Add server autosave interval
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@@ -5,6 +5,7 @@
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#include "AgrarianDebugHUD.h"
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#include "AgrarianGameState.h"
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#include "AgrarianPersistenceSubsystem.h"
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#include "TimerManager.h"
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AAgrarianGameGameMode::AAgrarianGameGameMode()
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{
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@@ -12,6 +13,22 @@ AAgrarianGameGameMode::AAgrarianGameGameMode()
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HUDClass = AAgrarianDebugHUD::StaticClass();
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}
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void AAgrarianGameGameMode::BeginPlay()
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{
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Super::BeginPlay();
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if (HasAuthority() && ServerAutoSaveIntervalSeconds > 0.0f)
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{
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GetWorldTimerManager().SetTimer(
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ServerAutoSaveTimerHandle,
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this,
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&AAgrarianGameGameMode::RunServerAutoSave,
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ServerAutoSaveIntervalSeconds,
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true,
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ServerAutoSaveIntervalSeconds);
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}
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}
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void AAgrarianGameGameMode::RestartPlayer(AController* NewPlayer)
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{
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Super::RestartPlayer(NewPlayer);
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@@ -35,3 +52,21 @@ void AAgrarianGameGameMode::Logout(AController* Exiting)
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Super::Logout(Exiting);
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}
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void AAgrarianGameGameMode::RunServerAutoSave()
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{
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if (!HasAuthority())
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{
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return;
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}
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UAgrarianPersistenceSubsystem* Persistence = GetGameInstance() ? GetGameInstance()->GetSubsystem<UAgrarianPersistenceSubsystem>() : nullptr;
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if (!Persistence)
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{
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UE_LOG(LogTemp, Warning, TEXT("Agrarian server autosave skipped: persistence subsystem unavailable."));
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return;
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}
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const bool bSaved = Persistence->SaveCurrentWorld();
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UE_LOG(LogTemp, Log, TEXT("Agrarian server autosave %s."), bSaved ? TEXT("completed") : TEXT("failed"));
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}
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@@ -19,8 +19,17 @@ public:
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/** Constructor */
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AAgrarianGameGameMode();
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virtual void BeginPlay() override;
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virtual void RestartPlayer(AController* NewPlayer) override;
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virtual void Logout(AController* Exiting) override;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Agrarian|Persistence", meta = (ClampMin = "0"))
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float ServerAutoSaveIntervalSeconds = 300.0f;
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protected:
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void RunServerAutoSave();
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FTimerHandle ServerAutoSaveTimerHandle;
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};
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