UnrealScript library and basis for all Acedia Framework mods
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4 years ago
/**
* Class for an object that will provide an access to a Acedia's functionality
* that is common for both clients and servers by giving a reference to this
* object to all Acedia's objects and actors, emulating a global API namespace.
* Copyright 2020-2022 Anton Tarasenko
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*------------------------------------------------------------------------------
* 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 Global extends Object;
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// `Global` is expected to behave like a singleton and will store it's
// main instance in this variable's default value.
var protected Global myself;
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var public RefAPI ref;
var public BoxAPI box;
var public LoggerAPI logger;
var public CollectionsAPI collections;
var public UnrealAPI unreal;
var public TimeAPI time;
var public AliasesAPI alias;
var public TextAPI text;
var public MemoryAPI memory;
var public ConsoleAPI console;
var public ChatAPI chat;
var public ColorAPI color;
var public UserAPI users;
var public PlayersAPI players;
var public JSONAPI json;
var public DBAPI db;
var public AvariceAPI avarice;
var public AcediaEnvironment environment;
public final static function Global GetInstance()
{
if (default.myself == none) {
// `...Global`s are special and exist outside main Acedia's
// object infrastructure, so we allocate it without using API methods.
default.myself = new class'Global';
default.myself.Initialize();
}
return default.myself;
}
protected function Initialize()
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{
// Special case that we cannot spawn with memory API since it obviously
// does not exist yet!
memory = new class'MemoryAPI';
// `TextAPI` and `CollectionsAPI` need to be loaded before `LoggerAPI`
ref = RefAPI(memory.Allocate(class'RefAPI'));
box = BoxAPI(memory.Allocate(class'BoxAPI'));
text = TextAPI(memory.Allocate(class'TextAPI'));
collections = CollectionsAPI(memory.Allocate(class'CollectionsAPI'));
unreal = UnrealAPI(memory.Allocate(class'UnrealAPI'));
time = TimeAPI(memory.Allocate(class'TimeAPI'));
logger = LoggerAPI(memory.Allocate(class'LoggerAPI'));
alias = AliasesAPI(memory.Allocate(class'AliasesAPI'));
console = ConsoleAPI(memory.Allocate(class'ConsoleAPI'));
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chat = ChatAPI(memory.Allocate(class'ChatAPI'));
color = ColorAPI(memory.Allocate(class'ColorAPI'));
users = UserAPI(memory.Allocate(class'UserAPI'));
players = PlayersAPI(memory.Allocate(class'PlayersAPI'));
json = JSONAPI(memory.Allocate(class'JSONAPI'));
db = DBAPI(memory.Allocate(class'DBAPI'));
avarice = AvariceAPI(memory.Allocate(class'AvariceAPI'));
environment = AcediaEnvironment(memory.Allocate(class'AcediaEnvironment'));
class'InfoQueryHandler'.static.StaticConstructor();
}
public function DropCoreAPI()
{
memory = none;
ref = none;
box = none;
text = none;
collections = none;
unreal.DropAPI();
unreal = none;
time = none;
logger = none;
alias = none;
console = none;
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chat = none;
color = none;
users = none;
players = none;
json = none;
db = none;
avarice = none;
default.myself = none;
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}