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//----------------------------------------------------------- // Copyright 2007, Infinity Impossible //----------------------------------------------------------- class UTMT_GameReplicationInfo extends UTGameReplicationInfo; var bool bUseOriginalRedAndBlueArmSkins; var class<UTCustomChar_Data> CustomCharDataClass; /** * For players not on the red or blue teams, checks that a blue mesh exists * that may be transformed, to avoid regression to the default character. */ simulated function UTPlayerReplicationInfo FindExistingMeshForFamily(string FamilyID, byte TeamNum, UTPlayerReplicationInfo CurrentPRI) { local int i; local UTPlayerReplicationInfo UTPRI; // Check family, gender and team are the same - and don't allow sharing local player mesh (they can change team) // in story mode, require exact match for red team - people need to be the right meshes (or fallback is ok) for(i=0; i<PRIArray.length; i++) { UTPRI = UTPlayerReplicationInfo( PRIArray[i] ); if( UTPRI != None && UTPRI != CurrentPRI && ((bStoryMode && TeamNum == 0) ? (UTPRI.CharacterData == CurrentPRI.CharacterData) : (UTPRI.CharacterData.FamilyID == FamilyID)) && UTPRI.CharacterMesh != None && UTPRI.CharPortrait != None && (UTPRI.GetTeamNum() == TeamNum || (UTPRI.GetTeamNum() > 0 && TeamNum > 0)) && !UTPRI.IsLocalPlayerPRI() ) { return UTPRI; } } return None; } /** * Changed logic to work on more than two teams. */ simulated protected function GetArmMeshAndMaterialNames( bool bForceFallbackarms, UTPlayerReplicationInfo PRI, out string ArmMeshName, out string ArmMaterialName ) { local string LoadFamily; local class<UTFamilyInfo> FamilyInfoClass; LoadFamily = PRI.CharacterData.FamilyID; if(bForceFallbackArms || LoadFamily == "" || LoadFamily == "NONE") { ArmMeshName = CustomCharDataClass.default.DefaultArmMeshName; if (PRI.Team != None) { if (PRI.Team.TeamIndex == 0 && bUseOriginalRedAndBlueArmSkins) ArmMaterialName = CustomCharDataClass.default.DefaultRedArmSkinName; else if (PRI.Team.TeamIndex < Teams.Length) ArmMaterialName = CustomCharDataClass.default.DefaultBlueArmSkinName; } } else { FamilyInfoClass = CustomCharDataClass.static.FindFamilyInfo(PRI.CharacterData.FamilyID); ArmMeshName = FamilyInfoClass.default.ArmMeshName; if (PRI.Team != None) { if (PRI.Team.TeamIndex == 0 && bUseOriginalRedAndBlueArmSkins) ArmMaterialName = FamilyInfoClass.default.RedArmSkinName; else if (PRI.Team.TeamIndex < Teams.Length) ArmMaterialName = FamilyInfoClass.default.BlueArmSkinName; } } } /** * Copied from UTGameReplicationInfo. Ideally, this function should be * chunked up modularly. The method for loading arm meshes has been modified * such that the new team materials can be applied to it. */ simulated function TickCharacterMeshCreation() { local int i, NextCharIndex; local UTCharFamilyAssetStore ActiveAssetStore; local bool bMergePending, bMergeWasPending; local SkeletalMesh NewMesh, ArmMesh; local string TeamString, LoadFamily, ArmMeshName, ArmMaterialName; local CustomCharTextureRes TexRes; local class<UTFamilyInfo> FamilyInfoClass; local MaterialInterface ArmMaterial; local CharPortraitSetup PortraitSetup; local UTPlayerReplicationInfo PRI, ReplacementUTPRI; // To speed up streaming parts - disable level streaming. SetNoStreamWorldTextureForFrames(100000); // First, clear out and reset any entries with a NULL PRI (that is, someone disconnected) for(i=CharStatus.Length-1; i>=0; i--) { if (CharStatus[i].PRI == None || CharStatus[i].PRI.bDeleteMe) { //`log("PRI