UnrealScript library and basis for all Acedia Framework mods
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/**
* Feature represents a certain subset of Acedia's functionality that
* can be enabled or disabled, according to server owner's wishes.
* In the current version of Acedia enabling or disabling a feature requires
* manually editing configuration file and restarting a server.
* Creating a `Feature` instance should be done by using
* `EnableMe()` / `DisableMe()` methods; instead of regular `Constructor()`
* and `Finalizer()` one should use `OnEnabled() and `OnDisabled()` methods.
* Any instances created through other means will be automatically deallocated,
* enforcing `Singleton`-like behavior for the `Feature` class.
* `Feature`s store their configuration in a different object
* `FeatureConfig`, that uses per-object-config and allows users to define
* several different versions of `Feature`'s settings. Each `Feature` must be
* in 1-to-1 relationship with one sub-class of `FeatureConfig`, that should be
* defined in `configClass` variable.
* Copyright 2019 - 2021 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 Feature extends AcediaObject
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abstract;
// Default value of this variable will store one and only existing version
// of `Feature` of this class.
var private Feature activeInstance;
var private int activeInstanceLifeVersion;
// Variables that store name and data from the config object that was
// chosen for this `Feature`.
// Data is expected to be in format that allows for JSON deserialization
// (see `JSONAPI.IsCompatible()` for details).
var private Text currentConfigName;
var private AssociativeArray currentConfig;
// Class of this `Feature`'s config objects. Classes must be in 1-to-1
// correspondence.
var public const class<FeatureConfig> configClass;
// Setting default value of this variable to 'true' prevents creation of
// a `Feature`, even if no instances of it exist. This is used to ensure active
// `Feature`s can only be created through the proper means and behave like
// singletons.
// Only a default value is ever used.
var protected bool blockSpawning;
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// Setting that tells Acedia whether or not to enable this feature
// during initialization.
// Only it's default value is ever used.
var private config bool autoEnable;
// `Service` that will be launched and shut down along with this `Feature`.
// One should never launch or shut down this service manually.
var protected const class<FeatureService> serviceClass;
var private string defaultConfigName;
var private LoggerAPI.Definition errorBadConfigData;
/**
* Loads all configs defined for the caller `Feature`'s class into internal
* collections.
*
* This method must be called only once, by initialization routines.
*/
public static final function LoadConfigs()
{
if (default.configClass != none) {
default.configClass.static.Initialize();
}
}
protected function Constructor()
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{
local FeatureService myService;
if (default.blockSpawning)
{
FreeSelf();
return;
}
if (serviceClass != none) {
myService = FeatureService(serviceClass.static.Require());
}
if (myService != none) {
myService.SetOwnerFeature(self);
}
currentConfigName = none;
ApplyConfig(default.currentConfigName);
_.memory.Free(default.currentConfigName);
default.currentConfigName = none;
OnEnabled();
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}
protected function Finalizer()
{
local FeatureService service;
if (GetInstance() != self) {
return;
}
OnDisabled();
if (serviceClass != none) {
service = FeatureService(serviceClass.static.GetInstance());
}
if (service != none) {
service.Destroy();
}
if (currentConfig != none) {
currentConfig.Empty(true);
}
_.memory.Free(currentConfigName);
_.memory.Free(currentConfig);
default.currentConfigName = none;
currentConfigName = none;
currentConfig = none;
default.activeInstance = none;
}
/**
* Changes config for the caller `Feature` class.
*
* This method should only be called when caller `Feature` is enabled
* (allocated). To set initial config on this `Feature`'s start - specify it
* as a parameter to `EnableMe()` method.
*
* Method will do nothing if `newConfigName` parameter is set to `none`.
*
* @param newConfigName Name of the config to apply to the caller `Feature`.
*/
private final function ApplyConfig(Text newConfigName)
{
local FeatureConfig newConfig;
if (newConfigName == none) {
return;
}
newConfig =
FeatureConfig(configClass.static.GetConfigInstance(newConfigName));
if (newConfig == none)
{
_.logger.Auto(errorBadConfigData).ArgClass(class);
// Fallback to "default" config
newConfigName = _.text.FromString(defaultConfigName);
configClass.static.NewConfig(newConfigName);
newConfig =
FeatureConfig(configClass.static.GetConfigInstance(newConfigName));
}
else {
newConfigName = newConfigName.Copy();
}
SwapConfig(newConfig);
_.memory.Free(currentConfigName);
currentConfigName = newConfigName;
}
/**
* Returns an instance of the `Feature` of the class used to call
* this method.
