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157 lines
4.7 KiB
157 lines
4.7 KiB
2 years ago
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/**
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* Provides Acedia with access to actors of a certain level (server, client or
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* even entry level).
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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 LevelCore extends AcediaActor
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abstract;
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/**
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* # `LevelCore`
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*
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* Since in UnrealScript mixing objects and actors (or, more precisely, storing
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* `Actor`s in non-actor `Object`s) is dangerous, `LevelCore`s are needed to
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* provide an access to a certain level and its `Actor`s.
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*
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* `LevelCore is a singleton, however this isn't a design choice, but
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* a side-effect of granting `Object`s safe access to an `Actor` through class
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* and `static` methods and `default` fields.
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*
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* ## Using `LevelCore`s
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*
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* `LevelCore` itself is `abstract` and cannot be instantiated, so to make use
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* of it, child classes must be declared. This allows one to specialize
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* `LevelCore`: for example, Acedia's `ServerLevelCore` checks that net mode of
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* the level it is created on is either `NM_DedicatedServer` or
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* `NM_ListenServer`.
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* Then Acedia's server API can only be created and used with such a level.
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*
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* To create you own `LevelCore`, extend simply this base class.
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* If you also want to specialize your level core, overload `CreateLevelCore()`
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* method to add your checks.
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*/
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// Allows to force creation of `LevelCore` only through `CreateLevelCore()`
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// method
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var private bool blockSpawning;
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// Default value of this variable will store one and only existing version
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// `LevelCore`
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var private LevelCore activeInstance;
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2 years ago
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var private SimpleSignal onShutdownSignal;
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protected function Constructor()
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{
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onShutdownSignal = SimpleSignal(_.memory.Allocate(class'SimpleSignal'));
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}
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2 years ago
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protected function Finalizer()
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{
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2 years ago
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_.memory.Free(onShutdownSignal);
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2 years ago
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default.activeInstance = none;
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}
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2 years ago
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/**
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* Signal that will be emitted when caller level core is shut down.
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*
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* [Signature]
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* void <slot>()
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*/
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/* SIGNAL */
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public final function SimpleSlot OnShutdown(AcediaObject receiver)
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{
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return SimpleSlot(onShutdownSignal.NewSlot(receiver));
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}
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2 years ago
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public simulated static function LevelCore CreateLevelCore(Actor source)
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2 years ago
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{
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if (GetInstance() != none) return none;
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if (source == none) return none;
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default.blockSpawning = false;
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default.activeInstance = source.Spawn(default.class);
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default.blockSpawning = true;
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return default.activeInstance;
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}
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2 years ago
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/**
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* Creates new `Actor` in the level as the caller `LevelCore`.
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*
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* For `AcediaActor`s calls their constructors.
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*
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* @param classToAllocate Class of the `Object` that this method will
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* create. Must not be subclass of `Actor`.
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* @return Newly created object.
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* Will only be `none` if `classToAllocate` is `none` or `classToAllocate`
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* is abstract.
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*/
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public final function Actor Allocate(class<Actor> classToAllocate)
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{
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local Actor allocatedActor;
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local class<AcediaActor> acediaClassToAllocate;
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if (classToAllocate == none) {
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return none;
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}
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acediaClassToAllocate = class<AcediaActor>(classToAllocate);
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allocatedActor = Spawn(classToAllocate);
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// Call constructor here, just in case, to make sure constructor is called
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// as soon as possible
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if (acediaClassToAllocate != none) {
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AcediaActor(allocatedActor)._constructor();
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}
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return allocatedActor;
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}
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2 years ago
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public final static function LevelCore GetInstance()
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{
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local bool instanceExists;
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instanceExists = default.activeInstance != none
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&& !default.activeInstance.bPendingDelete;
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if (instanceExists) {
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return default.activeInstance;
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}
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return none;
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}
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// Make sure only one instance of 'LevelCore' exists at any point in time.
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event PreBeginPlay()
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{
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if (default.blockSpawning || GetInstance() != none)
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{
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Destroy();
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return;
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}
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default.activeInstance = self;
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super.PreBeginPlay();
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}
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// Clean up
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event Destroyed()
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{
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2 years ago
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onShutdownSignal.Emit();
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2 years ago
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if (self == default.activeInstance) {
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default.activeInstance = none;
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}
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super.Destroyed();
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}
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defaultproperties
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{
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blockSpawning = true
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}
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