NULL - Removing."); ResetCharMerge(i); CharStatus.Remove(i,1); } } // Invariant: At this point all PRI's are valid // Now look to see if one is at phase 2 (that is, streaming textures). for(i=CharStatus.Length-1; i>=0; i--) { if(CharStatus[i].MergeState.bMergeInProgress) { bMergeWasPending = true; // Should never be trying to merge without an AssetStore, or with AssetStore not finished loading. assert(CharStatus[i].AssetStore != None); assert(CharStatus[i].AssetStore.NumPendingPackages == 0); // Should only ever have one in this state at a time! assert(bMergePending == false); // Set flag to indicate there is currently a merge pending bMergePending = true; //`log("PRI Merge Pending:"@CharStatus[i].PRI); // See if we can create skeletal mesh NewMesh = FinishCharMerge(i); if(!CharStatus[i].MergeState.bMergeInProgress) { // Merge is done LogInternal("CUSTOMCHAR Complete:"@CharStatus[i].PRI@" (Tex stream:"@(WorldInfo.RealTimeSeconds - CharStatus[i].StartMergeTime)@"Secs)"); if(NewMesh != None) { // If this was a construction for the other team skin - save that if(CharStatus[i].bOtherTeamSkin) { CharStatus[i].PRI.SetOtherTeamSkin(NewMesh); } else { // Save newly created mesh into PRI. CharStatus[i].PRI.SetCharacterMesh(NewMesh); // Add an offset specific to the family. PortraitSetup = class'UTCustomChar_Data'.default.PortraitSetup; FamilyInfoClass = class'UTCustomChar_Data'.static.FindFamilyInfo(CharStatus[i].PRI.CharacterData.FamilyID); PortraitSetup.MeshOffset += FamilyInfoClass.default.PortraitExtraOffset; // Render the portrait texture. CharStatus[i].PRI.CharPortrait = class'UTCustomChar_Data'.static.MakeCharPortraitTexture (NewMesh, PortraitSetup, class'UTCustomChar_Data'.default.PortraitBackgroundMesh); } } else { CharStatus[i].PRI.SetCharacterMesh(None); } // If this is a local player, we have some extra steps - make skin for other team, and store a pointer to the first-person arm mesh. if(CharStatus[i].PRI.IsLocalPlayerPRI()) { if( WorldInfo.GetGameClass().default.bTeamGame && // Only need other team skin for team games !CharStatus[i].bOtherTeamSkin && // Make sure we didn't just try and do this (avoids infinite loop) (CharStatus[i].PRI.GetTeamNum() < Teams.Length) && // check they are on a team (not spectator) (CharStatus[i].PRI.BlueHeadMIC == None || CharStatus[i].PRI.RedHeadMIC == None) ) // Are missing a skin { TeamString = CharStatus[i].PRI.GetCustomCharOtherTeamString(); LogInternal("PRI Other Merge Start:" @ CharStatus[i].PRI @ CharStatus[i].PRI.PlayerName @ TeamString); // Choose texture res based on whether you are the local player TexRes = (CharStatus[i].PRI.IsLocalPlayerPRI()) ? CCTR_Self : CCTR_Normal; CharStatus[i].MergeState = class'UTCustomChar_Data'.static.StartCustomCharMerge(CharStatus[i].PRI.CharacterData, TeamString, None, TexRes); CharStatus[i].StartMergeTime = WorldInfo.RealTimeSeconds; CharStatus[i].bOtherTeamSkin = TRUE; bMergePending = true; } else { CharStatus[i].bNeedsArms = TRUE; CharStatus[i].AssetStore = None; bMergePending = false; } } else { // We are done! Remove this entry from the array. This will let the AssetStore go away next GC. CharStatus.Remove(i,1); // No merges pending any more bMergePending = false; } } // See if merge is invalid, or we have taken too long waiting for textures to stream in. else if(CharStatus[i].MergeState.bInvalidChar || (WorldInfo.RealTimeSeconds - CharStatus[i].StartMergeTime) > class'UTCustomChar_Data'.default.CustomCharTextureStreamTimeout) { LogInternal("TIMEOUT: Streaming Textures for custom char."