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# Gameplay.TribesGameSpyManager

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    class TribesGameSpyManager extends Engine.GameSpyManager;

    const MAX_REGISTERED_KEYS	= 254;
    const NUM_RESERVED_KEYS		= 50;		// GameSpy reserve key ids upto 50

    // Current GameSpy key ids that can be used
    // Server specific
    const HOSTNAME_KEY			= 1;
    const GAMENAME_KEY			= 2;
    const GAMEVER_KEY			= 3;
    const HOSTPORT_KEY			= 4;
    const MAPNAME_KEY			= 5;
    const GAMETYPE_KEY			= 6;
    const GAMEVARIANT_KEY		= 7;
    const NUMPLAYERS_KEY		= 8;
    const NUMTEAMS_KEY			= 9;
    const MAXPLAYERS_KEY		= 10;
    const GAMEMODE_KEY			= 11;
    const TEAMPLAY_KEY			= 12;
    const FRAGLIMIT_KEY			= 13;
    const TEAMFRAGLIMIT_KEY		= 14;
    const TIMEELAPSED_KEY		= 15;
    const TIMELIMIT_KEY			= 16;
    const ROUNDTIME_KEY			= 17;
    const ROUNDELAPSED_KEY		= 18;
    const PASSWORD_KEY			= 19;
    const GROUPID_KEY			= 20;

    // Player specific
    const PLAYER__KEY			= 21;
    const SCORE__KEY			= 22;
    const SKILL__KEY			= 23;
    const PING__KEY				= 24;
    const TEAM__KEY				= 25;
    const DEATHS__KEY			= 26;
    const PID__KEY				= 27;

    // Team specific
    const TEAM_T_KEY			= 28;
    const SCORE_T_KEY			= 29;

    // Add custom server/player/team key ids here. Must be > 50 and <= 254
    //const SAMPLESERVER_KEY		= 51; // sample server key
    //const SAMPLEPLAYER__KEY		= 52; // sample player key note extra _
    //const SAMPLETEAM_T_KEY		= 53; // sample team key note extra _T
    const TEAMONE_KEY			= 51;
    const TEAMTWO_KEY			= 52;
    const TEAMONESCORE_KEY		= 53;
    const TEAMTWOSCORE_KEY		= 54;
    const ADMINNAME_KEY			= 55;
    const ADMINEMAIL_KEY		= 56;
    const PLAYERNAMES_KEY		= 57;
    const TRACKINGSTATS_KEY		= 58;
    const DEDICATED_KEY			= 59;
    const MINVER_KEY			= 60;

    struct SCreateTeamData
    {
    	var String ProfilePassword;
    	var String TeamTag;
    	var String TeamName;
    	var String TeamPassword;
    	var int TeamId;
    };

    var SCreateTeamData CreateTeamData;

    var bool bMapChange;

    event OnLevelChange()
    {
    	bMapChange = true;
    	super.OnLevelChange();
    }

    function InitGameSpyData()
    {
    	// Init server keys
    	ServerKeyIds[ServerKeyIds.Length] = MAPNAME_KEY;
    	ServerKeyNames[ServerKeyNames.Length] = "MapName";

    	ServerKeyIds[ServerKeyIds.Length] = NUMPLAYERS_KEY;
    	ServerKeyNames[ServerKeyNames.Length] = "numplayers";

    	ServerKeyIds[ServerKeyIds.Length] = MAXPLAYERS_KEY;
    	ServerKeyNames[ServerKeyNames.Length] = "maxplayers";

    	ServerKeyIds[ServerKeyIds.Length] = HOSTNAME_KEY;
    	ServerKeyNames[ServerKeyNames.Length] = "hostname";

    	ServerKeyIds[ServerKeyIds.Length] = HOSTPORT_KEY;
    	ServerKeyNames[ServerKeyNames.Length] = "hostport";

    	ServerKeyIds[ServerKeyIds.Length] = GAMETYPE_KEY;
    	ServerKeyNames[ServerKeyNames.Length] = "gametype";

