Once I get that upgrade to 36-hour days, I will tackle that. – Mychaeel
Legacy:LadderGameRules
From Unreal Wiki, The Unreal Engine Documentation Site
-
//-----------------------------------------------------------
-
// Ladder.LadderGameRules
-
//
-
// Class responsible for maintenance of all profiles
-
//
-
// Handles all interface between game & profiles
-
// Handles all interaction from webadmin interface & adminmenu interface
-
//-----------------------------------------------------------
-
-
class LadderGameRules extends GameRules
-
config;
-
-
const LOGNAME = 'LadderGameRules';
-
-
// Handles all ServerActors with PlayInfo
-
var ConfigMaster SAManager;
-
-
// Server was shut down before game was finished
-
var config bool bDirtyStart;
-
-
// Profiles
-
struct Profile
-
{
-
var string ProfileName; // Name of Profile
-
var bool bActive; // This profile is currently in use
-
var bool bReload; // This profile was the last profile to be used
-
};
-
-
// Profile Storage
-
var protected config array<Profile> Profiles;
-
var protected config int NumRemainingMatches;
-
-
// Profile Usage Variables
-
var array<ProfileConfigSet> LadderProfiles;
-
var ProfileConfigSet CurrentProfile; // Currently Active Profile
-
var StringArray AllLadderProfiles; // Only used for sorting in switch profiles by name
-
var StringArray ProfileMaps; // Holds maplist for switching server to new profile
-
var string ProfileMutators; // Holds mutator string for switch server to new profile
-
var array<string> ProfileActors;
-
var bool bWaitingToSwitch; // Waiting for end of match to switch server to new profile
-
var int Index; // Index of currently active profile
-
-
var string LadderProfile${1}< ${3} >
-
var string DefaultProfileName;
-
var class<ProfileConfigSet> Profile${1}< ${3} >
-
-
struct CommandLineParam { var string ParamName; var string Value; };
-
var array<CommandLineParam> CommandLineOptions;
-
-
// Localization
-
var localized string ShutdownWhileTemporary;
-
var localized string ShutdownWhilePermanent;
-
var localized string ShutdownWhileWaiting;
-
var localized string ShutdownRemainingMatches;
-
var localized string ShutdownResumingTemporary;
-
var localized string ShutdownResumingPermanent;
-
var localized string ShutdownTrackingCorrupted;
-
-
var localized string EndOfGame;
-
var localized string EndofGameIntercepting;
-
var localized string EndofGameNoRemainingMatches;
-
var localized string OverridingURL;
-
-
// Error Messages
-
var localized string BadProfile${1}< ${3} >
-
var localized string CannotRemoveActive;
-
var localized string PreviousProfileRemoved;
-
-
// Warning Messages
-
var localized string EmptyMaplist;
-
var localized string InvalidMaplist;
-
var localized string CancellingProfile;
-
var localized string BadIndex;
-
-
// Turns out there is a bug with the 2166 (and probably earlier) version
-
// of the MatchEnded state of DeathMatch:
-
// Once Level.TimeSeconds > EndTime + RestartWait, MatchEnded.Timer() begins
-
// calling RestartGame(). This results in RestartGame (and thus GameRules.HandleRestartGame())
-
// getting called multiple times.
