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Difference between revisions of "UE3:GameInfo instance functions (UDK)"
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Latest revision as of 05:39, 17 January 2010
Contents
- 1 Instance functions
- 1.1 AddInactivePRI
- 1.2 AddMutator
- 1.3 AddObjectiveScore
- 1.4 AllowCheats
- 1.5 AllowPausing
- 1.6 ArbitrationRegistrationComplete
- 1.7 AtCapacity
- 1.8 BroadcastDeathMessage
- 1.9 BroadcastTeam
- 1.10 CalculatedNetSpeed
- 1.11 CanLeaveVehicle
- 1.12 CanSpectate
- 1.13 ChangeName
- 1.14 ChangeTeam
- 1.15 CheckEndGame
- 1.16 CheckForSentinelRun
- 1.17 CheckModifiedEndGame
- 1.18 CheckRelevance
- 1.19 CheckScore
- 1.20 ChoosePlayerStart
- 1.21 ClearAutoLoginDelegates
- 1.22 DebugPause
- 1.23 DiscardInventory
- 1.24 DisplayDebug
- 1.25 DriverEnteredVehicle
- 1.26 DriverLeftVehicle
- 1.27 EndGame
- 1.28 EndLogging
- 1.29 EndOnlineGame
- 1.30 FindInactivePRI
- 1.31 FindPlayerByID
- 1.32 FindPlayerStart
- 1.33 GenericPlayerInitialization
- 1.34 GetCoverReplicator
- 1.35 GetDefaultPlayerClass
- 1.36 GetNextMap
- 1.37 GetNumPlayers
- 1.38 GetServerPort
- 1.39 GetTravelType
- 1.40 InitGameReplicationInfo
- 1.41 IsAutomatedPerfTesting
- 1.42 IsCheckingForFragmentation
- 1.43 IsCheckingForMemLeaks
- 1.44 IsDoingASentinelRun
- 1.45 Kick
- 1.46 KickBan
- 1.47 Killed
- 1.48 Logout
- 1.49 MatchIsInProgress
- 1.50 ModifyScoreKill
- 1.51 Mutate
- 1.52 NotifyArbitratedMatchEnd
- 1.53 NotifyKilled
- 1.54 NotifyNavigationChanged
- 1.55 OnLoginChange
- 1.56 OnLoginFailed
- 1.57 OnServerCreateComplete
- 1.58 OnStartOnlineGameComplete
- 1.59 OverridePRI
- 1.60 PerformEndGameHandling
- 1.61 PickTeam
- 1.62 PickupQuery
- 1.63 PlayerCanRestart
- 1.64 PlayerCanRestartGame
- 1.65 PreventDeath
- 1.66 ProcessClientRegistrationCompletion
- 1.67 ProcessClientTravel
- 1.68 ProcessServerLogin
- 1.69 ProcessServerTravel
- 1.70 RatePlayerStart
- 1.71 RecalculateSkillRating
- 1.72 ReduceDamage
- 1.73 RegisterServer
- 1.74 RegisterServerForArbitration
- 1.75 RemoveMutator
- 1.76 ReplicateStreamingStatus
- 1.77 RequiresPassword
- 1.78 ResetLevel
- 1.79 RestartGame
- 1.80 RestartPlayer
- 1.81 ScoreKill
- 1.82 ScoreObjective
- 1.83 SendPlayer
- 1.84 SetGameSpeed
- 1.85 SetPause
- 1.86 SetPlayerDefaults
- 1.87 SetSeamlessTravelViewTarget
- 1.88 ShouldAutoContinueToNextRound
- 1.89 ShouldReset
- 1.90 ShouldRespawn
- 1.91 ShouldSpawnAtStartSpot
- 1.92 SpawnDefaultPawnFor
- 1.93 SpawnPlayerController
- 1.94 StartArbitratedMatch
- 1.95 StartArbitrationRegistration
- 1.96 StartBots
- 1.97 StartHumans
- 1.98 StartMatch
- 1.99 StartOnlineGame
- 1.100 TellClientsToReturnToPartyHost
- 1.101 TellClientsToTravelToSession
- 1.102 UnregisterPlayer
- 1.103 UpdateGameplayMuteList
- 1.104 UpdateGameSettings
- 1.105 UpdateGameSettingsCounts
- 1.106 UpdateNetSpeeds
- 1.107 WriteOnlinePlayerScores
- 1.108 WriteOnlineStats
- GameInfo instance functions in other games:
- RTNP, U1, UT, U2, U2XMP, UE2Runtime, UT2003, UT2004, UT3
- Other member categories for this class:
- properties
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Instance functions[edit]
AddInactivePRI[edit]
AddInactivePRI() Add PRI to the inactive list, remove from the active list
AddMutator[edit]
AddObjectiveScore[edit]
AllowCheats[edit]
AllowPausing[edit]
Returns:
- TRUE if the player is allowed to pause the game.
