Browse Source

Mk2Rev1

various bugfixes and such.
also bookmarks, temp song loaderm and undo overhaul with near complete multiplayer, but menu items disabled. i really wish i could split this into multiple commits, but i don't know how to work unreal.
master
squeaksies 5 years ago
parent
commit
842cc87756
180 changed files with 3336 additions and 3301 deletions
  1. +2
    -0
      Config/DefaultEngine.ini
  2. +1
    -1
      Config/DefaultGame.ini
  3. BIN
      Content/Blueprints/BP_MP_Cursor.uasset
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      Content/Blueprints/BP_bookmark.uasset
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      Content/Blueprints/BP_controller.uasset
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      Content/Blueprints/BP_flowspline.uasset
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  17. BIN
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  89. +17
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  90. +51
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+ 2
- 0
Config/DefaultEngine.ini View File

@ -160,6 +160,7 @@ Compiler=VisualStudio2017
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+DefaultChannelResponses=(Channel=ECC_GameTraceChannel8,Name="EventSelection",DefaultResponse=ECR_Ignore,bTraceType=True,bStaticObject=False)
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@ -221,3 +222,4 @@ AsyncSceneSmoothingFactor=0.990000
InitialAverageFrameRate=0.016667
PhysXTreeRebuildRate=10

+ 1
- 1
Config/DefaultGame.ini View File

@ -8,7 +8,7 @@ ProjectDisplayedTitle=NSLOCTEXT("[/Script/EngineSettings]", "A4F171D24A09E6B0C43
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StagingDirectory=(Path="E:\\Documents\\Unreal Projects\\MediocreMapper")
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FullRebuild=False
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BIN
Content/Blueprints/BP_MP_Cursor.uasset View File


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Content/Blueprints/BP_bookmark.uasset View File


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Content/Blueprints/BP_flowspline.uasset View File


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@ -65,7 +65,7 @@
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Plugins/PluginPackaged/Intermediate/Build/Win64/UE4Editor/Development/UE4Editor-VictoryUMG-106.lib.response → Plugins/PluginPackaged/Intermediate/Build/Win64/UE4Editor/Development/UE4Editor-VictoryUMG-3864.lib.response View File

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/PDB:"E:\Documents\Unreal Projects\MediocreMapper\Plugins\Socketer\Binaries\Win64\UE4Editor-Socketer-1137.pdb"
/ignore:4078

+ 0
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@ -1,14 +0,0 @@
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@ -1,14 +0,0 @@
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Plugins/Socketer/Intermediate/Build/Win64/UE4Editor/Development/UE4Editor-Socketer-2950.dll.response → Plugins/Socketer/Intermediate/Build/Win64/UE4Editor/Development/UE4Editor-Socketer-3864.dll.response View File

@ -62,7 +62,7 @@
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Plugins/Socketer/Intermediate/Build/Win64/UE4Editor/Development/UE4Editor-Socketer-2950.lib.response → Plugins/Socketer/Intermediate/Build/Win64/UE4Editor/Development/UE4Editor-Socketer-3864.lib.response View File

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@ -1,14 +0,0 @@
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Plugins/Socketer/Intermediate/Build/Win64/UE4Editor/Development/UE4Editor-Socketer-3318.dll.response → Plugins/Socketer/Intermediate/Build/Win64/UE4Editor/Development/UE4Editor-Socketer-6578.dll.response View File

@ -62,7 +62,7 @@
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Plugins/Socketer/Intermediate/Build/Win64/UE4Editor/Development/UE4Editor-Socketer-3318.lib.response → Plugins/Socketer/Intermediate/Build/Win64/UE4Editor/Development/UE4Editor-Socketer-6578.lib.response View File

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# Auto detect text files and perform LF normalization
* text=auto
# Custom for Visual Studio
*.cs diff=csharp
# Standard to msysgit
*.doc diff=astextplain
*.DOC diff=astextplain
*.docx diff=astextplain
*.DOCX diff=astextplain
*.dot diff=astextplain
*.DOT diff=astextplain
*.pdf diff=astextplain
*.PDF diff=astextplain
*.rtf diff=astextplain
*.RTF diff=astextplain