-
var bool bRestartCalled;
-
-
//function bool AddTextParam(string ParamName, optional string DefaultValue, optional bool bAddIfNotExists)
-
//{
-
// local int i;
-
// local TextParam TmpT;
-
-
// for (
-
//}
-
-
function bool AddBoolParam(string ParamName, optional bool DefaultValue, optional bool bAddIfNotExists);
-
function bool AddSelectParam(string ParamName, array<string> VarOptions, optional bool bAddIfNotExists);
-
-
event Tick(float DeltaTime)
-
{
-
if (Level != None && Level.NextURL != "")
-
{
-
bDirtyStart = False;
-
SaveConfig();
-
Disable('Tick');
-
}
-
}
-
-
event PreBeginPlay()
-
{
-
ProfileClass = class<ProfileConfigSet>(DynamicLoadObject(LadderProfileClass, class'Class'));
-
if (ProfileClass == None)
-
{
-
log(BadProfileClass@"'"$LadderProfileClass$"'",LOGNAME);
-
Destroy();
-
return;
-
}
-
-
// Initialize String Arrays
-
AllLadderProfiles = new(None) class'SortedStringArray';
-
ProfileMaps = new(None) class'StringArray';
-
InitializeProfileArray();
-
-
Super.PreBeginPlay();
-
}
-
-
event PostBeginPlay()
-
{
-
local int i, j, Matches;
-
-
i = 0 - 1;
-
j = 0 - 1;
-
-
if (Level.Game.BaseMutator != None && ConfigMaster(Level.Game.BaseMutator.NextMutator) != None)
-
SAManager = ConfigMaster(Level.Game.BaseMutator.NextMutator);
-
Super.PostBeginPlay();
-
-
if (bDirtyStart)
-
{
-
i = FindPreviousProfile();
-
j = FindActiveProfile();
-
Matches = NumRemainingMatches;
-
if (i >= 0) // Found a previous profile
-
{
-
if (j >= 0) // Found an active profile
-
{
-
if ( Matches > 0 ) // Temporary profile was active
-
{
-
log(ShutdownWhileTemporary@"'"$Profiles[j].ProfileName$"'.",LOGNAME);
-
log(ShutdownRemainingMatches$":"@NumRemainingMatches$"."@ShutdownResumingTemporary,LOGNAME);
-
ApplyProfile( j, Matches );
-
}
-
-
else
-
{
-
log(ShutdownWhileTemporary@"'"$Profiles[j].ProfileName$"'.",LOGNAME);
-
log(ShutdownRemainingMatches$":"@NumRemainingMatches$"."@ShutdownResumingPermanent@"'"$Profiles[i].ProfileName$"'.",LOGNAME);
-
ApplyProfile( i, 0);
-
}
-
-
}
-
else
-
{
-
log(ShutdownWhileWaiting,LOGNAME); // Shutdown while waiting to apply temporary profile - cancel
-
if ( Matches > 0 )
-
{
-
ResetTrackingValues();
-
ApplyProfile(i,Matches);
-
}
-
else
-
{
-
ResetTrackingValues();
-
ApplyProfile(i,0);
-
}
-
}
-
}
-
else if (j >= 0) // no reload, but found active profile
-
{
-
log(ShutdownWhilePermanent@"'"$Profiles[j].ProfileName$"'."@ShutdownResumingPermanent@"'"$Profiles[j].ProfileName$"'.",LOGNAME);
-
ApplyProfile( j, 0 );
-
}
-
-
else if (Matches > 0) // no reload, no active
-
{
-
NumRemainingMatches = 0;
-
SaveConfig();
-
}
-
}
-
else
-
{
-
bDirtyStart = True;
-
SaveConfig();
-
}
-
}
-
-
// Game has ended - even if we want to handle restart, cannot simply
-
// return True, or GameRulesModifiers later in the list do not recieve
-
// HandleRestartGame() calls
-
function bool HandleRestartGame()
-
{
-
local int i;
-
local bool bHandleRestart; // True if we are handling restart
-
-
if (bDirtyStart)
-
{
-
bDirtyStart = False;
-
SaveConfig();
-
}
-
-
if (!Level.Game.bChangeLevels || Level.Game.bAlreadyChanged)