ArbitrationRegistrationComplete[edit]
Empty implementation of the code that handles the callback for completion
Parameters:
- SessionName - the name of the session this is for
- bWasSuccessful - whether the call worked or not
AtCapacity[edit]
BroadcastDeathMessage[edit]
BroadcastTeam[edit]
CalculatedNetSpeed[edit]
CanLeaveVehicle[edit]
CanSpectate[edit]
ChangeName[edit]
ChangeTeam[edit]
CheckEndGame[edit]
CheckForSentinelRun[edit]
Asks AutoTestManager to start a sentinel run if needed
Must be called by gameinfo subclass - not called in base implementation of GameInfo.StartMatch()
Returns:
- true if should skip normal startmatch process
CheckModifiedEndGame[edit]
CheckRelevance[edit]
CheckScore[edit]
ChoosePlayerStart[edit]
ChoosePlayerStart() Return the 'best' player start for this player to start from. PlayerStarts are rated by RatePlayerStart().
Parameters:
- Player - is the controller for whom we are choosing a playerstart
- InTeam - specifies the Player's team (if the player hasn't joined a team yet)
Returns:
- NavigationPoint chosen as player start (usually a PlayerStart)
ClearAutoLoginDelegates[edit]
Clears the login delegates once the login process has passed or failed
DebugPause[edit]
Dumps the pause delegate list to track down who has the game paused
DiscardInventory[edit]
DisplayDebug[edit]
Overrides: Actor.DisplayDebug
Use 'ShowGameDebug' console command to show this debug info
Useful to show general debug info not tied to a particular actor physically in the level.
DriverEnteredVehicle[edit]
DriverLeftVehicle[edit]
EndGame[edit]
EndLogging[edit]
EndOnlineGame[edit]
Tells the online system to end the game and tells all clients to do the same
FindInactivePRI[edit]
FindInactivePRI() returns the PRI associated with this re-entering player
FindPlayerByID[edit]
FindPlayerStart[edit]
FindPlayerStart() Return the 'best' player start for this player to start from. PlayerStarts are rated by RatePlayerStart().
Parameters:
- Player - is the controller for whom we are choosing a playerstart
- InTeam - specifies the Player's team (if the player hasn't joined a team yet)
- IncomingName - specifies the tag of a teleporter to use as the Playerstart
Returns:
- NavigationPoint chosen as player start (usually a PlayerStart)
GenericPlayerInitialization[edit]
handles all player initialization that is shared between the travel methods (i.e. called from both PostLogin() and HandleSeamlessTravelPlayer())
GetCoverReplicator[edit]
GetDefaultPlayerClass[edit]
Returns the default pawn class for the specified controller,
Parameters:
- C - controller to figure out pawn class for
Returns:
- default pawn class
GetNextMap[edit]
Returns:
- the map we should travel to for the next game
GetNumPlayers[edit]
GetServerPort[edit]
GetTravelType[edit]
Returns true if we want to travel_absolute
InitGameReplicationInfo[edit]
IsAutomatedPerfTesting[edit]
IsCheckingForFragmentation[edit]
Returns:
- true if checking for fragmentation is enabled
IsCheckingForMemLeaks[edit]
Returns:
- true if checking for memory leaks is enabled
IsDoingASentinelRun[edit]
Returns:
- true if doing a sentinel run
Kick[edit]
KickBan[edit]
Killed[edit]
Logout[edit]
MatchIsInProgress[edit]
ModifyScoreKill[edit]
For subclasses which don't call GameInfo.ScoreKill()
Mutate[edit]
NotifyArbitratedMatchEnd[edit]
NotifyKilled[edit]
[edit]
notification when a NavigationPoint becomes blocked or unblocked
OnLoginChange[edit]
Used to tell the game when the autologin has completed
Parameters:
- LocalUserNum - ignored
OnLoginFailed[edit]
Called if the autologin fails
Parameters:
- LocalUserNum - the controller number of the associated user
- ErrorCode - the async error code that occurred
OnServerCreateComplete[edit]
Notifies us of the game being registered successfully or not
Parameters:
- SessionName - the name of the session that was created
- bWasSuccessful - flag telling us whether it worked or not
OnStartOnlineGameComplete[edit]
Callback when the start completes
Parameters:
- SessionName - the name of the session this is for
- bWasSuccessful - true if it worked, false otherwise
OverridePRI[edit]
OverridePRI() override as needed properties of NewPRI with properties from OldPRI which were assigned during the login process
PerformEndGameHandling[edit]
Does end of game handling for the online layer
PickTeam[edit]
PickupQuery[edit]
PickupQuery: Called when pawn has a chance to pick Item up (i.e. when the pawn touches a weapon pickup). Should return true if he wants to pick it up, false if he does not want it.
