderClasses[i].AutoLoaderClass.default.RequiredIniEntries[j].ClassFrom@"to Relevant Actor"@k$":"@RelevantActors[k],'LoadProperties');
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if (RelevantActors[k] == RelevantClass)
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break;
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}
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if (DEBUGPROPS)
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log("Breaking on"@k$", Total Relevant Actors:"@RelevantActors.Length,'LoadProperties');
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if (k < RelevantActors.Length)
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continue;
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RelevantActors[RelevantActors.Length] = Relevant${1}< ${3} >
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if (DEBUGPROPS)
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log("Added new relevant actor:"$LoaderClasses[i].AutoLoaderClass.default.RequiredIniEntries[j].ClassFrom,'LoadProperties');
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}
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}
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// Finished building relevant actors and relevant names
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// Iterate AllObjects, looking for Property objects
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foreach AllObjects(class'Property', P)
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{
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RelevantClass = None;
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// Some property types should be skipped
-
if ( ValidProp(P) )
-
{
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if (Class(P.Outer) != None) RelevantClass = Class(P.Outer);
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if (RelevantClass != None)
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{
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for (i = 0; i < RelevantActors.Length; i++)
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{
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// The Outer variable for properties is the class that the property is contained in
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// If this property's Outer is an object that is relevant, add it to the list
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if (RelevantClass == RelevantActors[i])
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{
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for (j = 0; j < RelevantPropNames.Length; j++)
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if (RelevantPropNames[j] == string(P.Name))
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{
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if (DEBUGPROPS)
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log("Adding Initial Relevant Property:"$P.Outer$"."$P.Name,'LoadProperties');
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AllProperties[AllProperties.Length] = P;
-
break;
-
}
-
-
if (j < RelevantPropNames.Length)
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break;
-
}
-
}
-
}
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-
// OK, this property's Outer wasn't relevant
-
// Check the property against the relevant name list
-
if (i == RelevantActors.Length)
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{
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for (i = 0; i < RelevantPropNames.Length; i++)
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{
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// If we find a match, then we should check the relevant objects list again,
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// in case the relevant object is a superclass of the property's Outer
-
if (RelevantPropNames[i] == string(P.Name))
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{
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if (DEBUGPROPS)
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log("Compare Property:"@i@RelevantPropNames[i]@"to"@string(P.Name),'LoadProperties');
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for (j = 0; j < RelevantActors.Length; j ++)
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{
-
if (RelevantClass == None) continue;
-
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if (DEBUGPROPS)