-
return Super.HandleRestartGame();
-
-
if (bRestartCalled)
-
return Super.HandleRestartGame();
-
-
else bRestartCalled = True;
-
-
if ( bWaitingToSwitch )
-
{
-
i = FindPreviousProfile();
-
if (i >= 0)
-
{
-
log(EndOfGame,LOGNAME);
-
log(EndofGameIntercepting@"'"$Profiles[i].ProfileName$"'.",LOGNAME);
-
ApplyProfile(i,NumRemainingMatches);
-
bHandleRestart = True;
-
}
-
}
-
-
else if ( NumRemainingMatches > 0)
-
{
-
if (NumRemainingMatches == 1)
-
{
-
// Time to switch server to previous profile
-
i = FindPreviousProfile();
-
if (i >= 0)
-
{
-
log(EndOfGame,LOGNAME);
-
log(EndOfGameNoRemainingMatches,LOGNAME);
-
log(EndOfGameIntercepting@"'"$Profiles[i].ProfileName$"'.",LOGNAME);
-
ApplyProfile(i,0);
-
bHandleRestart = true;
-
}
-
else
-
{
-
log(EndOfGame,LOGNAME);
-
log(PreviousProfileRemoved,LOGNAME);
-
}
-
}
-
-
if ( !bHandleRestart )
-
{
-
NumRemainingMatches--;
-
SaveConfig();
-
}
-
}
-
-
// Returns true if either one is true
-
return (Super.HandleRestartGame() || bHandleRestart);
-
}
-
-
//#########################################
-
// Profile Management
-
//
-
-
// Applies selected profile immediately
-
function ApplyProfile(coerce int NewProfileIndex, int NumberOfMatches)
-
{
-
local int idx,i,j;
-
local ProfileConfigSet TempPCS;
-
local array<string> TempArr;
-
local string GameType,ShortName,FirstMap,Tmp,TmpV;
-
-
idx = ActivateProfile(NewProfileIndex, NumberOfMatches > 0);
-
-
if (idx < 0)
-
{
-
Warn(CancellingProfile@"'"$Profiles[NewProfileIndex].ProfileName$"'"@"("$BadIndex$")");
-
if (ActivateProfile(Index) < 0)
-
ResetTrackingValues();
-
-
return;
-
}
-
-
TempPCS = LadderProfiles[idx];
-
class'Ladder.CommandLineParams'.default.bRejectPlayInfo = True;
-
TempPCS.StartEdit();
-
GameType = string(TempPCS.GetGameClass());
-
-
// Set the maplist
-
ProfileMaps.Reset();
-
TempArr = TempPCS.GetUsedMaps();
-
if (TempArr.Length == 0)
-
{
-
Warn(CancellingProfile@"'"$Profiles[idx].ProfileName$"'"@"("$EmptyMaplist$")");
-
if (Index == idx) DeactivateProfile(Index);
-
-
else if (ActivateProfile(Index, False) < 0)
-
ResetTrackingValues();
-
-
TempPCS.EndEdit(False);
-
return;
-
}
-
-
NumRemainingMatches = NumberOfMatches;
-
for (i=0;i<TempArr.Length;i++)
-
ProfileMaps.Add(string(i),TempArr[i]);
-
-
FirstMap = ProfileMaps.getTag(0);
-
UpdateDefaultMaps(GameType,ProfileMaps);
-
//log("TempPCS:"$TempPCS@"ConfigManager:"$SAManager,'ApplyProfile');
-
// Set the mutators
-
ProfileMutators = "";
-
ProfileMutators = UpdateMutatorString(TempPCS);
-
-
// Set the server actors
-
ProfileActors = TempPCS.GetUsedServerActors();
-
TempArr = SAManager.GetAllManagedActors();
-
for (i = 0; i < TempArr.Length; i++)
-
{
-
Tmp = Left(TempArr[i],InStr(TempArr[i],","));
-
for (j = 0; j < ProfileActors.Length; j++)
-
{
-
if (Tmp ~= ProfileActors[j])
-
break;
-
-
}
-
-
if (j < ProfileActors.Length)
-
EnableManagedActor(Tmp);
-
-
else DisableManagedActor(Tmp);
-
}
-
-
// Set the PlayInfo
-
for (i=0;i<TempPCS.Count();i++)
-
{
-
Tmp = TempPCS.GetProfileParamName(i);
-
TmpV = TempPCS.GetProfileParam(i);
-
ShortName = GetItemName(Tmp);
