UnrealScript library and basis for all Acedia Framework mods
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/**
* This class implements JSON object storage capabilities.
* Whenever one wants to store JSON data, they need to define such object.
* It stores name-value pairs, where names are strings and values can be:
* ~ Boolean, string, null or number (float in this implementation) data;
* ~ Other JSON objects;
* ~ JSON Arrays (see `JArray` class).
*
* This implementation provides getters and setters for boolean, string,
* null or number types that allow to freely set and fetch their values
* by name.
* JSON objects and arrays can be fetched by getters, but you cannot
* add existing object or array to another object. Instead one has to create
* a new, empty object with a certain name and then fill it with data.
* This allows to avoid loop situations, where object is contained in itself.
* Functions to remove existing values are also provided and are applicable
* to all variable types.
* Setters can also be used to overwrite any value by a different value,
* even of a different type.
* Copyright 2020 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 JObject extends JSON;
// We will store all our properties as a simple array of name-value pairs.
struct JProperty
{
var string name;
var JStorageAtom value;
};
// Bucket of alias-value pairs, with the same alias hash.
struct PropertyBucket
{
var array<JProperty> properties;
};
var private array<PropertyBucket> hashTable;
var private int storedElementCount;
// Reasonable lower and upper limits on hash table capacity,
// that will be enforced if user requires something outside those bounds
var private config const int MINIMUM_CAPACITY;
var private config const int MAXIMUM_CAPACITY;
var private config const float MINIMUM_DENSITY;
var private config const float MAXIMUM_DENSITY;
var private config const int MINIMUM_DIFFERENCE_FOR_REALLOCATION;
var private config const int ABSOLUTE_LOWER_CAPACITY_LIMIT;
// Helper method that is needed as a replacement for `%`, since it is
// an operation on `float`s in UnrealScript and does not have enough precision
// to work with hashes.
// Assumes positive input.
private function int Remainder(int number, int divisor)
{
local int quotient;
quotient = number / divisor;
return (number - quotient * divisor);
}
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// Finds indices for:
// 1. Bucked that contains specified alias (`bucketIndex`);
// 2. Pair for specified alias in the bucket's collection
// (`propertyIndex`).
// `bucketIndex` is always found,
// `propertyIndex` is valid iff method returns `true`, otherwise it's equal to
// the index at which new property can get inserted.
private final function bool FindPropertyIndices(
string name,
out int bucketIndex,
out int propertyIndex)
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{
local int i;
local array<JProperty> bucketProperties;
TouchHashTable();
bucketIndex = _.text.GetHash(name);
if (bucketIndex < 0) {
bucketIndex *= -1;
}
bucketIndex = Remainder(bucketIndex, hashTable.length);
// Check if bucket actually has given name.
bucketProperties = hashTable[bucketIndex].properties;
for (i = 0; i < bucketProperties.length; i += 1)
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{
if (bucketProperties[i].name == name)
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{
propertyIndex = i;
return true;
}
}
propertyIndex = bucketProperties.length;
return false;
}
// Creates hash table in case it does not exist yet
private final function TouchHashTable()
{
if (hashTable.length <= 0) {
UpdateHashTableCapacity();
}
}
// Attempts to find a property in a caller `JObject` by the name `name` and
// writes it into `result`. Returns `true` if it succeeds and `false` otherwise
// (in that case writes a blank property with a given name in `result`).
private final function bool FindProperty(string name, out JProperty result)
{
local JProperty newProperty;
local int bucketIndex, propertyIndex;
if (FindPropertyIndices(name, bucketIndex, propertyIndex))
{
result = hashTable[bucketIndex].properties[propertyIndex];
return true;
}
newProperty.name = name;
result = newProperty;
return false;
}
// Creates/replaces a property with a name `newProperty.name` in caller
// JSON object
private final function UpdateProperty(JProperty newProperty)
{
local bool overriddenProperty;
local int bucketIndex, propertyIndex;
overriddenProperty = !FindPropertyIndices( newProperty.name,
bucketIndex, propertyIndex);
hashTable[bucketIndex].properties[propertyIndex] = newProperty;
if (overriddenProperty) {
storedElementCount += 1;
UpdateHashTableCapacity();
}
}
// Removes a property with a name `newProperty.name` from caller JSON object
// Returns `true` if something was actually removed.
