blaster/Source/Blaster/PlayerController/BlasterPlayerController.h

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// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/PlayerController.h"
#include "BlasterPlayerController.generated.h"
/**
*
*/
UCLASS()
class BLASTER_API ABlasterPlayerController : public APlayerController
{
GENERATED_BODY()
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public:
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virtual void Tick(float DeltaTime) override;
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virtual void OnPossess(APawn* InPawn) override;
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virtual void ReceivedPlayer() override; // Sync with server clock as soon as possible
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virtual void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const override;
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void SetDebugMsg1(FString Key, FString Value);
void SetDebugMsg2(FString Key, FString Value);
void SetDebugMsg3(FString Key, FString Value);
void SetDebugMsg4(FString Key, FString Value);
void SetDebugMsg5(FString Key, FString Value);
void SetDebugMsg6(FString Key, FString Value);
void SetDebugMsg7(FString Key, FString Value);
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void SetHUDHealth(float Health, float MaxHealth);
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void SetHUDShield(float Shield, float MaxShield);
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void SetHUDScore(float Score);
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void SetHUDDefeats(int32 Defeats);
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void SetHUDWeaponAmmo(int32 Ammo);
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void SetHUDCarriedAmmo(int32 Ammo);
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void SetHUDGrenades(int32 Grenades);
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void SetHUDMatchCountdown(float CountdownTime);
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void SetHUDAnnouncementCountdown(float CountdownTime);
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// Synced with server world clock
virtual float GetServerTime();
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void OnMatchStateSet(FName State);
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void HandleCooldown();
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float SingleTripTime = 0.f;
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protected:
virtual void BeginPlay() override;
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void CheckTimeSync(float DeltaTime);
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void HandleMatchHasStarted();
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void SetHUDTime();
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void PollInit();
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// Sync time between client and server
// Requests the current server time, passing in the client's time when the request was sent
UFUNCTION(Server, Reliable)
void ServerRequestServerTime(float TimeOfClientRequest);
// Reports the current server time to the client in response to ServerRequestServerTime
UFUNCTION(Client, Reliable)
void ClientReportServerTime(float TimeOfClientRequest, float TimeServerReceivedClientRequest);
// Difference between client and server time
float ClientServerDelta = 0;
UPROPERTY(EditAnywhere, Category = Time)
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float TimeSyncFrequency = 5.f;
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float TimeSyncRunningTime = 0.f;
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UFUNCTION(Server, Reliable)
void ServerCheckMatchState();
UFUNCTION(Client, Reliable)
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void ClientJoinMidgame(FName StateOfMatch, float Warmup, float Match, float Cooldown, float StartingTime);
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void HighPingWarning();
void StopHighPingWarning();
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private:
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UPROPERTY()
class UDebugWidget* DebugWidget;
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UPROPERTY()
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class ABlasterHUD* BlasterHUD;
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UPROPERTY()
class ABlasterGameMode* BlasterGameMode;
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float LevelStartingTime = 0.f;
float MatchTime = 0.f;
float WarmupTime = 0.f;
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float CooldownTime = 0.f;
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uint32 CountdownInt = 0;
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UPROPERTY(ReplicatedUsing=OnRep_MatchState)
FName MatchState;
UFUNCTION()
void OnRep_MatchState();
UPROPERTY()
class UCharacterOverlay* CharacterOverlay;
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bool bInitializeHealth = false;
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float HUDHealth;
float HUDMaxHealth;
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bool bInitializeShield = false;
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float HUDShield;
float HUDMaxShield;
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bool bInitializeScore = false;
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float HUDScore;
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bool bInitializeDefeats = false;
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int32 HUDDefeats;
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bool bInitializeGrenades = false;
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int32 HUDGrenades;
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float bInitializeCarriedAmmo = false;
float HUDCarriedAmmo;
float bInitializeHUDWeaponAmmo = false;
float HUDWeaponAmmo;
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// High Ping Indicator
void CheckPing(float DeltaTime);
float HighPingRunningTime = 0.f;
UPROPERTY(EditAnywhere)
float HighPingDuration = 5.f;
float PingAnimationRunningTime = 0.f;
UPROPERTY(EditAnywhere)
float CheckPingFrequency = 20.f;
UPROPERTY(EditAnywhere)
float HighPingThreshold = 50.f;
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};