-
-
// If this parameter was specified at the URL,
-
// make sure to replace it, otherwise the URL value will
-
// override the profile value
-
if (HasURLOption(ShortName))
-
{
-
log(OverridingURL@ShortName$".",LOGNAME);
-
UpdateURL(ShortName, TmpV, false);
-
}
-
-
else if (!TempPCS.SetNamedParam(Tmp, TmpV))
-
{
-
for (j = 0; j < CommandLineOptions.Length; j++)
-
{
-
if (Tmp ~= CommandLineOptions[j].ParamName && TmpV != "")
-
UpdateURL(ShortName, TmpV, false);
-
}
-
}
-
}
-
-
TempPCS.SavePI();
-
TempPCS.EndEdit(False);
-
if (bDirtyStart)
-
{
-
bDirtyStart = False;
-
SaveConfig();
-
}
-
-
Level.ServerTravel(FirstMap$"?Game="$GameType$"?Mutator="$ProfileMutators, False);
-
}
-
-
// Applies selected profile at the end of the current match
-
function bool WaitApplyProfile(coerce int NewProfileIndex, int NumberOfMatches)
-
{
-
local int i;
-
local int CurrentActive;
-
-
CurrentActive = FindActiveProfile();
-
// Check to make sure we aren't attempting to switch to the currently active profile
-
if ( NewProfileIndex == CurrentActive)
-
return false;
-
-
// Clean up any other profiles that were supposed to be reloaded
-
i = FindPreviousProfile();
-
if (i >= 0) Profiles[i].bReload = False;
-
if (CurrentActive >= 0) Profiles[CurrentActive].bActive = False;
-
Profiles[NewProfileIndex].bReload = True;
-
bWaitingToSwitch = True;
-
NumRemainingMatches = NumberOfMatches;
-
SaveConfig();
-
return true;
-
}
-
-
// Add new profile
-
function ProfileConfigSet AddProfile(string PCSName, optional string GameType)
-
{
-
local Profile TempP;
-
local int i, NumProfiles;
-
-
NumProfiles = Profiles.Length;
-
for (i = 0; i < NumProfiles; i++)
-
if (Profiles[i].ProfileName ~= PCSName)
-
return None;
-
-
TempP.ProfileName = PCSName;
-
Profiles[Profiles.Length] = TempP;
-
-
LoadProfile(TempP,GameType);
-
SaveConfig();
-
-
return LadderProfiles[NumProfiles];
-
}
-
-
// Copy profile - NewProfileName must be unique
-
function bool CopyProfile(int SourceProfileIndex, string NewProfileName)
-
{
-
local ProfileConfigSet PCS;
-
-
if (SourceProfileIndex < 0 || SourceProfileIndex >= Profiles.Length)
-
return false;
-
-
if (LadderProfiles[SourceProfileIndex] == None)
-
return false;
-
-
PCS = AddProfile(NewProfileName);
-
if (PCS != None)
-
{
-
LadderProfiles[SourceProfileIndex].StartEdit();
-
PCS.StartEdit();
-
PCS.ReplaceWith(LadderProfiles[SourceProfileIndex]);
-
PCS.EndEdit(True);
-
LadderProfiles[SourceProfileIndex].EndEdit(False);
-
return true;
-
}
-
return false;
-
}
-
-
// Remove profile
-
function bool RemoveProfile(int idx)
-
{
-
local ProfileConfigSet LastPCS;
-
local int LastIDX;
-
-
if (idx < 0 || idx >= LadderProfiles.Length)
-
return false;
-
-
if (Profiles[idx].bActive)
-
{
-
log(CannotRemoveActive,LOGNAME);
-
return false;
-
}
-
-
LastIDX = LadderProfiles.Length - 1;
-
LastPCS = LadderProfiles[LastIDX];
-
LastPCS.StartEdit();
-
if (idx < LastIDX)
-
{
-
Profiles[idx] = Profiles[LastIDX];
-
-
LadderProfiles[idx].StartEdit();
-
LadderProfiles[idx].ReplaceWith(LastPCS);
-
LadderProfiles[idx].EndEdit(True);
-
-