    	ServerKeyIds[ServerKeyIds.Length] = GAMEVER_KEY;
    	ServerKeyNames[ServerKeyNames.Length] = "gamever";

    	ServerKeyIds[ServerKeyIds.Length] = PASSWORD_KEY;
    	ServerKeyNames[ServerKeyNames.Length] = "password";

    	ServerKeyIds[ServerKeyIds.Length] = GAMENAME_KEY;
    	ServerKeyNames[ServerKeyNames.Length] = "gamename";

    	ServerKeyIds[ServerKeyIds.Length] = GAMEMODE_KEY;
    	ServerKeyNames[ServerKeyNames.Length] = "gamemode";

    	ServerKeyIds[ServerKeyIds.Length] = GAMEVARIANT_KEY;
    	ServerKeyNames[ServerKeyNames.Length] = "gamevariant";

    	// Init player keys
    	PlayerKeyIds[PlayerKeyIds.Length] = PLAYER__KEY;
    	PlayerKeyNames[PlayerKeyNames.Length] = "player";

    	PlayerKeyIds[PlayerKeyIds.Length] = PING__KEY;
    	PlayerKeyNames[PlayerKeyNames.Length] = "ping";

    	PlayerKeyIds[PlayerKeyIds.Length] = SCORE__KEY;
    	PlayerKeyNames[PlayerKeyNames.Length] = "score";

    	PlayerKeyIds[PlayerKeyIds.Length] = TEAM__KEY;
    	PlayerKeyNames[PlayerKeyNames.Length] = "team";

    	// Init team keys
    	//TeamKeyIds[TeamKeyIds.Length] = TEAM_T_KEY;
    	//TeamKeyNames[TeamKeyNames.Length] = "team_t";

    	// Init custom server keys
    	CustomServerKeyIds[CustomServerKeyIds.Length] = TEAMONE_KEY;
    	CustomServerKeyNames[CustomServerKeyNames.Length] = "teamone";

    	CustomServerKeyIds[CustomServerKeyIds.Length] = TEAMTWO_KEY;
    	CustomServerKeyNames[CustomServerKeyNames.Length] = "teamtwo";

    	CustomServerKeyIds[CustomServerKeyIds.Length] = TEAMONESCORE_KEY;
    	CustomServerKeyNames[CustomServerKeyNames.Length] = "teamonescore";

    	CustomServerKeyIds[CustomServerKeyIds.Length] = TEAMTWOSCORE_KEY;
    	CustomServerKeyNames[CustomServerKeyNames.Length] = "teamtwoscore";

    	CustomServerKeyIds[CustomServerKeyIds.Length] = ADMINNAME_KEY;
    	CustomServerKeyNames[CustomServerKeyNames.Length] = "adminname";

    	CustomServerKeyIds[CustomServerKeyIds.Length] = ADMINEMAIL_KEY;
    	CustomServerKeyNames[CustomServerKeyNames.Length] = "adminemail";

    	CustomServerKeyIds[CustomServerKeyIds.Length] = PLAYERNAMES_KEY;
    	CustomServerKeyNames[CustomServerKeyNames.Length] = "p";

    	CustomServerKeyIds[CustomServerKeyIds.Length] = TRACKINGSTATS_KEY;
    	CustomServerKeyNames[CustomServerKeyNames.Length] = "trackingstats";

    	CustomServerKeyIds[CustomServerKeyIds.Length] = DEDICATED_KEY;
    	CustomServerKeyNames[CustomServerKeyNames.Length] = "dedicated";

    	CustomServerKeyIds[CustomServerKeyIds.Length] = MINVER_KEY;
    	CustomServerKeyNames[CustomServerKeyNames.Length] = "minver";

    	// Init custom player keys

    	// Init custom team keys

    	checkKeyIds();

