public class UDKServer extends AbstractUDKServer<UDKWorldView,IAct> implements IUDKServer
| Modifier and Type | Class and Description |
|---|---|
class |
UDKServer.MapChangeFuture |
| Modifier and Type | Field and Description |
|---|---|
protected boolean |
changingMap |
protected int |
changingMapAttempt |
protected Object |
changingMapMutex |
static int |
MAP_CHANGE_CONNECT_INTERVAL_MILLIS |
protected UDKServer.MapChangeFuture |
mapChangeFuture |
protected IWorldEventListener<MapListObtained> |
mapListListener |
static int |
MAX_CHANGING_MAP_ATTEMPTS
How many times we're going to try to connect to the GB2004
before declaring that the change-map has failed.
|
protected IWorldEventListener<PlayerJoinsGame> |
playerJoinsListener |
protected String |
targetMap |
worldAddressevents, INTROSPECTION_ROOT_NAME, log, LOG_CATEGORY_NAME| Constructor and Description |
|---|
UDKServer(UDKAgentParameters params,
IAgentLogger agentLogger,
IComponentBus bus,
SocketConnection connection,
UDKWorldView worldView,
IAct act) |
| Modifier and Type | Method and Description |
|---|---|
UDKAgentParameters |
getParams()
Returns parameters that were passed into the agent during the construction.
|
protected void |
reset()
Called during stop/kill/reset events.
|
Future<Boolean> |
setGameMap(String map)
As of now, this just plain does not work.
|
protected void |
startAgent() |
connectNativeBot, createPasswordReply, getAgents, getAvailableMaps, getGameInfo, getGameSpeedFlag, getMap, getMapName, getMutators, getNativeAgents, getPasswordReply, getPlayers, getWorldView, killAgent, readyCommandRequested, resetAgent, setAddress, setPassword, stopAgentgetWorldAddressgetActaddDependency, addDependency, addDependency, addJMXComponents, awaitState, awaitState, componentFatalError, componentStarted, componentStarted, componentStopped, componentStopping, createAgentJMX, createIntrospection, equals, getComponentId, getEventBus, getIntrospection, getJMX, getLog, getLogger, getName, getState, hashCode, inState, kill, notInState, pause, pauseAgent, preKillAgent, preStopAgent, resetEvent, resume, resumeAgent, setState, start, startPaused, startPausedAgent, stop, toStringclone, finalize, getClass, notify, notifyAll, wait, wait, waitconnectNativeBot, getAvailableMaps, getGameSpeedFlag, getMap, getMapName, getMutators, getNativeAgents, getPlayers, setAddressgetWorldAddressgetAgentsgetActgetWorldViewgetComponentId, getIntrospection, getLogger, getName, getState, kill, pause, resume, start, startPaused, stopgetEventBuspublic static final int MAX_CHANGING_MAP_ATTEMPTS
public static final int MAP_CHANGE_CONNECT_INTERVAL_MILLIS
protected IWorldEventListener<PlayerJoinsGame> playerJoinsListener
protected IWorldEventListener<MapListObtained> mapListListener
protected Object changingMapMutex
protected boolean changingMap
protected int changingMapAttempt
protected String targetMap
protected UDKServer.MapChangeFuture mapChangeFuture
@Inject public UDKServer(UDKAgentParameters params, IAgentLogger agentLogger, IComponentBus bus, SocketConnection connection, UDKWorldView worldView, IAct act)
public UDKAgentParameters getParams()
This is a great place to parametrize your agent. Note that you may pass arbitrary subclass of UDKAgentParameters
to the constructor/factory/runner and pick them up here.
protected void startAgent()
startAgent in class AbstractUDKServer<UDKWorldView,IAct>protected void reset()
AbstractUDKServerreset in class AbstractUDKServer<UDKWorldView,IAct>public Future<Boolean> setGameMap(String map) throws MapChangeException
UCCWrapper#changeMap(java.lang.String, long) which works.setGameMap in interface IUDKServersetGameMap in interface IUnrealServer<IUDKBot>map - MapChangeExceptionCopyright © 2012 AMIS research group, Faculty of Mathematics and Physics, Charles University in Prague, Czech Republic. All Rights Reserved.