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/**
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* Object that is supposed to store a persistent data about the
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* certain player. That is data that will be remembered even after player
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* reconnects or server changes map/restarts.
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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 User extends AcediaObject;
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// Unique identifier for which this `User` stores it's data
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var private UserID id;
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// A numeric "key" assigned to this user for a session that can serve as
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// an easy reference in console commands
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var private int key;
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// Database where user's persistent data is stored
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var private Database persistentDatabase;
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// Pointer to this user's "settings" data in particular
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var private JSONPointer persistentSettingsPointer;
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var private LoggerAPI.Definition errNoUserDataDatabase;
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// TODO: redo this comment
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/**
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* Initializes caller `User` with id and it's session key. Should be called
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* right after `EPlayer` was created.
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*
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* Initialization should (and can) only be done once.
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* Before a `Initialize()` call, any other method calls on such `User`
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* must be considerate to have undefined behavior.
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*/
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public final function Initialize(UserID initID, int initKey)
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{
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id = initID;
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key = initKey;
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}
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/**
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* Return id for which caller `User` stores data.
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*
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* @return `UserID` that caller `User` was initialized with.
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*/
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public final function UserID GetID()
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{
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return id;
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}
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/**
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* Return session key of the caller `User`.
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*
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* @return Session key of the caller `User`.
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*/
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public final function int GetKey()
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{
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return key;
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}
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/**
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* Reads user's persistent data saved inside group `groupName`, saving it into
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* a collection using mutable data types.
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* Only should be used if `_.users.PersistentStorageExists()` returns `true`.
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*
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* @param groupName Name of the group these settings belong to.
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* This exists to help reduce name collisions between different mods.
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* Acedia stores all its settings under "Acedia" group. We suggest that you
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* pick at least one name to use for your own mods.
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* It should be unique enough to not get picked by others - "weapons" is
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* a bad name, while "CoolModMastah79" is actually a good pick.
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* @return Task object for reading specified persistent data from the database.
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* For more info see `Database.ReadData()` method.
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* Guaranteed to not be `none` iff
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* `_.users.PersistentStorageExists() == true`.
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*/
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public final function DBReadTask ReadGroupOfPersistentData(BaseText groupName)
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{
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local DBReadTask task;
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if (groupName == none) return none;
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if (!SetupDatabaseVariables()) return none;
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persistentSettingsPointer.Push(groupName);
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task = persistentDatabase.ReadData(persistentSettingsPointer, true);
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_.memory.Free(persistentSettingsPointer.Pop());
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return task;
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}
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/**
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* Reads user's persistent data saved under name `dataName`, saving it into
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* a collection using mutable data types.
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* Only should be used if `_.users.PersistentStorageExists()` returns `true`.
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*
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* @param groupName Name of the group these settings belong to.
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* This exists to help reduce name collisions between different mods.
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* Acedia stores all its settings under "Acedia" group. We suggest that you
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* pick at least one name to use for your own mods.
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* It should be unique enough to not get picked by others - "weapons" is
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* a bad name, while "CoolModMastah79" is actually a good pick.
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* @param dataName Any name, from under which settings you are interested
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* (inside `groupName` group) should be read.
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* @return Task object for reading specified persistent data from the database.
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* For more info see `Database.ReadData()` method.
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* Guaranteed to not be `none` iff
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* `_.users.PersistentStorageExists() == true`.
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*/
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public final function DBReadTask ReadPersistentData(
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BaseText groupName,
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BaseText dataName)
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{
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local DBReadTask task;
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if (groupName == none) return none;
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if (dataName == none) return none;
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if (!SetupDatabaseVariables()) return none;
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persistentSettingsPointer.Push(groupName).Push(dataName);
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task = persistentDatabase.ReadData(persistentSettingsPointer, true);
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_.memory.Free(persistentSettingsPointer.Pop());
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_.memory.Free(persistentSettingsPointer.Pop());
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return task;
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}
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/**
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* Writes user's persistent data under name `dataName`.
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* Only should be used if `_.users.PersistentStorageExists()` returns `true`.
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*
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* @param groupName Name of the group these settings belong to.
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* This exists to help reduce name collisions between different mods.
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* Acedia stores all its settings under "Acedia" group. We suggest that you
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* pick at least one name to use for your own mods.
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* It should be unique enough to not get picked by others - "weapons" is
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* a bad name, while "CoolModMastah79" is actually a good pick.
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* @param dataName Any name, under which settings you are interested
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* (inside `groupName` group) should be written.
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* @param data JSON-compatible (see `_.json.IsCompatible()`) data that
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* should be written into database.
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* @return Task object for writing specified persistent data into the database.
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* For more info see `Database.WriteData()` method.
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* Guarantee to not be `none` iff
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* `_.users.PersistentStorageExists() == true`.
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*/
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public final function DBWriteTask WritePersistentData(
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BaseText groupName,
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BaseText dataName,
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AcediaObject data)
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{
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local DBWriteTask task;
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local HashTable emptyObject;
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if (groupName == none) return none;
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if (dataName == none) return none;
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if (!SetupDatabaseVariables()) return none;
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emptyObject = _.collections.EmptyHashTable();
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persistentSettingsPointer.Push(groupName);
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persistentDatabase.IncrementData(persistentSettingsPointer, emptyObject);
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persistentSettingsPointer.Push(dataName);
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task = persistentDatabase.WriteData(persistentSettingsPointer, data);
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_.memory.Free(persistentSettingsPointer.Pop());
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_.memory.Free(persistentSettingsPointer.Pop());
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_.memory.Free(emptyObject);
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return task;
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}
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// Setup database `persistentDatabase` and pointer to this user's data
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// `persistentSettingsPointer`.
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// Return `true` if these variables were setup (during this call or before)
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// and `false` otherwise.
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private function bool SetupDatabaseVariables()
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{
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local Text userDataLink;
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local Text userTextID;
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local HashTable emptyObject, skeletonObject;
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if ( persistentDatabase != none && persistentSettingsPointer != none
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&& persistentDatabase.IsAllocated())
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{
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return true;
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}
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if (id == none || !id.IsInitialized()) {
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return false;
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}
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_.memory.Free(persistentSettingsPointer);
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userDataLink = _.users.GetUserDataLink();
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persistentDatabase = _.db.Load(userDataLink);
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if (persistentDatabase == none)
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{
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_.logger.Auto(errNoUserDataDatabase).Arg(userDataLink);
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return false;
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}
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persistentSettingsPointer = _.db.GetPointer(userDataLink);
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userTextID = id.GetSteamID64String();
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skeletonObject = _.collections.EmptyHashTable();
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skeletonObject.SetItem(P("statistics"), _.collections.EmptyHashTable());
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skeletonObject.SetItem(P("settings"), _.collections.EmptyHashTable());
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emptyObject = _.collections.EmptyHashTable();
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persistentDatabase.IncrementData(persistentSettingsPointer, emptyObject);
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persistentSettingsPointer.Push(userTextID);
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persistentDatabase.IncrementData(persistentSettingsPointer, skeletonObject);
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persistentSettingsPointer.Push(P("settings"));
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_.memory.Free(userTextID);
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_.memory.Free(userDataLink);
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_.memory.Free(skeletonObject);
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_.memory.Free(emptyObject);
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return true;
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}
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defaultproperties
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{
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errNoUserDataDatabase = (l=LOG_Error,m="Failed to load persistent user database instance given by link \"%1\".")
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}
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