Chain Of Events When A Player Logs In
rough layout
Serverside UnrealScript Events
- GameInfo.PreLogin() – propagated to AccessControl; may reject player
- Mutator.OverrideDownload() – called on the base mutator for each package the player needs to download, propagates down the mutator linked list (only available in UT2003, not in the base engine)
- GameInfo.Login() – propagated to AccessControl and Mutators; spawns the PlayerPawn/PlayerController or rejects player, sets player name, spectator, admin login, other stuff
- GameInfo.PostLogin() – first point at which replicated functions of the new player are actually replicated
Clientside Initialization Overview
TODO: What stuff gets replicated? What happens while the loading screen is visible?