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# Windows image file caches
Thumbs.db
ehthumbs.db
# Folder config file
Desktop.ini
# Recycle Bin used on file shares
$RECYCLE.BIN/
Binaries/*
# Windows Installer files
*.cab
*.msi
*.msm
*.msp
*.pdb
# Windows shortcuts
*.lnk
# =========================
# Operating System Files
# =========================
# OSX
# =========================
.DS_Store
.AppleDouble
.LSOverride
# Thumbnails
._*
# Files that might appear in the root of a volume
.DocumentRevisions-V100
.fseventsd
.Spotlight-V100
.TemporaryItems
.Trashes
.VolumeIcon.icns
# Directories potentially created on remote AFP share
.AppleDB
.AppleDesktop
Network Trash Folder
Temporary Items
.apdisk
Intermediate
Binaries/Win64/UE4Editor-ZipUtility.dll

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ZipUtility and 7z-cpp Modifications placed under MIT
The MIT License (MIT)
(ZipUtility)
Copyright (c) Jan Kaniewski (Getnamo) and Contributors (https://github.com/getnamo/ZipUtility-ue4/graphs/contributors)
(7z-cpp)
Copyright (c) Jan Kaniewski (Getnamo), Keith J. Jones (keithjjones), and Contributors (https://github.com/getnamo/7zip-cpp/graphs/contributors)
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
=============================================================================================
SevenZip++ (C++ wrapper) by Chadwick McNab is placed in the public domain. [https://bitbucket.org/cmcnab/sevenzip/wiki/Home]
=============================================================================================
LZMA SDK (LZMA 7-zip headers) is placed in the public domain. [www.7-zip.org/sdk.html]
=============================================================================================
This software uses code of 7z.dll licensed under the LGPL + unrar restriction version 2.1 and its source can be downloaded at www.7-zip.org
7-Zip
~~~~~
License for use and distribution
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
7-Zip Copyright (C) 1999-2015 Igor Pavlov.
Licenses for files are:
1) 7z.dll: GNU LGPL + unRAR restriction
2) All other files: GNU LGPL
The GNU LGPL + unRAR restriction means that you must follow both
GNU LGPL rules and unRAR restriction rules.
Note:
You can use 7-Zip on any computer, including a computer in a commercial
organization. You don't need to register or pay for 7-Zip.
GNU LGPL information
--------------------
This library is free software; you can redistribute it and/or
modify it under the terms of the GNU Lesser General Public
License as published by the Free Software Foundation; either
version 2.1 of the License, or (at your option) any later version.
This library is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
Lesser General Public License for more details.
You can receive a copy of the GNU Lesser General Public License from
http://www.gnu.org/
unRAR restriction
-----------------
The decompression engine for RAR archives was developed using source
code of unRAR program.
All copyrights to original unRAR code are owned by Alexander Roshal.
The license for original unRAR code has the following restriction:
The unRAR sources cannot be used to re-create the RAR compression algorithm,
which is proprietary. Distribution of modified unRAR sources in separate form
or as a part of other software is permitted, provided that it is clearly
stated in the documentation and source comments that the code may
not be used to develop a RAR (WinRAR) compatible archiver.
--
Igor Pavlov

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# ZipUtility Plugin
[![GitHub release](https://img.shields.io/github/release/getnamo/ziputility-ue4.svg)](https://github.com/getnamo/ziputility-ue4/releases)
[![Github All Releases](https://img.shields.io/github/downloads/getnamo/ziputility-ue4/total.svg)](https://github.com/getnamo/ziputility-ue4/releases)
Event driven, blueprint accessible flexible 7zip compression, archiver, and file manipulation plugin for Unreal Engine 4. Built on [7zip-cpp](https://github.com/getnamo/7zip-cpp) modernization of the [SevenZip++](http://bitbucket.org/cmcnab/sevenzip/wiki/Home) C++ wrapper for accessing the 7-zip COM-like API in 7z.dll and 7za.dll.