private final function bool RemoveProperty(string propertyName)
{
local int bucketIndex, propertyIndex;
// Ensure has table was initialized before any updates
if (hashTable.length <= 0) {
UpdateHashTableCapacity();
}
if (FindPropertyIndices(propertyName, bucketIndex, propertyIndex)) {
hashTable[bucketIndex].properties.Remove(propertyIndex, 1);
storedElementCount = Max(0, storedElementCount - 1);
UpdateHashTableCapacity();
return true;
}
return false;
}
// Checks if we need to change our current capacity and does so if needed
private final function UpdateHashTableCapacity()
{
local int oldCapacity, newCapacity;
oldCapacity = hashTable.length;
// Calculate new capacity (and whether it is needed) based on amount of
// stored properties and current capacity
newCapacity = oldCapacity;
if (storedElementCount < newCapacity * MINIMUM_DENSITY) {
newCapacity /= 2;
}
if (storedElementCount > newCapacity * MAXIMUM_DENSITY) {
newCapacity *= 2;
}
// Enforce our limits
newCapacity = Clamp(newCapacity, MINIMUM_CAPACITY, MAXIMUM_CAPACITY);
newCapacity = Max(ABSOLUTE_LOWER_CAPACITY_LIMIT, newCapacity);
// Only resize if difference is huge enough or table does not exists yet
if ( newCapacity - oldCapacity > MINIMUM_DIFFERENCE_FOR_REALLOCATION
|| oldCapacity - newCapacity > MINIMUM_DIFFERENCE_FOR_REALLOCATION
|| oldCapacity <= 0) {
ResizeHashTable(newCapacity);
}
}
// Change size of the hash table, does not check any limits, does not check
// if `newCapacity` is a valid capacity (`newCapacity > 0`).
// Use `UpdateHashTableCapacity()` for that.
private final function ResizeHashTable(int newCapacity)
{
local int i, j;
local array<JProperty> bucketProperties;
local array<PropertyBucket> oldHashTable;
oldHashTable = hashTable;
// Clean current hash table
hashTable.length = 0;
hashTable.length = newCapacity;
for (i = 0; i < oldHashTable.length; i += 1)
{
bucketProperties = oldHashTable[i].properties;
for (j = 0; j < bucketProperties.length; j += 1) {
UpdateProperty(bucketProperties[j]);
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}
}
}
// Returns `JType` of a variable with a given name in our properties.
// This function can be used to check if certain variable exists
// in this object, since if such variable does not exist -
// function will return `JSON_Undefined`.
public final function JType GetTypeOf(string name)
{
local JProperty property;
FindProperty(name, property);
// If we did not find anything - `property` will be set up as
// a `JSON_Undefined` type value.
return property.value.type;
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}
// Following functions are getters for various types of variables.
// Getter for null value simply checks if it's null
// and returns true/false as a result.
// Getters for simple types (number, string, boolean) can have optional
// default value specified, that will be returned if requested variable
// doesn't exist or has a different type.
// Getters for object and array types don't take default values and
// will simply return `none`.
public final function float GetNumber(string name, optional float defaultValue)
{
local JProperty property;
FindProperty(name, property);
if (property.value.type != JSON_Number) {
return defaultValue;
}
return property.value.numberValue;
}
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public final function int GetInteger(string name, optional int defaultValue)
{
local JProperty property;
FindProperty(name, property);
if (property.value.type != JSON_Number) {
return defaultValue;
}
return property.value.numberValueAsInt;
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}
public final function string GetString(
string name,
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optional string defaultValue
)
{
local JProperty property;
FindProperty(name, property);
if (property.value.type != JSON_String) {
return defaultValue;
}
return property.value.stringValue;
}
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public final function class<Object> GetClass(
string name,
optional class<Object> defaultValue
)
{
local JProperty property;
FindProperty(name, property);
if (property.value.type != JSON_String) {
return defaultValue;
}
TryLoadingStringAsClass(property.value);
if (property.value.stringValueAsClass != none) {
return property.value.stringValueAsClass;
}
return defaultValue;
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}
public final function bool GetBoolean(string name, optional bool defaultValue)
{
local JProperty property;
FindProperty(name, property);
if (property.value.type != JSON_Boolean) {
return defaultValue;
}
return property.value.booleanValue;
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}
public final function bool IsNull(string name)
{
local JProperty property;
FindProperty(name, property);
return (property.value.type == JSON_Null);
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}
public final function JArray GetArray(string name)
{
local JProperty property;
FindProperty(name, property);
if (property.value.type != JSON_Array) {
return none;
}
return JArray(property.value.complexValue);
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}
public final function JObject GetObject(string name)
{
local JProperty property;
FindProperty(name, property);
if (property.value.type != JSON_Object) return none;
return JObject(property.value.complexValue);
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}
// Following functions provide simple setters for boolean, string, number
// and null values.