@CharStatus[i].PRI); ResetCharMerge(i); CharStatus[i].PRI.SetCharacterMesh(None); // Even though we timed out while streaming, we still try to load the FP arm mesh. if(CharStatus[i].PRI.IsLocalPlayerPRI()) { CharStatus[i].bNeedsArms = TRUE; } else { // We are done! Remove this entry from the array. This will let the AssetStore go away next GC. CharStatus.Remove(i,1); } bMergePending = false; } } } // If no merge going, but still PRIs left to process, get the next one going if(!bMergePending && CharStatus.length > 0) { // Look to see if any are at phase 1 (that is, loading assets from disk - has an AssetStore) for(i=0; i<CharStatus.Length && !bMergePending; i++) { // This entry has an asset store if(CharStatus[i].AssetStore != None) { // Make sure it matches the PRI's character setup data assert(CharStatus[i].AssetStore.FamilyID == CharStatus[i].PRI.CharacterData.FamilyID); // If this is the first entry with a store, remember it if(ActiveAssetStore == None) { ActiveAssetStore = CharStatus[i].AssetStore; } // If not the first - make sure all AssetStores are the same. Only want one 'in flight' at a time. else { assert(CharStatus[i].AssetStore == ActiveAssetStore); } // If all assets are loaded, we can start a merge. if(CharStatus[i].AssetStore.NumPendingPackages == 0) { TeamString = CharStatus[i].PRI.GetCustomCharTeamString(); LogInternal("CUSTOMCHAR Start:" @ CharStatus[i].PRI @ CharStatus[i].PRI.PlayerName @ TeamString); // Choose texture res based on whether you are the local player TexRes = (CharStatus[i].PRI.IsLocalPlayerPRI()) ? CCTR_Self : CCTR_Normal; CharStatus[i].MergeState = class'UTCustomChar_Data'.static.StartCustomCharMerge(CharStatus[i].PRI.CharacterData, TeamString, None, TexRes); CharStatus[i].StartMergeTime = WorldInfo.RealTimeSeconds; bMergePending = true; } } // If its an arm-loading case else if(CharStatus[i].ArmAssetStore != None) { assert((CharStatus[i].ArmAssetStore.FamilyID == CharStatus[i].PRI.CharacterData.FamilyID) || CharStatus[i].bForceFallbackArms); ActiveAssetStore = CharStatus[i].ArmAssetStore; // If we've finished loading packages containing arms if(CharStatus[i].ArmAssetStore.NumPendingPackages == 0) { GetArmMeshAndMaterialNames(CharStatus[i].bForceFallbackArms, CharStatus[i].PRI, ArmMeshName, ArmMaterialName); // Find arm material by name (if we want one) if(ArmMaterialName != "") { ArmMaterial = MaterialInterface(FindObject(ArmMaterialName, class'MaterialInterface')); if(ArmMaterial == None) { LogInternal("WARNING: Could not find ArmMaterial:"@ArmMaterialName); } } // Find arm mesh by name ArmMesh = SkeletalMesh(FindObject(ArmMeshName, class'SkeletalMesh')); if(ArmMesh == None) { LogInternal("WARNING: Could not find ArmMesh:"@ArmMeshName); } // Apply mesh/material to character CharStatus[i].PRI.SetFirstPersonArmInfo(ArmMesh, ArmMaterial); // Done with this char now! Remove from array. CharStatus.Remove(i,1); i--; } } } // If none have an asset store - create one now and start getting assets loaded if(ActiveAssetStore == None) { // Force garbage collection if merge was pending and hold off kicking off more async loading for a frame so the GC can occur. if( bMergeWasPending ) { WorldInfo.ForceGarbageCollection(); } else { // Look for the next character that isn't needing arms. // We also set bNeedsArms on any chars that just need arms. NextCharIndex = INDEX_NONE; for(i=0; i<CharStatus.length; i++) { if(!CharStatus[i].bNeedsArms) { // Any characters with bogus FamilyInfo, we just want to load default