    	InitialKeyIds[InitialKeyIds.Length] = MAPNAME_KEY;
    	InitialKeyIds[InitialKeyIds.Length] = NUMPLAYERS_KEY;
    	InitialKeyIds[InitialKeyIds.Length] = MAXPLAYERS_KEY;
    	InitialKeyIds[InitialKeyIds.Length] = HOSTNAME_KEY;
    	InitialKeyIds[InitialKeyIds.Length] = HOSTPORT_KEY;
    	InitialKeyIds[InitialKeyIds.Length] = GAMETYPE_KEY;
    	InitialKeyIds[InitialKeyIds.Length] = GAMEVER_KEY;
    	InitialKeyIds[InitialKeyIds.Length] = PASSWORD_KEY;
    	InitialKeyIds[InitialKeyIds.Length] = GAMENAME_KEY;
    	InitialKeyIds[InitialKeyIds.Length] = GAMEMODE_KEY;
    	InitialKeyIds[InitialKeyIds.Length] = GAMEVARIANT_KEY;
    	InitialKeyIds[InitialKeyIds.Length] = TRACKINGSTATS_KEY;
    	InitialKeyIds[InitialKeyIds.Length] = DEDICATED_KEY;
    	InitialKeyIds[InitialKeyIds.Length] = MINVER_KEY;
    }

    function checkKeyIds()
    {
    	local int i;

    	assert(ServerKeyIds.Length +
    		   PlayerKeyIds.Length +
    		   TeamKeyIds.Length +
    		   CustomServerKeyIds.Length +
    		   CustomPlayerKeyIds.Length +
    		   CustomTeamKeyIds.Length <= MAX_REGISTERED_KEYS);

    	for (i = 0; i < ServerKeyIds.Length; ++i)
    		assert(ServerKeyIds[i] > 0 && ServerKeyIds[i] <= 50);

    	for (i = 0; i < PlayerKeyIds.Length; ++i)
    		assert(PlayerKeyIds[i] > 0 && PlayerKeyIds[i] <= 50);

    	for (i = 0; i < TeamKeyIds.Length; ++i)
    		assert(TeamKeyIds[i] > 0 && TeamKeyIds[i] <= 50);

    	for (i = 0; i < CustomServerKeyIds.Length; ++i)
    		assert(CustomServerKeyIds[i] > 50 && CustomServerKeyIds[i] <= 254);

    	for (i = 0; i < CustomPlayerKeyIds.Length; ++i)
    		assert(CustomPlayerKeyIds[i] > 50 && CustomPlayerKeyIds[i] <= 254);

    	for (i = 0; i < CustomTeamKeyIds.Length; ++i)
    		assert(CustomTeamKeyIds[i] > 50 && CustomTeamKeyIds[i] <= 254);
    }

    function GameSpyInitialised()
    {
    	if (bInitAsClient)
    	{
    		OnGameSpyInitialised();
    		OnGameSpyPresenceInitialised();
    	}
    }

    delegate OnGameSpyInitialised();
    delegate OnGameSpyPresenceInitialised();

    function UpdatedServerData(int ServerId, String ipAddress, int Ping, bool bLAN, Array<String> serverData, Array<String> playerData, Array<String> teamData)
    {
    	local GameSpyServerData gssd;
    	local int i;

    	gssd.gsServerId = ServerId;
    	gssd.gsIpAddress = ipAddress;
    	gssd.gsPing = Ping;
    	gssd.gsLAN = bLAN;

    	// Server data
    	gssd.gsMapName = serverData[0];
    	gssd.gsNumPlayers = serverData[1];
    	gssd.gsMaxPlayers = serverData[2];
    	gssd.gsHostName = serverData[3];
    	gssd.gsHostPort = serverData[4];
    	gssd.gsGameType = serverData[5];
    	gssd.gsGameVer = serverData[6];
    	gssd.gsRequiresPassword = serverData[7];

