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