*
* @return Active `Feature` instance of the class used to call
* this method (i.e. `class'MyFunFeature'.static.GetInstance()`).
* `none` if particular `Feature` in question is not currently active.
*/
public final static function Feature GetInstance()
{
if (default.activeInstance == none) {
return none;
}
if ( default.activeInstance.GetLifeVersion()
!= default.activeInstanceLifeVersion)
{
default.activeInstance = none;
return none;
}
return default.activeInstance;
}
/**
* Returns reference to this `Feature`'s `FeatureService`.
*
* @return Reference to this `Feature`'s `FeatureService`.
* `none` if caller `Feature` did not set a proper `serviceClass`,
* otherwise guaranteed to be not `none`.
*/
public final function Service GetService()
{
if (serviceClass == none) {
return none;
}
return serviceClass.static.Require();
}
/**
* Returns name of the config that is configured to be auto-enabled for
* the caller `Feature`.
*
* "Auto-enabled" means that `Feature` must be enabled at the server's start,
* unless launcher is instructed to skip it for a particular game mode.
*
* @return Name of the config configured to be auto-enabled for
* the caller `Feature`. `none` means `Feature` should not be auto-enabled.
*/
public static final function Text GetAutoEnabledConfig()
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{
return default.configClass.static.GetAutoEnabledConfig();
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}
/**
* Checks whether caller `Feature` is currently enabled.
*
* @return `true` if caller `Feature` is currently enabled and
* `false` otherwise.
*/
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public static final function bool IsEnabled()
{
return (GetInstance() != none);
}
/**
* Enables the feature and returns it's active instance.
*
* Does nothing if passed `configName` is `none`.
*
* Cannot fail as long as `configName != none`. Any checks on whether it's
* appropriate to enable `Feature` must be done separately, before calling
* this method.
*
* If `Feature` is already enabled - changes its config to `configName`
* (unless it's `none`).
*
* @param configName Name of the config to use for this `Feature`.
* Passing `none` will make caller `Feature` use "default" config.
* @return Active instance of the caller `Feature` class.
*/
public static final function Feature EnableMe(Text configName)
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{
local Feature myInstance;
if (configName == none) {
return none;
}
myInstance = GetInstance();
if (myInstance != none)
{
myInstance.ApplyConfig(configName);
return myInstance;
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}
default.currentConfigName = configName.Copy();
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default.blockSpawning = false;
myInstance = Feature(__().memory.Allocate(default.class));
default.activeInstance = myInstance;
default.activeInstanceLifeVersion = myInstance.GetLifeVersion();
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default.blockSpawning = true;
return myInstance;
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}
/**
* Disables this feature in case it is enabled. Does nothing otherwise.
*
* @return `true` if `Feature` in question was enabled at th moment of
* the call and `false` otherwise.
*/
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public static final function bool DisableMe()
{
local Feature myself;
myself = GetInstance();
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if (myself != none)
{
myself.FreeSelf();
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return true;
}
return false;
}
/**
* When using proper methods for enabling a `Feature`,
* this method is guaranteed to be called right after it is enabled.
*
* AVOID MANUALLY CALLING IT.
*/
protected function OnEnabled(){}
/**
* When using proper methods for enabling a `Feature`,
* this method is guaranteed to be called right after it is disabled.
*
* AVOID MANUALLY CALLING IT.
*/
protected function OnDisabled(){}
/**
* Will be called whenever caller `Feature` class must change it's config
* parameters. This can be done both when the `Feature` is enabled or disabled.
*
* @param newConfigData New config that caller `Feature`'s class must use.
* We pass `FeatureConfig` value for performance and simplicity reasons,
* but to keep Acedia working correctly and in an expected way you
* MUST AVOID MODIFYING THIS VALUE IN ANY WAY WHATSOEVER.
* Guaranteed to not be `none`.
*
* AVOID MANUALLY CALLING THIS METHOD.
*/
protected function SwapConfig(FeatureConfig newConfig){}
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defaultproperties
{
autoEnable = false
blockSpawning = true
configClass = none
serviceClass = none
defaultConfigName = "default"
errorBadConfigData = (l=LOG_Error,m="Bad config value was provided for `%1`. Falling back to the \"default\".")
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}