arms. // This should ONLY be for local PRIs (see ). LoadFamily = CharStatus[i].PRI.CharacterData.FamilyID; if(LoadFamily == "" || LoadFamily == "NONE") { assert(CharStatus[i].PRI.IsLocalPlayerPRI()); CharStatus[i].bNeedsArms = TRUE; } else { NextCharIndex = i; break; } } } // We found a non-arms mesh (needs store for parts) if(NextCharIndex != INDEX_NONE) { LoadFamily = CharStatus[NextCharIndex].PRI.CharacterData.FamilyID; LogInternal("CustomChar - Load Assets:"@LoadFamily); // During initial character creation, block on loading character packages if(!bProcessedInitialCharacters) { WorldInfo.bRequestedBlockOnAsyncLoading = true; } CharStatus[NextCharIndex].AssetStore = class'UTCustomChar_Data'.static.LoadFamilyAssets(LoadFamily, FALSE, FALSE); if(CharStatus[NextCharIndex].AssetStore != None) { // Look for others using the same family, and assign same asset for(i=0; i<CharStatus.length; i++) { if((i != NextCharIndex) && CharStatus[i].PRI.CharacterData.FamilyID == LoadFamily) { CharStatus[i].AssetStore = CharStatus[NextCharIndex].AssetStore; } } } else { // We failed to find any parts, remove this character from the processing set. LogInternal("Error loading parts for:"@LoadFamily@" - Aborting."); if(CharStatus[NextCharIndex].PRI.IsLocalPlayerPRI()) { CharStatus[NextCharIndex].bNeedsArms = TRUE; } else { CharStatus.Remove(NextCharIndex, 1); } } } // Arms loading case else { // Invariant : The only thing left in CharStatus now is PRIs in need of arms. LoadFamily = CharStatus[0].PRI.CharacterData.FamilyID; LogInternal("CustomChar - Load Arms:"@LoadFamily); if(!bProcessedInitialCharacters) { WorldInfo.bRequestedBlockOnAsyncLoading = true; } // Try loading packages for arms CharStatus[0].ArmAssetStore = class'UTCustomChar_Data'.static.LoadFamilyAssets(LoadFamily, FALSE, TRUE); // If that failed, load the default arm package if(CharStatus[0].ArmAssetStore == None) { CharStatus[0].ArmAssetStore = class'UTCustomChar_Data'.static.LoadFamilyAssets("", FALSE, TRUE); CharStatus[0].bForceFallbackArms = TRUE; } // If we found the arm package we were looking, look for others using the same family, and assign same asset else { for(i=1; i<CharStatus.length; i++) { if(CharStatus[i].PRI.CharacterData.FamilyID == LoadFamily) { CharStatus[i].ArmAssetStore = CharStatus[NextCharIndex].ArmAssetStore; } } } } } } } // if we're done, clear the timer and tell local PCs if (!IsProcessingCharacterData()) { if (bMergeWasPending) { // do a final GC before we officially finish WorldInfo.ForceGarbageCollection(); } else { ClearTimer('TickCharacterMeshCreation'); SendCharacterProcessingNotification(false); LogInternal("Finished creating custom characters in "$(WorldInfo.RealTimeSeconds - StartCreateCharTime)$" seconds"); // see if there are any characters that we skipped that we can fill in with the newly created meshes if (!bForceDefaultCharacter) { for (i = 0; i < PRIArray.length; i++) { PRI = UTPlayerReplicationInfo(PRIArray[i]); if ( PRI != None && PRI.CharacterMesh == None && PRI.CharacterData.FamilyID != "" && PRI.CharacterData.FamilyID != "NONE" && !PRI.IsLocalPlayerPRI() ) { ReplacementUTPRI = FindExistingMeshForFamily(PRI.CharacterData.FamilyID, PRI.GetTeamNum(), PRI); if (ReplacementUTPRI != None) { PRI.SetCharacterMesh(ReplacementUTPRI.CharacterMesh, true); PRI.CharPortrait = ReplacementUTPRI.CharPortrait; } } } } } } } defaultproperties { bUseOriginalRedAndBlueArmSkins=True CustomCharDataClass=Class'UTGame.UTCustomChar_Data' } |
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