// They return object itself, allowing user to chain calls like this:
// `object.SetNumber("num1", 1).SetNumber("num2", 2);`.
public final function JObject SetNumber(string name, float value)
{
local JProperty property;
FindProperty(name, property);
property.value.type = JSON_Number;
property.value.numberValue = value;
property.value.numberValueAsInt = int(value);
property.value.complexValue = none;
UpdateProperty(property);
return self;
}
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public final function JObject SetInteger(string name, int value)
{
local JProperty property;
FindProperty(name, property);
property.value.type = JSON_Number;
property.value.numberValue = float(value);
property.value.numberValueAsInt = value;
property.value.complexValue = none;
UpdateProperty(property);
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return self;
}
public final function JObject SetString(string name, string value)
{
local JProperty property;
FindProperty(name, property);
property.value.type = JSON_String;
property.value.stringValue = value;
property.value.stringValueAsClass = none;
property.value.classLoadingWasAttempted = false;
property.value.complexValue = none;
UpdateProperty(property);
return self;
}
public final function JObject SetClass(string name, class<Object> value)
{
local JProperty property;
FindProperty(name, property);
property.value.type = JSON_String;
property.value.stringValue = string(value);
property.value.stringValueAsClass = value;
property.value.classLoadingWasAttempted = true;
property.value.complexValue = none;
UpdateProperty(property);
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return self;
}
public final function JObject SetBoolean(string name, bool value)
{
local JProperty property;
FindProperty(name, property);
property.value.type = JSON_Boolean;
property.value.booleanValue = value;
property.value.complexValue = none;
UpdateProperty(property);
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return self;
}
public final function JObject SetNull(string name)
{
local JProperty property;
FindProperty(name, property);
property.value.type = JSON_Null;
property.value.complexValue = none;
UpdateProperty(property);
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return self;
}
// JSON array and object types don't have setters, but instead have
// functions to create a new, empty array/object under a certain name.
// They return object itself, allowing user to chain calls like this:
// `object.CreateObject("folded object").CreateArray("names list");`.
public final function JObject CreateArray(string name)
{
local JProperty property;
FindProperty(name, property);
if (property.value.complexValue != none) {
property.value.complexValue.Destroy();
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}
property.value.type = JSON_Array;
property.value.complexValue = _.json.NewArray();
UpdateProperty(property);
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return self;
}
public final function JObject CreateObject(string name)
{
local JProperty property;
FindProperty(name, property);
if (property.value.complexValue != none) {
property.value.complexValue.Destroy();
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}
property.value.type = JSON_Object;
property.value.complexValue = _.json.NewObject();
UpdateProperty(property);
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return self;
}
// Removes values with a given name.
// Returns `true` if value was actually removed and `false` if it didn't exist.
public final function JObject RemoveValue(string name)
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{
RemoveProperty(name);
return self;
}
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public final function array<string> GetKeys()
{
local int i, j;
local array<string> result;
local array<JProperty> nextProperties;
for (i = 0; i < hashTable.length; i += 1)
{
nextProperties = hashTable[i].properties;
for (j = 0; j < nextProperties.length; j += 1) {
result[result.length] = nextProperties[j].name;
}
}
return result;
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}
public function bool IsSubsetOf(JSON rightJSON)
{
local int i, j;
local JObject rightObject;
local JProperty rightProperty;
local array<JProperty> nextProperties;
rightObject = JObject(rightJSON);
if (rightObject == none) return false;
for (i = 0; i < hashTable.length; i += 1)
{
nextProperties = hashTable[i].properties;
for (j = 0; j < nextProperties.length; j += 1) {
rightObject.FindProperty(nextProperties[j].name, rightProperty);
if (rightProperty.value.type == JSON_Undefined) {
return false;
}
if (!AreAtomsEqual(nextProperties[j].value, rightProperty.value)) {
return false;
}
}
}
return true;
}
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defaultproperties
{
ABSOLUTE_LOWER_CAPACITY_LIMIT = 10
MINIMUM_CAPACITY = 50
MAXIMUM_CAPACITY = 100000
MINIMUM_DENSITY = 0.25
MAXIMUM_DENSITY = 0.75
MINIMUM_DIFFERENCE_FOR_REALLOCATION = 50
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}