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// Copyright Epic Games, Inc. All Rights Reserved.
#include "AgrarianGameGameMode.h"
#include "AgrarianGameCharacter.h"
#include "AgrarianDebugHUD.h"
#include "AgrarianCampfire.h"
#include "AgrarianGameState.h"
#include "AgrarianPersistenceSubsystem.h"
#include "AgrarianShelterActor.h"
#include "TimerManager.h"
AAgrarianGameGameMode::AAgrarianGameGameMode()
{
GameStateClass = AAgrarianGameState::StaticClass();
HUDClass = AAgrarianDebugHUD::StaticClass();
}
void AAgrarianGameGameMode::BeginPlay()
{
Super::BeginPlay();
if (HasAuthority())
{
LoadWorldOnServerStart();
}
if (HasAuthority() && ServerAutoSaveIntervalSeconds > 0.0f)
{
GetWorldTimerManager().SetTimer(
ServerAutoSaveTimerHandle,
this,
&AAgrarianGameGameMode::RunServerAutoSave,
ServerAutoSaveIntervalSeconds,
true,
ServerAutoSaveIntervalSeconds);
}
}
void AAgrarianGameGameMode::RestartPlayer(AController* NewPlayer)
{
Super::RestartPlayer(NewPlayer);
AAgrarianGameCharacter* AgrarianCharacter = NewPlayer ? Cast<AAgrarianGameCharacter>(NewPlayer->GetPawn()) : nullptr;
UAgrarianPersistenceSubsystem* Persistence = GetGameInstance() ? GetGameInstance()->GetSubsystem<UAgrarianPersistenceSubsystem>() : nullptr;
if (AgrarianCharacter && Persistence && Persistence->RestorePlayerSnapshot(AgrarianCharacter))
{
UE_LOG(LogTemp, Log, TEXT("Agrarian restored reconnect snapshot for %s."), *AgrarianCharacter->GetName());
}
}
void AAgrarianGameGameMode::Logout(AController* Exiting)
{
AAgrarianGameCharacter* AgrarianCharacter = Exiting ? Cast<AAgrarianGameCharacter>(Exiting->GetPawn()) : nullptr;
UAgrarianPersistenceSubsystem* Persistence = GetGameInstance() ? GetGameInstance()->GetSubsystem<UAgrarianPersistenceSubsystem>() : nullptr;
if (AgrarianCharacter && Persistence)
{
Persistence->SavePlayerSnapshot(AgrarianCharacter);
}
Super::Logout(Exiting);
}
void AAgrarianGameGameMode::RegisterPersistentActorClasses(UAgrarianPersistenceSubsystem* Persistence) const
{
if (!Persistence)
{
return;
}
Persistence->RegisterWorldActorClass(TEXT("primitive_shelter"), AAgrarianShelterActor::StaticClass());
Persistence->RegisterWorldActorClass(TEXT("campfire"), AAgrarianCampfire::StaticClass());
}
void AAgrarianGameGameMode::LoadWorldOnServerStart()
{
if (!HasAuthority() || !bLoadWorldOnServerStart)
{
return;
}
UAgrarianPersistenceSubsystem* Persistence = GetGameInstance() ? GetGameInstance()->GetSubsystem<UAgrarianPersistenceSubsystem>() : nullptr;
if (!Persistence)
{
UE_LOG(LogTemp, Warning, TEXT("Agrarian startup load skipped: persistence subsystem unavailable."));
return;
}
RegisterPersistentActorClasses(Persistence);
if (!Persistence->DoesSaveExist())
{
UE_LOG(LogTemp, Log, TEXT("Agrarian startup load skipped: no save exists."));
return;
}
int32 RestoredPlayerCount = 0;
int32 RestoredActorCount = 0;
constexpr bool bClearExistingActors = false;
const bool bLoaded = Persistence->LoadCurrentWorld(RestoredPlayerCount, RestoredActorCount, bClearExistingActors);
UE_LOG(
LogTemp,
Log,
TEXT("Agrarian startup load %s. Restored players: %d. Restored actors: %d."),
bLoaded ? TEXT("completed") : TEXT("completed with world-state warning"),
RestoredPlayerCount,
RestoredActorCount);
}
void AAgrarianGameGameMode::RunServerAutoSave()
{
if (!HasAuthority())
{
return;
}
UAgrarianPersistenceSubsystem* Persistence = GetGameInstance() ? GetGameInstance()->GetSubsystem<UAgrarianPersistenceSubsystem>() : nullptr;
if (!Persistence)
{
UE_LOG(LogTemp, Warning, TEXT("Agrarian server autosave skipped: persistence subsystem unavailable."));
return;
}
const bool bSaved = Persistence->SaveCurrentWorld();
UE_LOG(LogTemp, Log, TEXT("Agrarian server autosave %s."), bSaved ? TEXT("completed") : TEXT("failed"));
}