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 |
worldAddress
events, 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, stopAgent
getWorldAddress
getAct
addDependency, 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, toString
clone, finalize, getClass, notify, notifyAll, wait, wait, wait
connectNativeBot, getAvailableMaps, getGameSpeedFlag, getMap, getMapName, getMutators, getNativeAgents, getPlayers, setAddress
getWorldAddress
getAgents
getAct
getWorldView
getComponentId, getIntrospection, getLogger, getName, getState, kill, pause, resume, start, startPaused, stop
getEventBus
public 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()
AbstractUDKServer
reset
in class AbstractUDKServer<UDKWorldView,IAct>
public Future<Boolean> setGameMap(String map) throws MapChangeException
UCCWrapper#changeMap(java.lang.String, long)
which works.setGameMap
in interface IUDKServer
setGameMap
in interface IUnrealServer<IUDKBot>
map
- MapChangeException
Copyright © 2012 AMIS research group, Faculty of Mathematics and Physics, Charles University in Prague, Czech Republic. All Rights Reserved.