Supports the following compression algorithms:
7Zip, GZip, BZip2, RAR, TAR, ISO, CAB, LZMA, LZMA86.
Plugin works in Windows only.
[Main Forum Thread](https://forums.unrealengine.com/showthread.php?95022-Plugin-ZipUtility-(7zip))
## Quick Install & Setup ##
1. [Download](https://github.com/getnamo/ZipUtility-ue4/releases)
2. Create new or choose project.
3. Browse to your project folder (typically found at Documents/Unreal Project/{Your Project Root})
4. Copy *Plugins* folder into your Project root.
5. Restart the Editor and open your project again. Plugin is now ready to use.
## Blueprint Access
Right click anywhere in a desired blueprint to access the plugin Blueprint Function Library methods. The plugin is completely multi-threaded and will not block your game thread, fire and forget.
![Right Click](http://i.imgur.com/ERYn5sM.png)
*Optional but highly recommended:* Add `ZipUtilityInterface` to your blueprint if you wish to be notified of the progress, e.g. when your archive has finished unzipping or if you wish to display a progress bar.
![Add Interface](http://i.imgur.com/9NrpOfm.png)
After you've added the interface and hit Compile on your blueprint you'll have access to the Progress and List events
![Events](http://i.imgur.com/fQFtkgA.png)
They're explained in further detail below.
## Zipping and Compressing Files
To Zip up a folder or file, right click your event graph and add the `Zip` function.
Specify a path to a folder or file as a target.
Leave the Compression format to the default SevenZip or specify a format of choice, the plugin automatically appends the default extension based on the compression format. Note that not all compression formats work for compression (e.g. RAR is extract only).
![Zip Function Call](Docs/zip.png)
## Unzipping and Extracting Files
To Unzip up a file, right click your event graph and add the `Unzip` function.
Specify the full path to a suitable archive file.
The plugin automatically detects the compression format used in the archive, but you can alternatively specify a specific format using the `UnzipWithFormat` method.
![Unzip Function Call](Docs/unzip.png)
## Listing Contents in an Archive
To list files in your archive, right click your event graph and add the `ListFilesInArchive` function.
Specify the full path to a suitable archive file. This function requires the use of the `ZipUtilityInterface` callback `OnFileFound`, so ensure you have `ZipUtilityInterface` added to your blueprint.
![List Files Function Call](http://i.imgur.com/uqkI2Gn.png)
The `OnFileFound` event gets called for every file in the archive with its path and size given in bytes. This function does not extract the contents, but instead allows you to inspect files before committing to extracting their contents.
## Events & Progress Updates
By right-clicking in your blueprint and adding various `ZipUtility` events, you can get the status of zip/unzip operations as they occur. All callbacks are received on the game thread. To receive callbacks you must satisfy two requirements:
1. Implement the `ZipUtilityInterface` interface in your blueprint from the Class Settings menu
2. Pass a reference to `self` (or a reference to the class that implements `ZipUtilityInterface`) to all zip/unzip functions
All events pass along the name of the archive being operated on. Since multiple events can be running in parallel, the archive name is useful to uniquely match events with operations.
### Event Table
| Event | Details |
| ------------- | ------------- |
| `OnStartProcess` | Called when the zip/unzip operation begins |
| `OnProgress` | Called periodically while a zip/unzip operation is running to provide the overall status of the operation |
| `OnFileDone` | Called for every file that is done being zipped/unzipped |
| `OnDone` | Called when the entire zip/unzip operation has completed |
| `OnFileFound` | Called for every file that is found as the result of a `ListFilesInArchive` call |
![Progress Updates](Docs/event.png)
## Stopping Operations
Most of the Zip and Unzip methods return a pointer to a `ZipOperation`. This pointer can be used to terminate an operation that is still running by calling the `StopOperation` function.