AllLadderProfiles.Remove(AllLadderProfiles.FindItemId(string(idx)));
-
AllLadderProfiles.Add(string(idx),Profiles[LastIDX].ProfileName);
-
}
-
-
LastPCS.Wipe();
-
LastPCS.EndEdit(True);
-
Profiles.Remove(LastIDX,1);
-
LadderProfiles.Remove(LastIDX,1);
-
AllLadderProfiles.Remove(AllLadderProfiles.FindItemId(string(LastIDX)));
-
SaveConfig();
-
return true;
-
}
-
-
// Returns index of currently active profile
-
function int FindActiveProfile()
-
{
-
local int i;
-
-
if (Index < -1)
-
{
-
for (i=0;i<Profiles.Length;i++)
-
if (Profiles[i].bActive)
-
Index = i;
-
-
if (Index < -1) Index++;
-
}
-
-
return Index;
-
}
-
-
// Returns index of previously active profile
-
function int FindPreviousProfile()
-
{
-
local int i;
-
-
for (i=0;i<Profiles.Length;i++)
-
if (Profiles[i].bReload)
-
return i;
-
-
return -1;
-
}
-
-
//#####################################################
-
// Profile Interface
-
//
-
-
// Returns an array of map names that in the maplist for this profile
-
function array<string> GetProfileMaps(optional string CurrentProfileItem)
-
{
-
local int j;
-
local ProfileConfigSet PCS;
-
local array<string> TempMaps;
-
-
if (CurrentProfileItem != "")
-
{
-
j = int(CurrentProfileItem);
-
PCS = LadderProfiles[j];
-
}
-
-
if (PCS == None && CurrentProfile!=None)
-
PCS = CurrentProfile;
-
-
if (PCS != None)
-
TempMaps = PCS.GetUsedMaps();
-
-
return TempMaps;
-
}
-
-
// Returns an array of class names for mutators that this profile will use in the game
-
function array<string> GetProfileMutators(optional string CurrentProfileItem)
-
{
-
local int j;
-
local ProfileConfigSet PCS;
-
local array<string> TempString;
-
-
if (CurrentProfileItem != "")
-
{
-
j = int(CurrentProfileItem);
-
PCS = LadderProfiles[j];
-
}
-
-
if (PCS == None && CurrentProfile != None)
-
PCS = CurrentProfile;
-
-
// Query profile for mutators to display
-
if (PCS != none)
-
TempString = PCS.GetUsedMutators();
-
-
return TempString;
-
}
-
-
function array<string> GetProfileServerActors(optional string CurrentProfileItem)
-
{
-
local int j;
-
local ProfileConfigSet PCS;
-
local array<string> Temp;
-
-
if (CurrentProfileItem != "")
-
{
-
j = int(CurrentProfileItem);
-
PCS = LadderProfiles[j];
-
}
-
-
if (PCS == None && CurrentProfile != None)
-
PCS = CurrentProfile;
-
-
if (PCS != None)
-
Temp = PCS.GetUsedServerActors();
-
-
return Temp;
-
}
-
-
//#####################################################
-
// Protected helper functions
-
//
-
-
// Clears LadderProfiles array and loads each stored (Profiles array)
-
// profile to the LadderProfiles array
-
protected function InitializeProfileArray()
-
{
-
local int i;
-
-
LadderProfiles.Length = 0;
-
-
// Load all profiles immediately
-
for (i = 0; i < Profiles.Length; i++)
-
LoadProfile(Profiles[i]);
-
}
-
-
// Adds a profile to the LadderProfiles array & initializes the profile
-
protected function LoadProfile(Profile NewProfile, optional string GameType)
-
{
-
local int i;
-
-
i = LadderProfiles.Length;
-
LadderProfiles.Length = LadderProfiles.Length + 1;
-
-
LadderProfiles[i] = new(None,"Profile"$string(i)) Profile${1}< ${3} >
