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/**
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* Aliases allow users to define human-readable and easier to use
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* "synonyms" to some symbol sequences (mainly names of UnrealScript classes).
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* This class implements an alias database that stores aliases inside
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* standard config ini-files.
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* Several `AliasSource`s are supposed to exist separately, each storing
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* aliases of particular kind: for weapon, zeds, colors, etc..
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* Copyright 2020 - 2021 Anton Tarasenko
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*------------------------------------------------------------------------------
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* This file is part of Acedia.
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*
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* Acedia is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, version 3 of the License, or
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* (at your option) any later version.
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*
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* Acedia is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with Acedia. If not, see <https://www.gnu.org/licenses/>.
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*/
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class AliasSource extends Singleton
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config(AcediaAliases);
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// (Sub-)class of `Aliases` objects that this `AliasSource` uses to store
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// aliases in per-object-config manner.
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// Leaving this variable `none` will produce an `AliasSource` that can
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// only store aliases in form of `record=(alias="...",value="...")`.
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var public const class<Aliases> aliasesClass;
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// Storage for all objects of `aliasesClass` class in the config.
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// Exists after `OnCreated()` event and is maintained up-to-date at all times.
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var private array<Aliases> loadedAliasObjects;
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// Links alias to a value.
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// An array of these structures (without duplicate `alias` records) defines
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// a function from the space of aliases to the space of values.
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struct AliasValuePair
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{
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var string alias;
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var string value;
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};
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// Aliases data for saving and loading on a disk (ini-file).
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// Name is chosen to make configurational files more readable.
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var private config array<AliasValuePair> record;
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// Faster access to value by alias' name.
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// It contains same records as `record` array + aliases from
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// `loadedAliasObjects` objects when there are no duplicate aliases.
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// Otherwise only stores first loaded alias.
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var private AssociativeArray aliasHash;
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// Load and hash all the data `AliasSource` creation.
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protected function OnCreated()
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{
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if (!AssertAliasesClassIsOwnedByThisSource()) {
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Destroy();
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return;
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}
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// Load and hash
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loadedAliasObjects = aliasesClass.static.LoadAllObjects();
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aliasHash = _.collections.EmptyAssociativeArray();
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HashValidAliasesFromRecord();
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HashValidAliasesFromPerObjectConfig();
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}
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// Ensures that our `Aliases` class is properly linked with this
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// source's class. Logs failure otherwise.
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private final function bool AssertAliasesClassIsOwnedByThisSource()
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{
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if (aliasesClass == none) return true;
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if (aliasesClass.default.sourceClass == class) return true;
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_.logger.Failure("`AliasSource`-`Aliases` class pair is incorrectly"
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@ "setup for source `" $ string(class) $ "`. Omitting it.");
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Destroy();
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return false;
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}
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// Load hashes from `AliasSource`'s config (`record` array)
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private final function HashValidAliasesFromRecord()
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{
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local int i;
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local Text aliasAsText, valueAsText;
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for (i = 0; i < record.length; i += 1)
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{
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aliasAsText = _.text.FromString(record[i].alias);
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valueAsText = _.text.FromString(record[i].value);
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InsertAlias(aliasAsText, valueAsText);
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aliasAsText.FreeSelf();
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valueAsText.FreeSelf();
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}
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}
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// Load hashes from `Aliases` objects' config
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private final function HashValidAliasesFromPerObjectConfig()
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{
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local int i, j;
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local Text nextValue;
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local array<Text> valueAliases;
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for (i = 0; i < loadedAliasObjects.length; i += 1)
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{
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nextValue = loadedAliasObjects[i].GetValue();
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valueAliases = loadedAliasObjects[i].GetAliases();
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for (j = 0; j < valueAliases.length; j += 1) {
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InsertAlias(valueAliases[j], nextValue);
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}
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nextValue.FreeSelf();
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_.memory.FreeMany(valueAliases);
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}
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}
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// Inserts alias into `aliasHash`, cleaning previous keys/values in case
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// they already exist.