Parameters:
- Other - the Pawn that wants the item
- ItemClass - the Inventory class the Pawn can pick up
- Pickup - the Actor containing that item (this may be a PickupFactory or it may be a DroppedPickup)
Returns:
- whether or not the Pickup actor should give its item to Other
PlayerCanRestart[edit]
PlayerCanRestartGame[edit]
PreventDeath[edit]
ProcessClientRegistrationCompletion[edit]
This is a base (empty) implementation of the completion notification
Parameters:
- PC - the player controller to mark as done
- bWasSuccessful - whether the PC was able to register for arbitration or not
ProcessClientTravel[edit]
Notifies all clients to travel to the specified URL.
Parameters:
- URL - a string containing the mapname (or IP address) to travel to, along with option key/value pairs
- NextMapGuid - the GUID of the server's version of the next map
- bSeamless - indicates whether the travel should use seamless travel or not.
- bAbsolute - indicates which type of travel the server will perform (i.e. TRAVEL_Relative or TRAVEL_Absolute)
ProcessServerLogin[edit]
Checks for the login parameters being passed on the command line. If present, it does an async login before starting the dedicated server registration process
Returns:
- true if the login is in progress, false otherwise
ProcessServerTravel[edit]
RatePlayerStart[edit]
RatePlayerStart() Return a score representing how desireable a playerstart is.
Parameters:
- P - is the playerstart being rated
- Team - is the team of the player choosing the playerstart
- Player - is the controller choosing the playerstart
Returns:
- playerstart score
RecalculateSkillRating[edit]
Used by the game type to update the advertised skill for this game
ReduceDamage[edit]
RegisterServer[edit]
Registers the dedicated server with the online service
RegisterServerForArbitration[edit]
Empty implementation of the code that registers the server for arbitration
RemoveMutator[edit]
ReplicateStreamingStatus[edit]
replicates the current level streaming status to the given PlayerController
RequiresPassword[edit]
ResetLevel[edit]
Resets level by calling Reset() on all actors
RestartGame[edit]
RestartPlayer[edit]
ScoreKill[edit]
ScoreObjective[edit]
SendPlayer[edit]
SetGameSpeed[edit]
SetPause[edit]
Adds the delegate to the list if the player controller has the right to pause the game. The delegate is called to see if it is ok to unpause the game, e.g. the reason the game was paused has been cleared.
Parameters:
- PC - the player controller to check for admin privs
- CanUnpauseDelegate - the delegate to query when checking for unpause
SetPlayerDefaults[edit]
SetSeamlessTravelViewTarget[edit]
ShouldAutoContinueToNextRound[edit]
Returns:
- true if should auto-continue to next round
ShouldReset[edit]
Returns:
- true if ActorToReset should have Reset() called on it while restarting the game, false if the GameInfo will manually reset it or if the actor does not need to be reset
ShouldRespawn[edit]
ShouldSpawnAtStartSpot[edit]
returns whether the given Controller StartSpot property should be used as the spawn location for its Pawn
SpawnDefaultPawnFor[edit]
Returns a pawn of the default pawn class
Parameters:
- NewPlayer - Controller for whom this pawn is spawned
- StartSpot - PlayerStart at which to spawn pawn
Returns:
- pawn
SpawnPlayerController[edit]
spawns a PlayerController at the specified location; split out from Login()/HandleSeamlessTravelPlayer() for easier overriding
StartArbitratedMatch[edit]
Empty implementation of the code that starts an arbitrated match
StartArbitrationRegistration[edit]
Empty implementation of the code that kicks off async registration
StartBots[edit]
StartHumans[edit]
StartMatch[edit]
StartOnlineGame[edit]
Tells the online system to start the game and waits for the callback. Tells each connected client to mark their session as in progress
TellClientsToReturnToPartyHost[edit]
Iterates the player controllers and tells them to return to their party
TellClientsToTravelToSession[edit]
Iterates the player controllers and tells remote players to travel to the specified session
Parameters:
- SessionName - the name of the session to register
- SearchClass - the search that should be populated with the session
- PlatformSpecificInfo - the binary data to place in the platform specific areas
UnregisterPlayer[edit]
Removes the player from the named session when they leave
Parameters:
- PC - the player controller that just left
UpdateGameplayMuteList[edit]
Used to notify the game type that it is ok to update a player's gameplay specific muting information now. The playercontroller needs to notify the server when it is possible to do so or the unique net id will be incorrect and the muting not work.
Parameters:
- PC - the playercontroller that is ready for updates
UpdateGameSettings[edit]
Used to update any changes in game settings that need to be published to players that are searching for games
UpdateGameSettingsCounts[edit]
Updates the online subsystem's information for player counts so that LAN matches can show the correct player counts
UpdateNetSpeeds[edit]
WriteOnlinePlayerScores[edit]
If the match is arbitrated, tells all clients to write out their copies of the player scores. If not arbitrated, it only has the first local player write the scores.
WriteOnlineStats[edit]
Tells all clients to write stats and then handles writing local stats