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/**
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* Core service that is always running alongside Acedia framework, must be
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* created by a launcher.
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* Used for booting up and shutting down Acedia.
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* Also used for spawning `Actor`s as the only must-have `Service`.
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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 CoreService extends Service
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dependson(BroadcastEventsObserver);
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// Package's manifest is supposed to always have a name of
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// "<package_name>.Manifest", this variable stores the ".Manifest" part
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var private const string manifestSuffix;
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// Classes that will need to do some cleaning before Acedia shuts down
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var private array< class<AcediaObject> > usedObjectClasses;
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var private array< class<AcediaActor> > usedActorClasses;
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// `Singleton`s are handled as a special case and cleaned up after
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// the rest of the classes.
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var private array< class<Singleton> > usedSingletonClasses;
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var private array< class<_manifest> > availableManifests;
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var private array<string> packagesToLoad;
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struct FeatureConfigPair
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{
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var public class<Feature> featureClass;
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var public Text configName;
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};
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var private array<FeatureConfigPair> automaticConfigs;
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var private LoggerAPI.Definition infoLoadingPackage;
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var private LoggerAPI.Definition infoBootingUp, infoBootingUpFinished;
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var private LoggerAPI.Definition infoShuttingDown;
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var private LoggerAPI.Definition errorNoManifest, errorCannotRunTests;
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// We do not implement `OnShutdown()`, because total Acedia's clean up
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// is supposed to happen before that event.
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protected function OnCreated()
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{
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BootUp();
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default.packagesToLoad.length = 0;
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}
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/**
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* Static method that starts everything needed by Acedia framework to function.
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* Must be called before attempting to use any of the Acedia's functionality.
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*
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* Acedia needs to be able to spawn actors and for that it first needs to
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* spawn `CoreService`. To make that possible you need to provide
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* an `Actor` instance from current level. It can be any valid actor.
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*
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* @param source Valid actor instance that Acedia will use to
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* spawn `CoreService`
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* @param packages List of acedia packages to load.
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* Using array of `string`s since Acedia's `Text` wouldn't yet
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* be available.
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*/
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public final static function LaunchAcedia(Actor source, array<string> packages)
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{
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default.packagesToLoad = packages;
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default.blockSpawning = false;
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// Actual work will be done inside `BootUp()` private method that will be
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// called from `OnCreated()` event.
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source.Spawn(class'CoreService');
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default.blockSpawning = true;
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}
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/**
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* Shuts down Acedia, cleaning up created actors, default values,
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* changes made to the standard game classes, etc..
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*
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* This method must be called before the level change (map change), otherwise
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* Acedia is not guaranteed to work on the next map and you might
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* even experience game crashes.
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*/
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public final function ShutdownAcedia()
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{
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local int i;
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local AcediaActor nextActor;
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local MemoryService memoryService;
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_.logger.Auto(infoShuttingDown);
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memoryService = MemoryService(class'MemoryService'.static.GetInstance());
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// Turn off gameplay-related stuff first
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class'Global'.static.GetInstance().DropGameplayAPI();
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// Get rid of actors
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foreach AllActors(class'AcediaActor', nextActor)
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{
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if (nextActor == self) continue;
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if (nextActor == memoryService) continue;
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nextActor.Destroy();
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}
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// Clean all used classes, except for singletons
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for (i = 0; i < usedObjectClasses.length; i += 1) {
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usedObjectClasses[i].static._cleanup();
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}
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for (i = 0; i < usedActorClasses.length; i += 1) {
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usedActorClasses[i].static._cleanup();
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}
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// Remove remaining objects
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_.unreal.broadcasts.Remove(class'BroadcastEventsObserver');
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memoryService.ClearAll();
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// Finally clean up singletons
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for (i = 0; i < usedSingletonClasses.length; i += 1) {
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usedSingletonClasses[i].static._cleanup();
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}
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// Clean API
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class'Global'.static.GetInstance().DropCoreAPI();
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_ = none;
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// Get rid of the `MemoryService` and `CoreService` last
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memoryService.Destroy();
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Destroy();
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Log("Acedia has shut down.");
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}
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// Loads packages, injects broadcast handler and optionally runs tests
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private final function BootUp()
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{
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local int i;
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local Text nextPackageName;
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local class<_manifest> nextManifest;
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_.logger.Auto(infoBootingUp);
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LoadManifest(class'AcediaCore_0_2.Manifest');
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// Load packages
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for (i = 0; i < packagesToLoad.length; i += 1)
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{
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nextPackageName = _.text.FromString(packagesToLoad[i]);
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_.logger.Auto(infoLoadingPackage).Arg(nextPackageName.Copy());
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nextManifest = LoadManifestClass(packagesToLoad[i]);
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if (nextManifest == none)
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{
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_.logger.Auto(errorNoManifest).Arg(nextPackageName.Copy());