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// Takes care of lower case conversion to store aliases in `aliasHash`
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// in a case-insensitive way.
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private final function InsertAlias(Text alias, Text value)
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{
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local Text aliasLowerCaseCopy;
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local AssociativeArray.Entry hashEntry;
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if (alias == none) return;
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if (value == none) return;
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aliasLowerCaseCopy = alias.LowerCopy();
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hashEntry = aliasHash.TakeEntry(aliasLowerCaseCopy);
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if (hashEntry.value != none) {
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LogDuplicateAliasWarning(alias, Text(hashEntry.value));
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}
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_.memory.Free(hashEntry.key);
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_.memory.Free(hashEntry.value);
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aliasHash.SetItem(aliasLowerCaseCopy, value.Copy(), true);
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}
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/**
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* Checks if given alias is present in caller `AliasSource`.
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*
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* @param alias Alias to check, case-insensitive.
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* @return `true` if present, `false` otherwise.
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*/
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public function bool HasAlias(Text alias)
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{
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local bool result;
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local Text lowerCaseAlias;
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if (alias == none) {
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return false;
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}
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lowerCaseAlias = alias.LowerCopy();
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result = aliasHash.HasKey(lowerCaseAlias);
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lowerCaseAlias.FreeSelf();
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return result;
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}
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/**
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* Return value stored for the given alias in caller `AliasSource`
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* (as well as it's `Aliases` objects).
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*
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* @param alias Alias, for which method will attempt to return
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* a value. Case-insensitive.
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* @param copyOnFailure Whether method should return copy of original
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* `alias` value in case caller source did not have any records
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* corresponding to `alias`.
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* @return If look up was successful - value, associated with the given
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* alias `alias`. If lookup was unsuccessful, it depends on `copyOnFailure`
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* flag: `copyOnFailure == false` means method will return `none`
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* and `copyOnFailure == true` means method will return `alias.Copy()`.
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* If `alias == none` method always returns `none`.
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*/
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public function Text Resolve(Text alias, optional bool copyOnFailure)
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{
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local Text result;
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local Text lowerCaseAlias;
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if (alias == none) {
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return none;
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}
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lowerCaseAlias = alias.LowerCopy();
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result = Text(aliasHash.GetItem(lowerCaseAlias));
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lowerCaseAlias.FreeSelf();
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if (result != none) {
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return result.Copy();
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}
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if (copyOnFailure) {
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return alias.Copy();
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}
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return none;
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}
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/**
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* Adds another alias to the caller `AliasSource`.
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* If alias with the same name as `aliasToAdd` already exists, -
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* method overwrites it.
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*
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* Can fail iff `aliasToAdd` is an invalid alias or `aliasValue == none`.
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*
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* When adding alias to an object (`saveInObject == true`) alias `aliasToAdd`
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* will be altered by changing any ':' inside it into a '.'.
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* This is a necessary measure to allow storing class names in
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* config files via per-object-config.
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*
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* NOTE: This call will cause update of an ini-file. That update can be
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* slightly delayed, so do not make assumptions about it's immediacy.
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*
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* NOTE #2: Removing alias would require this method to go through the
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* whole `AliasSource` to remove possible duplicates.
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* This means that unless you can guarantee that there is no duplicates, -
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* performing a lot of alias additions during run-time can be costly.
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*
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* @param aliasToAdd Alias that you want to add to caller source.
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* Alias names are case-insensitive.
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* @param aliasValue Intended value of this alias.
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* @param saveInObject Setting this to `true` will make `AliasSource` save
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* given alias in per-object-config storage, while keeping it at default
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* `false` will just add alias to the `record=` storage.
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* If caller `AliasSource` does not support per-object-config storage, -
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* this flag will be ignores.
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* @return `true` if alias was added and `false` otherwise (alias was invalid).
