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/**
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* Acedia makes extensive use of `perobjectconfig` for storing information
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* in ini config files. Their data is usually stored in ini config files as:
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* "[<config_object_name> <data_class_name>]".
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* Making a child class for `AcediaConfig` defines "<data_class_name>" and
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* contents of appropriate section. Then any such class can have multiple
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* records with different "<config_object_name>" values. The only requirement
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* is that "<config_object_name>" must be considered *valid* by
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* `BaseText.IsValidName()` standards.
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* Copyright 2021-2022 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 AcediaConfig extends AcediaObject
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dependson(HashTable)
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abstract;
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/**
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* # `AcediaConfig`
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*
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* This class deals with several issues related to use of such objects,
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* stemming from the lack of documentation:
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*
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* 1. Not all `Object` names are a usable.
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* [Beyond Unreal wiki](
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* https://wiki.beyondunreal.com/Legacy:PerObjectConfig)
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* lists a couple of limitations: whitespace and ']' character.
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* However there are more, including '.'.
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* We limit available character set to ASCII latin letters, digits and
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* the dot ('.') / underscore ('_'). Dot is a forbidden character, but it
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* is often used in class names and, therefore, was added via workaround:
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* it is automatically converted into colon ':' character to allow its
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* storage inside ini config files. It also will not lead to the name
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* conflicts, since colon is a forbidden character for `AcediaConfig`.
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* Unreal Engine also doesn't handle long object names very well:
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* if it considers "[<config_object_name> <data_class_name>]" too long, it
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* might cut some of the trailing letters of what is between brackets '['
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* and ']' basically mangling class' name. Since such config header seems
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* to be able to contain at least 100 character (at least in our tests),
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* we deal with that issue by limiting name to 50 characters at most.
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* Depending on the class' name it might still cause problems, so don't
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* make them too long.
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* 2. Behavior of loading `perobjectconfig`-objects a second time is wonky and
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* is fixed by `AcediaConfig`: it provides concrete behavior guarantees
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* for all of its config object-managing methods.
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*/
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// All config objects of a particular class only get loaded once
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// per session (unless new one is created) and then accessed through this
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// collection.
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// This array stores `AcediaConfig` values with `Text` keys in
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// a case-insensitive way (by converting keys into lower case).
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// In case it has a `none` value stored under some key - it means that value
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// was detected in config, but not yet loaded.
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// Only its default value is ever used.
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var private HashTable existingConfigs;
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// Stores name of the config where settings are to be stored.
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// Must correspond to value in `config(...)` modifier in class definition.
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var protected const string configName;
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// Set this to `true` if you implement `ToData()` / `FromData()` pair of
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// methods.
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// This will tell Acedia that your config can be converted into
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// JSON-compatible types.
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var public const bool supportsDataConversion;
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/**
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* These methods must be overloaded to store and load all the config
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* variables inside an `HashTable` collection. How exactly to store
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* them is up to each config class to decide, as long as it allows conversion
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* into JSON (see `JSONAPI.IsCompatible()` for details).
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* Note that `HashTable` reference `FromData()` receives is
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* not necessarily the same one your `ToData()` method returns - any particular
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* value boxes can be replaced with value references and vice versa.
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* NOTE: DO NOT use `P()`, `C()`, `F()` or `T()` methods for keys or
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* values in collections you return. All keys and values will be automatically
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* deallocated when necessary, so these methods for creating `Text` values are
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* not suitable.
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*/
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protected function HashTable ToData() { return none; }
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protected function FromData(HashTable source) {}
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/**
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* This method must be overloaded to setup default values for all config
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* variables. You should use it instead of the `defaultproperties` block.
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*/
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protected function DefaultIt() {}
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/**
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* This reads all of the `AcediaConfig`'s settings objects into internal
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* storage. Must be called before any other methods. Actual loading might be
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* postponed until a particular config is needed.
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*/
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public static function Initialize()
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{
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local int i;
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local Text nextName, lowerName;
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local array<string> names;
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if (default.existingConfigs != none) {
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return;
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}
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default.existingConfigs = __().collections.EmptyHashTable();
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names = GetPerObjectNames( default.configName, string(default.class.name),
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MaxInt);
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for (i = 0; i < names.length; i += 1)
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{
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if (names[i] == "") {
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continue;
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}
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nextName = __().text.FromString(NameToActualVersion(names[i]));
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if (nextName.IsValidName())
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{
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lowerName = nextName.LowerCopy();
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default.existingConfigs.SetItem(lowerName, none);
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lowerName.FreeSelf();
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}
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nextName.FreeSelf();
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}
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}
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private static function string NameToStorageVersion(string configObjectName)
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{
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return Repl(configObjectName, ".", ":");
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}
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private static function string NameToActualVersion(string configObjectName)
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{
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return Repl(configObjectName, ":", ".");
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}
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/**
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* Creates a brand new config object with a given name.
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*
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* Fails if config object with that name already exists.
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* Config name must be considered *valid* by `BaseText.IsValidName()`
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* standards.
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*
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* Always writes new config inside the ini file on disk.
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*
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* @param name Name of the new config object.
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* Must be considered *valid* by `BaseText.IsValidName()`
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* standards, otherwise method will fail.