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log("Relevant Actor Check:"@j@RelevantActors[j]@"is child of"@class(P.Outer)@":"$ClassIsChildOf(RelevantActors[j],Class(P.Outer)),'LoadProperties');
-
-
if (ClassIsChildOf(RelevantActors[j], RelevantClass))
-
{
-
if (DEBUGPROPS)
-
log("Adding Additional Relevant Property:"$P.Outer$"."$P.Name,'LoadProperties');
-
-
AllProperties[AllProperties.Length] = P;
-
break;
-
}
-
}
-
-
if (j < RelevantActors.Length)
-
break;
-
}
-
}
-
}
-
}
-
}
-
-
return AllProperties;
-
}
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-
// Update Properties array with newly loaded loaders
-
// No longer used
-
function CheckRelevantProperties(AutoLoader L, out array<Property> Props)
-
{
-
local int i, j;
-
local array<class> Classes, Outers;
-
-
local class Temp${1}< ${3} >
-
local Property P;
-
-
if (DEBUGPROPS) log("Checking relevant properties for new loader"@L,'CheckRelevantProperties');
-
-
for (i = 0; i < Props.Length; i++)
-
{
-
TempClass = Class(Props[i].Outer);
-
if (TempClass == None) continue;
-
-
for (j = 0; j < Outers.Length; j++)
-
if (TempClass == Outers[j])
-
break;
-
-
if (j < Outers.Length) continue;
-
-
Outers[Outers.Length] = Temp${1}< ${3} >
-
}
-
-
if (L.bIncludeServerActor && L.ActorClass != "")
-
{
-
if (DEBUGPROPS) log("Checking for existence of"@L.ActorClass@"properties",'CheckRelevantProperties');
-
-
TempClass = class(DynamicLoadObject(L.ActorClass,class'Class',True));
-
if (TempClass != None)
-
{
-
for (i = 0; i < Outers.Length; i++)
-
if (TempClass == Outers[i])
-
break;
-
-
if (i == Outers.Length)
-
Classes[Classes.Length] = Temp${1}< ${3} >
-
-
else if (DEBUGPROPS)
-
log(TempClass@"has already been added to the properties array.",'CheckRelevantProperties');
-
}
-
}
-
-
for (i = 0; i < L.RequiredIniEntries.Length; i++)
-
{
-
if (DEBUGPROPS) log("Checking for existence of relevant class"@L.RequiredIniEntries[i].ClassFrom,'CheckRelevantProperties');
-
-
TempClass = class(DynamicLoadObject(L.RequiredIniEntries[i].ClassFrom,class'Class',True));
-
if (TempClass != None)
-
{
-
for (j = 0; j < Classes.Length; j++)
-
if (Classes[j] == TempClass) break;
-
-
if (j < Classes.Length) continue;
-
-
for (j = 0; j < Outers.Length; j++)
-
if (Outers[j] == TempClass) break;
-
-
if (j < Outers.Length) continue;
-
-
Classes[Classes.Length] = Temp${1}< ${3} >
-
}
-
else if (DEBUGPROPS)
-
log("Could not load RequiredIniEntry["$i$"].ClassFrom:"@L.RequiredIniEntries[i].ClassFrom,'CheckRelevantProperties');
-
}
-
-
if (DEBUGPROPS && Classes.Length == 0)
-
log("All relevant classes from this loader already existed in properties array",'CheckRelevantProperties');
-
-
for (i = 0; i < Classes.Length; i++)
-
{
-
if (DEBUGPROPS)
-
{
-
log("");
-
log("Adding properties from class"@Classes[i]@"to properties array.",'CheckRelevantProperties');
-
}
-
-
for (j = 0; j < IrrelevantProperties.Length; j++)
-
{
-
P = IrrelevantProperties[j];
-
TempClass = Class(P.Outer);
-
-
if (TempClass == None || TempClass != Classes[i]) continue;
-
-
if (DEBUGPROPS) log(" Adding property"@P.Name,'CheckRelevantProperties');
-
-
Props[Props.Length] = P;
-
IrrelevantProperties.Remove(j--, 1);
-
}
-
}
-
}
-
-
// TODO: Add support for structs
-
final function bool ValidProp(Property P)
-
{
-
return P.Class != class'ObjectProperty' &&
-
P.Class != class'DelegateProperty' &&
-
P.Class != class'PointerProperty' &&
-
P.Class != class'MapProperty' &&
-
P.Class != class'StructProperty';
-
}
-
-
// Fills PlayInfo for ServerActors
-
final function CallManagedActorPlayInfo(PlayInfo PI)
-
{
-
local int i, j;
-
-
for (i = 0; i < LoaderClasses.Length; i++)
-
{
-
if (DEBUG)
-
log("Checking for LoaderClass"@i@"in playinfo:"$loaderclasses[i].autoloaderclass,'ManagedActorFillPlayInfo');
-
-
if (NotInPlayInfo(PI,LoaderClasses[i].AutoLoaderClass))
-
{
-
if (DEBUG)
-
log("Calling FillPlayInfo() for LoaderClass"@i$":"$loaderclasses[i].autoloaderclass,'ManagedActorFillPlayInfo');
-
-
LoaderClasses[i].AutoLoaderClass.static.FillPlayInfo(PI);
-
PI.PopClass();
-
}
-
-
for (j = 0; j < ManagedActors.Length; j++)
-
{
-
if (LoaderClasses[i].AutoLoaderClass.default.ActorClass != string(ManagedActors[j].SAClass))
-
continue;
-
-
if (DEBUG)
-
log("Checking for ManagedActor"@j@"in playinfo:"$ManagedActors[j].SAClass,'ManagedActorFillPlayInfo');
-
-
if (LoaderClasses[i].AutoLoaderClass.static.IsActive())
-
{
-
ManagedActors[j].SAClass.static.FillPlayInfo(PI);
-
PI.PopClass();
-
}
-
}
-
}
-
}
-
-
// Only webadmin calls Mutator.MutatorFillPlayInfo()?