-
-
if (LadderProfiles[i].GetGameClass() != None)
-
{
-
LadderProfiles[i].StartEdit();
-
LadderProfiles[i].Wipe();
-
LadderProfiles[i].EndEdit(True);
-
}
-
-
if (GameType == "") LadderProfiles[i].Init(Level);
-
else LadderProfiles[i].Init(Level,GameType);
-
-
AllLadderProfiles.Add(string(i), NewProfile.ProfileName);
-
}
-
-
protected function int ActivateProfile(coerce int ProfileId, optional bool bStoreLast)
-
{
-
local int i,j;
-
-
if (ProfileId < 0 || ProfileId >= Profiles.Length)
-
return -1;
-
-
i = FindActiveProfile();
-
-
if (i == ProfileId) return ProfileId;
-
j = 0 - 1;
-
-
if (i >= 0) j = DeactivateProfile(i);
-
if (j >= 0)
-
{
-
if (bStoreLast) Profiles[j].bReload = True;
-
else Profiles[j].bReload = False;
-
}
-
-
Profiles[ProfileId].bActive = True;
-
Profiles[ProfileId].bReload = False;
-
SaveConfig();
-
return ProfileId;
-
}
-
-
protected function int DeactivateProfile(coerce int j)
-
{
-
if (j < 0 || j > Profiles.Length)
-
return -1;
-
-
Profiles[j].bActive = False;
-
Index = default.Index;
-
return j;
-
}
-
-
// Copied from UTServerAdmin - Applies the profile's maplist to the server's maplist
-
function UpdateDefaultMaps(String GameType, StringArray Maps)
-
{
-
local class<GameInfo> Game${1}< ${3} >
-
local MapList List;
-
local int i;
-
-
if (Maps == None)
-
{
-
Warn(InvalidMaplist);
-
return;
-
}
-
GameClass = class<GameInfo>(DynamicLoadObject(GameType, class'Class'));
-
if (GameClass != None && GameClass.Default.MapListType != "")
-
{
-
List = Level.Game.GetMapList(GameClass.Default.MapListType);
-
if (List != None)
-
{
-
List.Maps.Length = 0;
-
for (i=0; i<Maps.Count(); i++)
-
List.Maps[i] = Maps.GetTag(i);
-
-
List.MapNum = 0;
-
List.SaveConfig();
-
List.Destroy();
-
}
-
}
-
}
-
-
function EnableManagedActor(string ActorName)
-
{
-
local int i;
-
local string S;
-
local class<AutoLoader> A;
-
local array<string> Arr;
-
-
if (SAManager == None) return;
-
-
for (i = 0; i < SAManager.LoaderClasses.Length; i++)
-
{
-
A = SAManager.LoaderClasses[i].AutoLoader${1}< ${3} >
-
if (A == None) continue;
-
-
Arr = A.static.GetManagedActors();
-
while (Arr.Length > 0)
-
{
-
S = class'wUtils103.wArray'.static.ShiftS(Arr);
-
if (ActorName ~= Left(S, InStr(S,",")))
-
{
-
A.static.EnableLoader(ActorName);
-
return;
-
}
-
}
-
}
-
}
-
-
function DisableManagedActor(string ActorName)
-
{
-
local int i;
-
local string S;
-
local class<AutoLoader> A;
-
local array<string> Arr;
-
-
if (SAManager == None) return;
-
-
for (i = 0; i < SAManager.LoaderClasses.Length; i++)
-
{
-
A = SAManager.LoaderClasses[i].AutoLoader${1}< ${3} >
-
if (A == None) continue;
-
-
Arr = A.static.GetManagedActors();
-
while (Arr.Length > 0)
-
{
-
S = class'wUtils103.wArray'.static.ShiftS(Arr);
-
if (ActorName ~= Left(S, InStr(S,",")))
-
{
-
A.static.DisableLoader(ActorName);
-
return;
-
}
-
}
-
}
-
}
-
-
// Replaces the ?mutator= command line parameter with this profile's configured mutators
-
function string UpdateMutatorString(ProfileConfigSet PCS)
-
{
-
local array<string> Mutators;
-