    	// Custom server data
    	gssd.gsTeamOneName = serverData[11];
    	gssd.gsTeamTwoName = serverData[12];
    	gssd.gsTeamOneScore = serverData[13];
    	gssd.gsTeamTwoScore = serverData[14];
    	gssd.gsAdminName = serverData[15];
    	gssd.gsAdminEmail = serverData[16];
    	gssd.gsTrackingStats = serverData[18];
    	gssd.gsMinVersion = serverData[20];

    	for (i = 0; i < playerData.Length; i += PlayerKeyIds.Length)
    	{
    		gssd.gsPlayerNames[gssd.gsPlayerNames.Length] = playerData[i];
    		gssd.gsPlayerPings[gssd.gsPlayerPings.Length] = playerData[i + 1];
    		gssd.gsPlayerScores[gssd.gsPlayerScores.Length] = playerData[i + 2];
    		gssd.gsPlayerTeams[gssd.gsPlayerTeams.Length] = playerData[i + 3];
    	}

    	OnServerDataUpdate(gssd);
    }

    delegate OnServerDataUpdate(GameSpyServerData gssd)
    {
    	Log("Received a server but the OnServerDataUpdate delegate wasn't set");
    }

    function UpdateComplete(bool bLAN)
    {
    	OnUpdateComplete(bLAN);
    }

    delegate OnUpdateComplete(bool bLAN);

    function string GetValueForKey(int key)
    {
    	local int ServerPort;

    	switch(key)
    	{
    	case MAPNAME_KEY:
    		if (GetLevelInfo() != None)
    			return GetLevelInfo().Title;
    		break;

    	case NUMPLAYERS_KEY:
    		return String(GetLevelInfo().Game.NumPlayers);

    	case MAXPLAYERS_KEY:
    		return String(GetLevelInfo().Game.MaxPlayers);

    	case HOSTNAME_KEY:
    		return GetLevelInfo().Game.GameReplicationInfo.ServerName;

    	case HOSTPORT_KEY:
    		ServerPort = GetLevelInfo().Game.GetServerPort();
    //		log("Gamespy server key setting port to "$ServerPort);
    		return String(ServerPort);

    	case GAMETYPE_KEY:
    		return GetLevelInfo().Game.acronym;

    	case GAMEVER_KEY:
    		return class'Object'.static.GetBuildNumber();

    	case PASSWORD_KEY:
    		if (GetLevelInfo().Game.AccessControl.RequiresPassword())
    			return "1";
    		else
    			return "0";

    	case GAMENAME_KEY:
    		return "tribesv";

    	case GAMEMODE_KEY:
    		if (bMapChange || GetLevelInfo().Game == None)
    		{
    			bMapChange = false;
    			return "closedwaiting";
    		}

    		return GameInfo(GetLevelInfo().Game).GetGameSpyGameMode();

    	case GAMEVARIANT_KEY:
    		if (GetLevelInfo().GetUrlOption("GameStats") ~= "true")
    			return "1";
    		else
    			return "0";

    	case TEAMONE_KEY:
    		return GameInfo(GetLevelInfo().Game).GetTeamFromIndex(0).localizedName;

    	case TEAMTWO_KEY:
    		return GameInfo(GetLevelInfo().Game).GetTeamFromIndex(1).localizedName;

    	case TEAMONESCORE_KEY:
    		return String(GameInfo(GetLevelInfo().Game).GetTeamFromIndex(0).score);

    	case TEAMTWOSCORE_KEY:
    		return String(GameInfo(GetLevelInfo().Game).GetTeamFromIndex(1).score);

    	case ADMINNAME_KEY:
    		return GetLevelInfo().Game.GameReplicationInfo.AdminName;

    	case ADMINEMAIL_KEY:
    		return GetLevelInfo().Game.GameReplicationInfo.AdminEmail;

    	case PLAYERNAMES_KEY:
    		return GameInfo(GetLevelInfo().Game).GetPlayerNamesList();

    	case TRACKINGSTATS_KEY:
    		return String(GetLevelInfo().GetUrlOption("GameStats") ~= "true");

    	case DEDICATED_KEY:
    		if (GetLevelInfo().NetMode == NM_DedicatedServer)
    			return "true";
    		else
    			return "false";

    	case MINVER_KEY:
    		return class'Object'.static.GetMinCompatibleBuildNumber();
    	}

    	return "";
    }

    function string GetValueForPlayerKey(int key, int index)
    {
    	local PlayerController pc;
    	local TribesReplicationInfo tri;