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* @return `false` iff config object name `name` already exists
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* or `name` is invalid for config object.
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*/
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public final static function bool NewConfig(BaseText name)
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{
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local AcediaConfig newConfig;
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if (name == none) return false;
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if (!name.IsValidName()) return false;
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if (default.existingConfigs == none) return false;
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name = name.LowerCopy();
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if (default.existingConfigs.HasKey(name))
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{
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name.FreeSelf();
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return false;
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}
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newConfig =
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new(none, NameToStorageVersion(name.ToString())) default.class;
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newConfig._ = __();
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newConfig.DefaultIt();
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newConfig.SaveConfig();
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default.existingConfigs.SetItem(name, newConfig);
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name.FreeSelf();
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return true;
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}
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/**
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* Checks if a config object with a given name exists.
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*
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* @param name Name of the new config object.
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* Must be considered *valid* by `BaseText.IsValidName()` standards.
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* @return `true` iff new config object was created.
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*/
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public final static function bool Exists(BaseText name)
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{
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local bool result;
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if (name == none) return false;
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if (!name.IsValidName()) return false;
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if (default.existingConfigs == none) return false;
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name = name.LowerCopy();
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result = default.existingConfigs.HasKey(name);
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name.FreeSelf();
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return result;
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}
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/**
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* Deletes config object with a given name.
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*
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* If given config object exists, this method cannot fail.
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* `Exists()` is guaranteed to return `false` after this method call.
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*
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* Always removes any present config entries from ini files.
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*
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* @param name Name of the config object to delete.
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*/
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public final static function DeleteConfig(BaseText name)
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{
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local AcediaObject value;
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if (name == none) return;
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if (default.existingConfigs == none) return;
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name = name.LowerCopy();
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value = default.existingConfigs.TakeItem(name);
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if (value != none) {
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value.ClearConfig();
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}
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__().memory.Free(name);
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}
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/**
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* Returns array containing names of all available config objects.
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*
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* @return Array with names of all available config objects.
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* Guaranteed to not contain `none` values.
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*/
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public static function array<Text> AvailableConfigs()
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{
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local array<Text> emptyResult;
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if (default.existingConfigs != none) {
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return default.existingConfigs.GetTextKeys();
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}
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return emptyResult;
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}
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/**
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* Returns `AcediaConfig` of caller class with name `name`.
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*
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* @param name Name of the config object, whos settings data is to
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* be loaded. Must be considered *valid* by `BaseText.IsValidName()`
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* standards.
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* @return `AcediaConfig` of caller class with name `name`.
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* Returns `none` if config with given name doesn't exist.
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*/
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public final static function AcediaConfig GetConfigInstance(BaseText name)
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{
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local HashTable.Entry configEntry;
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if (name == none) return none;
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if (!name.IsValidName()) return none;
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if (default.existingConfigs == none) return none;
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name = name.LowerCopy();
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configEntry = default.existingConfigs.GetEntry(name);
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if (configEntry.value == none && configEntry.key != none)
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{
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configEntry.value =
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new(none, NameToStorageVersion(name.ToString())) default.class;
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configEntry.value._ = __();
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default.existingConfigs.SetItem(configEntry.key, configEntry.value);
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}
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__().memory.Free(name);
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// We return value, so do not deallocate it
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__().memory.Free(configEntry.key);
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return AcediaConfig(configEntry.value);
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}
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/**
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* Loads Acedia's representation of settings data of a particular config
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* object, given by the `name`.
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*
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* Should only be called if caller class has `supportsDataConversion` set to
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* `true`.
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*
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* @param name Name of the config object, whos data is to be loaded.
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* Name must be considered *valid* by `BaseText.IsValidName()` standards.
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* @return Data of a particular config object, given by the `name`.
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* Expected to be in format that allows for JSON serialization
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* (see `JSONAPI.IsCompatible()` for details).
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* Returns `none` if config with specified name is missing (or their class
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* was not yet initialized: see `self.Initialize()` method).
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*/
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public final static function HashTable LoadData(BaseText name)
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{
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local HashTable result;
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local AcediaConfig requiredConfig;
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requiredConfig = GetConfigInstance(name);
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if (requiredConfig != none) {
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result = requiredConfig.ToData();
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}
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return result;
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}
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/**
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* Saves Acedia's representation of settings data (`data`) for a particular
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* config object, given by the `name`.
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*
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* Should only be called if caller class has `supportsDataConversion` set to
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* `true`.
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*
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* @param name Name of the config object, whos data is to be modified.
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* Name must be considered *valid* by `BaseText.IsValidName()` standards.
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* @param data New data for config variables. Expected to be in format that
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* allows for JSON deserialization (see `JSONAPI.IsCompatible()` for
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* details).
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*/
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public final static function SaveData(BaseText name, HashTable data)
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{
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local AcediaConfig requiredConfig;
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requiredConfig = GetConfigInstance(name);
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if (requiredConfig != none)
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{
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requiredConfig.FromData(data);
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requiredConfig.SaveConfig();
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}
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}
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defaultproperties
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{
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supportsDataConversion = false
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usesObjectPool = false
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}
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