local string MutatorString;
-
-
if (PCS == None)
-
return "";
-
-
Mutators = PCS.GetUsedMutators();
-
MutatorString = class'wUtils103.wArray'.static.Join(Mutators,",",True);
-
return MutatorString;
-
}
-
-
// Copied from UTServerAdmin and modified
-
final function bool HasURLOption(string ParamName)
-
{
-
local string Param, Value;
-
local int i;
-
-
Param = ParamName;
-
while (true)
-
{
-
i = Instr(Param, ".");
-
if (i < 0)
-
break;
-
-
Param = Mid(Param, i+1);
-
}
-
-
Value = Level.GetUrlOption(Param);
-
return Value != "";
-
}
-
-
protected function ResetTrackingValues()
-
{
-
local int i;
-
for (i=0;i<Profiles.Length;i++)
-
{
-
Profiles[i].bActive = False;
-
Profiles[i].bReload = False;
-
}
-
-
NumRemainingMatches = 0;
-
SaveConfig();
-
}
-
-
function int GetRemainingMatches()
-
{
-
return NumRemainingMatches;
-
}
-
-
defaultproperties
-
{
-
Index=-2
-
LadderProfileClass="Ladder.ProfileConfigSet"
-
ShutdownWhileTemporary="Server was shutdown with active temporary profile"
-
ShutdownWhilePermanent="Server was shutdown with active profile"
-
ShutdownWhileWaiting="Server was shutdown while waiting to apply a profile. Now applying new profile."
-
ShutdownRemainingMatches="Number of matches remaining for this profile"
-
ShutdownResumingTemporary="Reactivating temporary profile with remaining number of matches."
-
ShutdownResumingPermanent="Reactivating standard profile"
-
ShutdownTrackingCorrupted="Profile tracking was corrupted. Resetting profile tracking values."
-
EndOfGame="END OF GAME DETECTED."
-
EndofGameIntercepting="Intercepting map change & activating profile"
-
EndofGameNoRemainingMatches="Profile match limit reached. Reactivating previous profile."
-
OverridingURL="Overriding command line value for parameter"
-
BadProfileClass="Bad Profile Class"
-
CannotRemoveActive="Removal of active profile not allowed! Please switch server to a different profile, then try again."
-
PreviousProfileRemoved="Attempted to return server to previous profile, but no previous profile was found. Leaving server set to current profile."
-
BadIndex="Invalid profile index"
-
CancellingProfile="Cancelling activation of profile"
-
EmptyMaplist="Profile maplist is empty"
-
InvalidMaplist="Attempting to load profile with invalid maplist!"
-
CommandLineOptions(0)=(ParamName="CommandLineParams.AdminUserName",Value="")
-
CommandLineOptions(1)=(ParamName="CommandLineParams.AdminPassword",Value="")
-
CommandLineOptions(2)=(ParamName="CommandLineParams.GameRules",Value="")
-
CommandLineOptions(3)=(ParamName="CommandLineParams.DemoRec",Value="")
-
CommandLineOptions(4)=(ParamName="CommandLineParams.bAutoNumBots",Value="")
-
CommandLineOptions(5)=(ParamName="CommandLineParams.QuickStart",Value="")
-
CommandLineOptions(6)=(ParamName="CommandLineParams.RedTeamAI",Value="UnrealGame.TeamAI")
-
CommandLineOptions(7)=(ParamName="CommandLineParams.BlueTeamAI",Value="UnrealGame.TeamAI")
-
CommandLineOptions(8)=(ParamName="CommandLineParams.RedTeamSymbol",Value="")
-
CommandLineOptions(9)=(ParamName="CommandLineParams.BlueTeamSymbol",Value="")
-
}