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85 lines
2.6 KiB
85 lines
2.6 KiB
2 years ago
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/**
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* Class for an object that will provide an access to a Acedia's
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* server-specific functionality by giving a reference to this object to all
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* Acedia's objects and actors, emulating a global API namespace.
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* Copyright 2022 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 ServerGlobal extends Object;
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2 years ago
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var protected bool initialized;
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2 years ago
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// `Global` is expected to behave like a singleton and will store it's
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// main instance in this variable's default value.
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var protected ServerGlobal myself;
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2 years ago
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var public KFFrontend kf;
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public final static function ServerGlobal GetInstance()
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{
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if (default.myself == none)
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{
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// `...Global`s are special and exist outside main Acedia's
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// object infrastructure, so we allocate it without using API methods.
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default.myself = new class'ServerGlobal';
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}
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return default.myself;
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}
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protected function Initialize()
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{
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2 years ago
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local Global _;
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if (initialized) {
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return;
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}
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_ = class'Global'.static.GetInstance();
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kf = KFFrontend(_.memory.Allocate(class'KF1_Frontend'));
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// TODO: this is hack, needs to be redone later
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KF1_HealthComponent(kf.health).PseudoConstructor();
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initialized = true;
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}
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public final function bool ConnectServerLevelCore()
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{
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local Global _;
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if (class'ServerLevelCore'.static.GetInstance() == none) {
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return false;
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}
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Initialize();
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class'UnrealService'.static.Require();
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class'ConnectionService'.static.Require();
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// TODO: this is hack as fuck, needs to be redone
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_ = class'Global'.static.GetInstance();
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_.unreal.mutator.OnMutate(
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ServiceAnchor(_.memory.Allocate(class'ServiceAnchor')))
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.connect = EnableCommandsFeature;
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return true;
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}
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private final function EnableCommandsFeature(
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string command,
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PlayerController sendingPlayer)
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{
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if (command ~= "acediacommands") {
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class'Commands_Feature'.static.EmergencyEnable();
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}
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2 years ago
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}
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defaultproperties
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{
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}
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