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continue;
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}
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availableManifests[availableManifests.length] = nextManifest;
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LoadManifest(nextManifest);
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_.memory.Free(nextPackageName);
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}
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nextPackageName = none;
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_.logger.Auto(infoBootingUpFinished);
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// Other initialization
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class'UnrealService'.static.Require();
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if (class'TestingService'.default.runTestsOnStartUp) {
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RunStartUpTests();
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}
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}
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private final function LoadManifest(class<_manifest> manifestClass)
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{
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local int i;
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local FeatureConfigPair nextPair;
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for (i = 0; i < manifestClass.default.aliasSources.length; i += 1)
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{
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if (manifestClass.default.aliasSources[i] == none) continue;
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_.memory.Allocate(manifestClass.default.aliasSources[i]);
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}
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LaunchManifestServices(manifestClass);
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for (i = 0; i < manifestClass.default.features.length; i += 1)
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{
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if (manifestClass.default.features[i] == none) continue;
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manifestClass.default.features[i].static.LoadConfigs();
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nextPair.featureClass = manifestClass.default.features[i];
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nextPair.configName = manifestClass.default.features[i].static
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.GetAutoEnabledConfig();
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automaticConfigs[automaticConfigs.length] = nextPair;
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}
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for (i = 0; i < manifestClass.default.testCases.length; i += 1)
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{
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class'TestingService'.static
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.RegisterTestCase(manifestClass.default.testCases[i]);
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}
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}
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public final function array<FeatureConfigPair> GetAutoConfigurationInfo()
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{
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local int i;
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local array<FeatureConfigPair> result;
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for (i = 0; i < automaticConfigs.length; i += 1)
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{
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result[i] = automaticConfigs[i];
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if (result[i].configName != none) {
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result[i].configName = result[i].configName.Copy();
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}
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}
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return result;
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}
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private final function class<_manifest> LoadManifestClass(string packageName)
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{
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return class<_manifest>(DynamicLoadObject( packageName $ manifestSuffix,
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class'Class', true));
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}
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private final function LaunchManifestServices(class<_manifest> manifestClass)
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{
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local int i;
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for (i = 0; i < manifestClass.default.services.length; i += 1)
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{
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if (manifestClass.default.services[i] != none) {
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manifestClass.default.services[i].static.Require();
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}
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}
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}
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private final function RunStartUpTests()
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{
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local TestingService testService;
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testService = TestingService(class'TestingService'.static.Require());
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testService.PrepareTests();
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if (testService.filterTestsByName) {
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testService.FilterByName(testService.requiredName);
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}
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if (testService.filterTestsByGroup) {
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testService.FilterByGroup(testService.requiredGroup);
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}
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if (!testService.Run()) {
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_.logger.Auto(errorCannotRunTests);
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}
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}
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/**
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* Registers class derived from `AcediaObject` for clean up when
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* Acedia shuts down.
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*
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* Does not check for duplicates.
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*
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* This is an internal function and should not be used outside of
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* AcediaCore package.
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*/
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public final function _registerObjectClass(class<AcediaObject> classToClean)
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{
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if (classToClean != none) {
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usedObjectClasses[usedObjectClasses.length] = classToClean;
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}
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}
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/**
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* Registers class derived from `AcediaActor` for clean up when
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* Acedia shuts down.
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*
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* Does not check for duplicates.
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*
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* This is an internal function and should not be used outside of
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* AcediaCore package.
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*/
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public final function _registerActorClass(class<AcediaActor> classToClean)
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{
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local class<Singleton> singletonClass;
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if (classToClean == none) {
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return;
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}
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singletonClass = class<Singleton>(classToClean);
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if (singletonClass != none) {
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usedSingletonClasses[usedSingletonClasses.length] = singletonClass;
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}
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else {
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usedActorClasses[usedActorClasses.length] = classToClean;
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}
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}
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defaultproperties
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{
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manifestSuffix = ".Manifest"
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infoBootingUp = (l=LOG_Info,m="Initializing Acedia.")
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infoBootingUpFinished = (l=LOG_Info,m="Acedia initialized.")
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infoShuttingDown = (l=LOG_Info,m="Shutting down Acedia.")
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infoLoadingPackage = (l=LOG_Info,m="BLoading package \"%1\".")
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errorNoManifest = (l=LOG_Error,m="Cannot load `Manifest` for package \"%1\". Check if it's missing or if its name is spelled incorrectly.")
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errorCannotRunTests = (l=LOG_Error,m="Could not perform Acedia's tests.")
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}
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