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*/
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public final function bool AddAlias(
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Text aliasToAdd,
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Text aliasValue,
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optional bool saveInObject)
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{
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local Text lowerCaseAlias;
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local AliasValuePair newPair;
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if (aliasToAdd == none) return false;
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if (aliasValue == none) return false;
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lowerCaseAlias = aliasToAdd.LowerCopy();
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if (aliasHash.HasKey(lowerCaseAlias)) {
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RemoveAlias(aliasToAdd);
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}
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// Save
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if (saveInObject) {
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GetAliasesObjectWithValue(aliasValue).AddAlias(aliasToAdd);
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}
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else
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{
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newPair.alias = aliasToAdd.ToPlainString();
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newPair.value = aliasValue.ToPlainString();
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record[record.length] = newPair;
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}
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aliasHash.SetItem(lowerCaseAlias, aliasValue);
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AliasService(class'AliasService'.static.Require()).PendingSaveSource(self);
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return true;
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}
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/**
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* Removes alias (all records with it, in case of duplicates) from
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* the caller `AliasSource`.
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*
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* Cannot fail.
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*
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* NOTE: This call will cause update of an ini-file. That update can be
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* slightly delayed, so do not make assumptions about it's immediacy.
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*
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* NOTE #2: removing alias requires this method to go through the
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* whole `AliasSource` to remove possible duplicates, which can make
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* performing a lot of alias removal during run-time costly.
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*
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* @param aliasToRemove Alias that you want to remove from caller source.
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*/
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public final function RemoveAlias(Text aliasToRemove)
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{
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local int i;
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local bool isMatchingRecord;
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local bool removedAliasFromRecord;
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local AssociativeArray.Entry hashEntry;
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if (aliasToRemove == none) {
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return;
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}
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hashEntry = aliasHash.TakeEntry(aliasToRemove);
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_.memory.Free(hashEntry.key);
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_.memory.Free(hashEntry.value);
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while (i < record.length)
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{
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isMatchingRecord = aliasToRemove
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.CompareToPlainString(record[i].alias, SCASE_INSENSITIVE);
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if (isMatchingRecord)
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{
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record.Remove(i, 1);
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removedAliasFromRecord = true;
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}
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else {
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i += 1;
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}
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}
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for (i = 0; i < loadedAliasObjects.length; i += 1) {
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loadedAliasObjects[i].RemoveAlias(aliasToRemove);
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}
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if (removedAliasFromRecord)
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{
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AliasService(class'AliasService'.static.Require())
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.PendingSaveSource(self);
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}
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}
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private final function LogDuplicateAliasWarning(Text alias, Text existingValue)
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{
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_.logger.Warning("Alias source `" $ string(class)
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$ "` has duplicate record for alias \"" $ alias.ToPlainString()
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$ "\". This is likely due to an erroneous config. \""
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$ existingValue.ToPlainString()
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$ "\" value will be used.");
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}
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private final function LogInvalidAliasWarning(Text invalidAlias)
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{
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_.logger.Warning("Alias source `" $ string(class)
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$ "` contains invalid alias name \"" $ invalidAlias.ToPlainString()
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$ "\". This alias will not be loaded.");
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}
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// Tries to find a loaded `Aliases` config object that stores aliases for
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// the given value. If such object does not exists - creates a new one.
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// Assumes `value != none`.
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private final function Aliases GetAliasesObjectWithValue(Text value)
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{
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local int i;
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local Text nextValue;
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local Aliases newAliasesObject;
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for (i = 0; i < loadedAliasObjects.length; i += 1)
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{
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nextValue = loadedAliasObjects[i].GetValue();
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if (value.Compare(nextValue)) {
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return loadedAliasObjects[i];
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}
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_.memory.Free(nextValue);
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}
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newAliasesObject = aliasesClass.static.LoadObject(value);
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loadedAliasObjects[loadedAliasObjects.length] = newAliasesObject;
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return newAliasesObject;
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}
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defaultproperties
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{
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// Source main parameters
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aliasesClass = class'Aliases'
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}
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