    	local int playerScore;

    	pc = GetPlayerControllerFromIndex(index);
    	tri = TribesReplicationInfo(pc.PlayerReplicationInfo);

    	if (pc == None)
    	{
    		Log("Controller for index " $ index $ " was None");
    		return "";
    	}

    	switch (key)
    	{
    	case PLAYER__KEY:
    		return tri.PlayerName;
    		break;

    	case PING__KEY:
    		// This comment in PlayerReplicationInfo may mean that this value is wrong: "packet loss packed into this property as well"
    		return String(tri.Ping);
    		break;

    	case SCORE__KEY:
    		playerScore = tri.Score; // PlayerReplicationInfo's score field is a float but we want it as an int
    		return String(playerScore);
    		break;

    	case TEAM__KEY:
    		if (tri.team != None)
    			return tri.team.localizedName;
    		else
    			return "";

    		break;
    	}

    	return "";
    }

    function PlayerController GetPlayerControllerFromIndex(int index)
    {
    	local int i;
    	local LevelInfo li;
    	local Controller c;
    	local PlayerController pc;

    	li = GetLevelInfo();

    	if (li == None)
    		return None;

    	i = 0;
    	For (c = li.ControllerList; c != None; c = c.NextController)
    	{
    		pc = PlayerController(c);

    		if (pc != None)
    		{
    			if (i == index)
    				return pc;

    			++i;
    		}
    	}

    	return None;
    }

    function string GetValueForTeamKey(int key, int index)
    {
    	local TeamInfo ti;
    	local LevelInfo li;
    	local GameInfo gi;

    	li = GetLevelInfo();

    	if (li == None)
    		return "";

    	gi = GameInfo(li.Game);

    	if (gi == None)
    		return "";

    	ti = gi.GetTeamFromIndex(index);

    	if (ti == None)
    		return "";

    	switch (key)
    	{

    	}

    	return "";
    }

    event int GetNumTeams()
    {
    	local LevelInfo li;
    	local GameInfo gi;

    	li = GetLevelInfo();

    	if (li != None)
    	{
    		gi = GameInfo(li.Game);

    		if (gi != None)
    			return gi.numTeams();
    	}

    	return 0;
    }

    function EmailAlreadyTaken()
    {
    	OnEmailAlreadyTaken();
    }

    delegate OnEmailAlreadyTaken()
    {
    	Log("Received an email already taken event but the OnEmailAlreadyTaken delegate wasn't set");
    }

    function ProfileCreateResult(EGameSpyResult result, int profileId)
    {
    	OnProfileCreateResult(result, profileId);
    }

    delegate OnProfileCreateResult(EGameSpyResult result, int profileId)
    {
    	Log("Received a profile create result event but the OnProfileCreateResult delegate wasn't set");
    }

    function ProfileCheckResult(EGameSpyResult result, int profileId)
    {
    	OnProfileCheckResult(result, profileId);
    }

    delegate OnProfileCheckResult(EGameSpyResult result, int profileId)
    {
    	Log("Received a profile check result event but the OnProfileCheckResult delegate wasn't set");
    }

    function String GetGameSpyProfileId()
    {
    	local Player p;
    	local TribesGUIControllerBase gc;

    	p = GetPlayerObject();

    	if (p != None)
    	{
    		gc = TribesGUIControllerBase(p.GUIController);

    		if (gc != None)
    			return String(gc.GetGameSpyProfileId());
    		else
    			Log("Tried to get GameSpy profile id, but the GUIController was not derived from TribesGUIControllerBase");
    	}
    	else
    		Log("Tried to get GameSpy profile id, but there was no player object");

    	return "";
    }

    function String GetGameSpyPassword()
    {
    	local Player p;
    	local TribesGUIControllerBase gc;

    	p = GetPlayerObject();

    	if (p != None)
    	{
    		gc = TribesGUIControllerBase(p.GUIController);

    		if (gc != None)
    			return gc.GetGameSpyPassword();
    		else
    			Log("Tried to get the GameSpy password, but the GUIController was not derived from TribesGUIControllerBase");
    	}
    	else
    		Log("Tried to get the GameSpy password, but there was no player object");

    	return "";
    }

    function CreateTeam(string Nick, string Email, string Password, string TeamTag, string TeamName, string TeamPassword)
    {
    	CreateTeamData.ProfilePassword = Password;
    	CreateTeamData.TeamTag = TeamTag;
    	CreateTeamData.TeamName = TeamName;
    	CreateTeamData.TeamPassword = TeamPassword;

