UnrealScript library and basis for all Acedia Framework mods
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/**
* Base class for objects that will provide an access to a Acedia's client- and
* server-specific functionality by giving a reference to this object to all
* Acedia's objects and actors, emulating a global API namespace.
* Copyright 2022-2023 Anton Tarasenko
*------------------------------------------------------------------------------
* This file is part of Acedia.
*
* Acedia is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, version 3 of the License, or
* (at your option) any later version.
*
* Acedia 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 General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with Acedia. If not, see <https://www.gnu.org/licenses/>.
*/
class CoreGlobal extends Object;
var protected bool initialized;
var protected class<AcediaAdapter> adapterClass;
var public SideEffectAPI sideEffects;
var public TimeAPI time;
var public DBAPI db;
var private LoggerAPI.Definition fatNoAdapterClass;
/**
* Accessor to the generic `UnrealAPI`.
*/
public function UnrealAPI unreal_api()
{
return none;
}
public final static function LevelCore GetLevelCore()
{
local LevelCore availableCore;
availableCore = class'ServerLevelCore'.static.GetInstance();
if (availableCore != none) {
return availableCore;
}
availableCore = class'ClientLevelCore'.static.GetInstance();
return availableCore;
}
public final static function CoreGlobal GetGenericInstance()
{
local ServerGlobal serverAPI;
local ClientGlobal clientAPI;
serverAPI = class'ServerGlobal'.static.GetInstance();
if (serverAPI != none && serverAPI.IsAvailable()) {
return serverAPI;
}
clientAPI = class'ClientGlobal'.static.GetInstance();
if (clientAPI != none && clientAPI.IsAvailable()) {
return clientAPI;
}
return none;
}
/**
* This method must perform initialization of the caller `...Global` instance.
*
* It must only be executed once (execution should be marked using
* `initialized` flag).
*/
protected function Initialize()
{
local MemoryAPI api;
if (initialized) {
return;
}
initialized = true;
if (adapterClass == none)
{
class'Global'.static.GetInstance().logger
.Auto(fatNoAdapterClass)
.ArgClass(self.class);
return;
}
api = class'Global'.static.GetInstance().memory;
time = TimeAPI(api.Allocate(adapterClass.default.timeAPIClass));
db = DBAPI(api.Allocate(adapterClass.default.dbAPIClass));
}
/**
* Checks is caller `CoreGlobal` is available to be used.
*
* Server and client `CoreGlobal` instances are always created, so that they
* can be added to `AcediaObject`s and `AcediaActor`s at any time, even before
* they were initialized (whether they ever will be or not). This method
* allows one to check whether they were already initialized and can be used.
*
* @return `true` if caller `CoreGlobal` can be used and `false` otherwise.
*/
public function bool IsAvailable()
{
return initialized;
}
/**
* Changes adapter class for the caller `...Global` instance.
*
* Must not do anything when caller `...Global` instance was already
* initialized or when passed adapter class is `none`.
*
* @param newAdapter New adapter class to use in the caller `...Global`
* instance.
* @return `true` if new adapter was set and `false` otherwise.
*/
public function bool SetAdapter(class<AcediaAdapter> newAdapter);
defaultproperties
{
adapterClass = class'AcediaAdapter'
fatNoAdapterClass = (l=LOG_Fatal,m="`none` specified as an adapter for `%1` level core class. This should not have happened. AcediaCore cannot properly function.")
}