-
function MutatorFillPlayInfo(PlayInfo PI)
-
{
-
if (DEBUG)
-
log("");
-
-
if (DEBUG)
-
log("Checking URL Option:"$GetURLOption("Mutator"),'MutatorFillPlayInfo');
-
-
if (NextMutator != None)
-
NextMutator.MutatorFillPlayInfo(PI);
-
-
CallManagedActorPlayInfo(PI);
-
}
-
-
// Allows Loaders to adjust game configuration parameters
-
// Loaders provide info about which ini changes need to be made for the mod to work
-
// This allows other programs (such as Ladder) to only include the ini modifications
-
// which are applicable for the loaded packages
-
//
-
// (Ex: ServerActors, ServerPackages, QueryHandlerClasses, Applications)
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final function ApplyLoaderSettings()
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{
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local int i, Index;
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local array<Property> CurrentProperties;
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local class Temp;
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// Checking for any loaders that have been enabled since last check
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// Otherwise, must wait 2 server restarts to apply new loader settings
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// (One to load loader and apply changes, another for changes to take effect)
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FindAllLoaders();
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CurrentProperties = LoadProperties();
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for ( i = 0; i < LoaderClasses.Length; i++)
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{
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if (DEBUG)
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log("LoaderClass"@i$":"@LoaderClasses[i].AutoLoaderClass,'ApplyLoaderSettings');
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if (ShouldAddLoader(LoaderClasses[i].AutoLoaderClass) || (LoaderClasses[i].AutoLoaderClass.static.CheckCurrentMutators(Level.NextURL) && LoaderClasses[i].AutoLoaderClass.static.ValidateLoader()))
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Loaders[Loaders.Length] = AddLoader(LoaderClasses[i].AutoLoaderClass);
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else if (LoaderNotActive(LoaderClasses[i].AutoLoaderClass))
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AddLoader(LoaderClasses[i].AutoLoaderClass).AcceptRemoval(CurrentProperties);
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}
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if (DEBUGPROPS)
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{
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log("*** Relevant Property Listing ***",'ApplyLoaderSettings');
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for (i = 0; i < CurrentProperties.Length;i++)
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{
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if (Class(CurrentProperties[i].Outer) != None && Temp != Class(CurrentProperties[i].Outer))
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{
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Temp = Class(CurrentProperties[i].Outer);
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log("",'ApplyLoaderSettings');
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log("Relevant properties from class"@Temp@"-",'ApplyLoaderSettings');
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}
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log(" "$currentproperties[i].name,'ApplyLoaderSettings');
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}
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}
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while (Index < Loaders.Length)
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{
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if (DEBUG)
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log("Loader"@Index$":"@Loaders[Index],'ApplyLoaderSettings');
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if (Loaders[Index].ApplyUpdate())
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Loaders[Index].UpdateConfiguration(CurrentProperties);
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else if (!Loaders[Index].AcceptRemoval(CurrentProperties))
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log(RemovalCancelled@Loaders[Index],'ConfigManager');
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Index++;
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}
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Disable('Tick');
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if (DEBUG)
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{
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log("",'ApplyLoaderSettings');
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log("END OF GAME SERVERACTORS",'ApplyLoaderSettings');
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for (i = 0; i < GE.ServerActors.Length; i++)
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log("ServerActor["$i$"]:"$GE.ServerActors[i],'ApplyLoaderSettings');
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log("END OF GAME SERVERPACKAGES",'ApplyLoaderSettings');
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for (i = 0; i < GE.ServerPackages.Length; i++)
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log("ServerPackages["$i$"]:"$GE.ServerPackages[i],'ApplyLoaderSettings');
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log("",'ApplyLoaderSettings');
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}
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}
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function bool NotInPlayInfo(PlayInfo PI, class<Info> NewInfo)
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{
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local int i;
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if (PI == None)
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{
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Warn(InvalidPI);
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return false;
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}
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for (i=0;i<PI.InfoClasses.Length;i++)
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{
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if (PI.InfoClasses[i] == NewInfo)
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return false;
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}
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return true;
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}
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function array<string> GetAllManagedActors()
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{
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local int i;
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local array<string> Arr;
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for (i = 0; i < LoaderClasses.Length; i++)
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Arr = AddS(Arr,LoaderClasses[i].AutoLoaderClass.static.GetManagedActors());
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return Arr;
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}
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static final function float GetConfigMasterVersion()
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{
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return VERSION;
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}
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// following function copied from wUtils (El_Muerte[TDS])
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static final function array<string> AddS(array<string> A, array<string> B)
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{
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local int i;
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for (i = 0; i < B.length; i++)
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{
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A.length = A.length+1;
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A[A.length-1] = B[i];
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}
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return A;
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}