    	ConnectUserAccount(Nick, Email, Password);
    }

    delegate OnProfileAuthError()
    {
    	Log("Authentication failed during team creation but the OnProfileAuthError delegate wasn't set");
    }

    function UserConnectionResult(EGameSpyResult result, int profileId, string UniqueNick)
    {
    	if (result == GSR_USER_CONNECTED)
    	{
    		CreateTeamData.TeamId = profileId;
    		AuthenticateProfile(profileId, CreateTeamData.ProfilePassword);
    	}
    	else
    		OnProfileAuthError();
    }

    function AuthenticatedProfileResult(int profileId, int authenticated, string error)
    {
    	if (authenticated == 1)
    	{
    		RegisterUniqueNick(CreateTeamData.TeamTag);
    	}
    	else
    	{
    		DisconnectUserAccount();
    		OnProfileAuthError();
    	}
    }

    delegate OnTeamTagTaken()
    {
    	Log("The given team tag was already taken but the OnTeamTagTaken delegate was not set");
    }

    delegate OnTeamRegistrationError()
    {
    	Log("There was a team tag registration error but the OnTeamTagRegistrationError delegate was not set");
    }

    function UniqueNickRegistrationResult(EGameSpyResult result)
    {
    	if (result == GSR_REGISTERED_UNIQUE_NICK)
    	{
    		SetDataPrivateRW(CreateTeamData.TeamId, "\\TeamPassword\\" $ CreateTeamData.TeamPassword $ "\\TeamName\\" $ CreateTeamData.TeamName);
    		return;
    	}
    	else if (result == GSR_UNIQUE_NICK_TAKEN)
    		OnTeamTagTaken();
    	else
    		OnTeamRegistrationError();

    	DisconnectUserAccount();
    }

    delegate OnTeamCreated()
    {
    	Log("Team was created but the OnTeamCreated delegate was not set");
    }

    function SetDataPrivateRWResult(int success)
    {
    	if (success == 1)
    		OnTeamCreated();
    	else
    		OnTeamRegistrationError();

    	DisconnectUserAccount();
    }

    delegate OnFindTeamResult(int teamId)
    {
    	Log("Received a find team result but the OnFindTeamResult delegate was not set");
    }

    function FindTeamResult(int teamId)
    {
    	OnFindTeamResult(teamId);
    }

    function LoginTeam(int profileId, int teamId, string TeamPassword, bool bBlock)
    {
    	HTTPGetRequest("http://gamestats.gamespy.com/tribesv/TribesTeamLogin.asp?playerID=" $ profileId $ "&teamID=" $ teamId $ "&password=" $ TeamPassword, bBlock);
    }

    delegate OnLoginTeamResult(bool succeeded, String ResponseData)
    {
    	Log("Received a team login result but the OnLoginTeamResult delegate was not set");
    }

    function HTTPGetRequestResult(bool succeeded, String ResponseData)
    {
    	OnLoginTeamResult(succeeded, ResponseData);
    }

    function SetTeamAffiliationResult(ETeamAffiliationResult result, String TeamTag, PlayerReplicationInfo pri)
    {
    	local TribesReplicationInfo TRI;

    	if (result == TAR_PLAYER_AFFILIATED)
    	{
    		TRI = TribesReplicationInfo(pri);

    		TRI.teamTag = TeamTag;
    	}
    }

    defaultproperties
    {
    	bUsingPresence = true
    	bTrackingStats = true
    }

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Class file time: čt 7.10.2004 10:30:36.000 - Creation time: st 23.5.2018 00:10:48.230 - Created with UnCodeX