The returned pointer to `ZipOperation` will be Garbage Collected if it is not stored as an Object Reference or in C++ in a `UPROPERTY` declared pointer. So don't store `ZipOperation` as a soft reference/pointer. It is safe to completely ignore the returned `ZipOperation` if you do not care about manually terminating the operation.
![Unzip Function Call](Docs/stopoperation.png)
## Convenience File Functions
### Move/Rename a File
Specify full path for the file you wish to move and it's destination
![Move File](http://i.imgur.com/aPu6gdJ.png)
To rename it, simply change the destination name
![Rename Folder](http://i.imgur.com/RICA41e.png)
### Create/Make Directory
![Make Directory](http://i.imgur.com/8ocCOPF.png)
### List Contents of Folder
Expects self to be a `FileListInterface`
![List Contents](http://i.imgur.com/PPhyxFE.png)
## C++
### Setup
To use the C++ code from the plugin add it as a dependency module in your project build.cs e.g.
```c#
PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "ZipUtility"});
```
then ```#include "ZipFileFunctionLibrary.h"``` in the places where you'd like to use the plugin functionality.
### [Lambda](http://en.cppreference.com/w/cpp/language/lambda)
#### [UnzipWithLambda](https://github.com/getnamo/ZipUtility-ue4/blob/master/Source/ZipUtility/Public/ZipFileFunctionLibrary.h#L63)
call the static function with *done* and *progress* callback lambdas e.g. if you're interested in both
```c++
UZipFileFunctionLibrary::UnzipWithLambda(FString("C:/path/to/your/zip.7z"),
[]()
{
//Called when done
},
[](float Percent)
{
//called when progress updates with % done
});
```
replace either with nullptr if you're not interested in that callback
#### [ZipWithLambda](https://github.com/getnamo/ZipUtility-ue4/blob/master/Source/ZipUtility/Public/ZipFileFunctionLibrary.h#L80)
call the static function with *done* and *progress* callback lambdas e.g. if you're interested in both
```c++
UZipFileFunctionLibrary::ZipWithLambda(FString("C:/path/to/your/zip.7z"),
[]()
{
//Called when done
},
[](float Percent)
{
//called when progress updates with % done
});
```
replace either with nullptr if you're not interested in that callback
### Your own class with [IZipUtilityInterface](https://github.com/getnamo/ZipUtility-ue4/blob/master/Source/ZipUtility/Public/ZipUtilityInterface.h)
Let's say you have a class called `UMyClass`. You then add the `IZipUtilityInterface` to it via multiple inheritance e.g.
```c++
class UMyClass : public UObject, public IZipUtilityInterface
{
GENERATED_BODY()
...
};
```
Because the events are of the type [BlueprintNativeEvent](https://docs.unrealengine.com/latest/INT/Programming/UnrealArchitecture/Reference/Functions/Specifiers/BlueprintNativeEvent/) you add the C++ implementation of the events like so
```c++
class UMyClass : public UObject, public IZipUtilityInterface
{
GENERATED_BODY()
...
//event overrides
virtual void OnProgress_Implementation(const FString& archive, float percentage, int32 bytes) override;
virtual void OnDone_Implementation(const FString& archive, EZipUtilityCompletionState CompletionState) override;
virtual void OnStartProcess_Implementation(const FString& archive, int32 bytes) override;
virtual void OnFileDone_Implementation(const FString& archive, const FString& file) override;
virtual void OnFileFound_Implementation(const FString& archive, const FString& file, int32 size) override;
};
```
ensure you have at least an empty implementation for each function
```c++
void UMyClass::OnProgress_Implementation(const FString& archive, float percentage, int32 bytes)
{
//your code here
}
```
To call a `ZipUtility` function you first get a valid pointer to your class (I leave that up to you) e.g.
```c++
UMyClass* MyZipClass = NewObject<UMyClass>(); //or you may already have a valid pointer from allocating elsewhere
```
then to e.g. unzip you pass the pointer to your class with the `IZipUtilityInterface` as your second parameter (and if you use them, any other optional parameters such as compression format). If you are calling the zip functions from within the class that implements `IZipUtilityInterface` then you can simply pass `this`:
```c++
UZipFileFunctionLibrary::Unzip(FString("C:/path/to/your/zip.7z"), MyZipClass);
```
See [ZipFileFunctionLibrary.h](https://github.com/getnamo/ZipUtility-ue4/blob/master/Source/ZipUtility/Public/ZipFileFunctionLibrary.h) for all the function signatures.
See [ZULambdaDelegate.h](https://github.com/getnamo/ZipUtility-ue4/blob/master/Source/ZipUtility/Private/ZULambdaDelegate.h) for an example class using the above setup to convert `IZipUtilityInterface` interface calls into lambda functions.
### Windows Utility
For windows utility functions, the callback setup is similar, kindly refer to [WindowsFileUtilityFunctionLibrary.h](https://github.com/getnamo/ZipUtility-ue4/blob/master/Source/WindowsUtility/Public/WindowsFileUtilityFunctionLibrary.h) which may use [IWFUFileListInterface](https://github.com/getnamo/ZipUtility-ue4/blob/master/Source/WindowsUtility/Public/WFUFileListInterface.h) or [IWFUFolderWatchInterface](https://github.com/getnamo/ZipUtility-ue4/blob/master/Source/WindowsUtility/Public/WFUFolderWatchInterface.h) depending on functions used.
## License
MIT for ZipUtility and 7z-cpp
LGPL for 7za.dll, LGPL + Unrar for 7z.dll
See license file for details.
## Help
Add any issues you run across to https://github.com/getnamo/ZipUtility-ue4/issues
or post to the [unreal forum thread](https://forums.unrealengine.com/showthread.php?95022-Plugin-ZipUtility-(7zip)).

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Plugins/ZipUtility-ue4/Source/WindowsUtility/Private/WFUFileListInterface.cpp View File

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// Fill out your copyright notice in the Description page of Project Settings.
#include "WindowsFileUtilityPrivatePCH.h"
#include "WFUFileListInterface.h"
UWFUFileListInterface::UWFUFileListInterface(const class FObjectInitializer& PCIP)
: Super(PCIP)
{
}

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Plugins/ZipUtility-ue4/Source/WindowsUtility/Private/WFUFileListLambdaDelegate.cpp View File

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#include "WindowsFileUtilityPrivatePCH.h"
#include "WindowsFileUtilityFunctionLibrary.h"
#include "WFUFileListLambdaDelegate.h"
UWFUFileListLambdaDelegate::UWFUFileListLambdaDelegate()
{
OnDoneCallback = nullptr;
}
void UWFUFileListLambdaDelegate::SetOnDoneCallback(TFunction<void(const TArray<FString>&, const TArray<FString>&)> InOnDoneCallback)
{
OnDoneCallback = InOnDoneCallback;
}
void UWFUFileListLambdaDelegate::OnListFileFound_Implementation(const FString& FileName, int32 ByteCount, const FString& FilePath)
{
}
void UWFUFileListLambdaDelegate::OnListDirectoryFound_Implementation(const FString& DirectoryName, const FString& FilePath)
{
}
void UWFUFileListLambdaDelegate::OnListDone_Implementation(const FString& DirectoryPath, const TArray<FString>& Files, const TArray<FString>& Folders)
{
if (OnDoneCallback != nullptr)
{
OnDoneCallback(Files, Folders);
}
}

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Plugins/ZipUtility-ue4/Source/WindowsUtility/Private/WFUFileListLambdaDelegate.h View File

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#pragma once
#include "Object.h"
#include "WFUFileListLambdaDelegate.generated.h"
UCLASS()
class WINDOWSFILEUTILITY_API UWFUFileListLambdaDelegate : public UObject, public IWFUFileListInterface
{
GENERATED_BODY()
UWFUFileListLambdaDelegate();
public:
void SetOnDoneCallback(TFunction<void(const TArray<FString>&, const TArray<FString>&)> InOnDoneCallback);
protected:
//File List Interface
virtual void OnListFileFound_Implementation(const FString& FileName, int32 ByteCount, const FString& FilePath) override;
virtual void OnListDirectoryFound_Implementation(const FString& DirectoryName, const FString& FilePath) override;
virtual void OnListDone_Implementation(const FString& DirectoryPath, const TArray<FString>& Files, const TArray<FString>& Folders) override;
TFunction<void(const TArray<FString>&, const TArray<FString>&)> OnDoneCallback;
};

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