UnrealScript library and basis for all Acedia Framework mods
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/**
* Features are intended as a replacement for mutators: a certain subset of
* functionality that can be enabled or disabled, according to server owner's
* wishes.
* Copyright 2019 - 2022 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;
/**
* # `Feature`
*
* This class is Acedia's replacement for `Mutators`: a certain subset of
* functionality that can be enabled or disabled, according to server owner's
* wishes. Unlike `Mutator`s:
* * There is not limit for the amount of `Feature`s that can be active
* at the same time;
* * They also provide built-in ability to have several different configs
* that can be swapped during the runtime;
* * They can be enabled / disabled during the runtime.
* Achieving these points currently comes at the cost of developer having to
* perform additional work.
*
* ## Enabling `Feature`
*
* 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.
* There is nothing preventing you from allocating several more instances,
* however only one `Feature` per its class can be considered "enabled" at
* the same time. This is governed by `AcediaEnvironment` residing in
* the acting `Global` class.
*
* ## Configuration
*
* `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.
*
* ## Creating new `Feature` classes
*
* To create a new `Feature` one need:
* 1. Create child class for `Feature` (usual naming scheme
* "MyAwesomeThing_Feature") and a child class for feature config
* `FeatureConfig` (usual naming scheme is simply "MyAwesomeThing" to
* make config files more readable) and link them by setting
* `configClass` variable in `defaultproperties` in your `Feature`
* child class.
* 2. Properly setup `FeatureConfig` (read more in its own documentation);
* 3. Define `OnEnabled()` / `OnDisabled()` / `SwapConfig()` methods in
* a way that accounts for the possibility of them running during
* the gameplay (meaning that this must be possible - it can still be
* considered a heavy operation and it is allowed to cause lag).
* NOTE: `SwapConfig()` is always called just before `OnEnabled()` to
* set initial configuration up, so the bulk of `Feature` configuration
* can be done there.
* 4. Implement whatever it is your `Feature` will be doing.
*/
// Remembers if `EnableMe()` was called to indicate that `DisableMe()`
// should be called.
var private bool wasEnabled;
// Variable that store name of the config object that was chosen for this
// `Feature`.
var private Text currentConfigName;
// Class of this `Feature`'s config objects.
// These classes must be in 1-to-1 correspondence.
var public const class<FeatureConfig> configClass;
// `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 LoggerAPI.Definition errorBadConfigData;
const defaultConfigName = "default";
protected function Finalizer()
{
DisableInternal();
_.memory.Free(currentConfigName);
currentConfigName = none;
}
/**
* Calling this method for `Feature` instance that was added to the `Global`'s
* `AcediaEnvironment` will actually enable `Feature`, including calling
* `OnEnabled()` method. Otherwise this method will do nothing.
*
* This is internal method, it should not be called manually and neither will
* it do anything.
*
* @param newConfigName Config name to enable caller `Feature` with.
*/
public final /* internal */ function EnableInternal(BaseText newConfigName)
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{
local FeatureService myService;
if (wasEnabled) return;
if (!_.environment.IsFeatureEnabled(self)) return;
wasEnabled = true;
if (serviceClass != none) {
myService = FeatureService(serviceClass.static.Require());
}
if (myService != none) {
myService.SetOwnerFeature(self);
}
ApplyConfig(newConfigName);
OnEnabled();
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}
/**
* Calling this for once enabled `Feature` instance that is no longer added to
* the active `Global`'s `AcediaEnvironment` will actually disable `Feature`,
* including calling `OnDisabled()` method. Otherwise this method will do
* nothing.
*
* This is internal method, it should not be called manually and neither will
* it do anything.
*/
public final /* internal */ function DisableInternal()
{
local FeatureService service;
if (!wasEnabled) return;
if (_.environment.IsFeatureEnabled(self)) return;
OnDisabled();
if (serviceClass != none) {
service = FeatureService(serviceClass.static.GetInstance());
}
if (service != none) {
service.Destroy();
}
_.memory.Free(currentConfigName);
currentConfigName = none;
wasEnabled = false;
}
/**
* 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();
}
}
/**
* Changes config for the caller `Feature` class.
*
* This method should only be called when caller `Feature` is enabled.
* To set initial config on this `Feature`'s start - specify it as a parameter
* to `EnableMe()` method.
*
* @param newConfigName Name of the config to apply to the caller `Feature`.
* If `none`, method will use "default" config, creating it if necessary.
*/
private final function ApplyConfig(BaseText newConfigName)
{
local Text configNameCopy;
local FeatureConfig newConfig;
newConfig =
FeatureConfig(configClass.static.GetConfigInstance(newConfigName));
if (newConfig == none)
{
_.logger.Auto(errorBadConfigData).ArgClass(class);
// Fallback to "default" config
configNameCopy = _.text.FromString(defaultConfigName);
configClass.static.NewConfig(configNameCopy);
newConfig =
FeatureConfig(configClass.static.GetConfigInstance(configNameCopy));
}
else {
configNameCopy = newConfigName.Copy();
}
SwapConfig(newConfig);
_.memory.Free(currentConfigName);
currentConfigName = configNameCopy;
}
/**
* 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.GetEnabledInstance()`).
* `none` if particular `Feature` in question is not currently active.
*/
public final static function Feature GetEnabledInstance()
{
return __().environment.GetEnabledFeature(default.class);
}
/**
* 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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}
/**
* Returns name of the currently enabled config for the caller `Feature`.
*
* @return Name of the currently enabled for the caller `Feature`.
* `none` if `Feature` is not currently enabled.
*/
public static final function Text GetCurrentConfig()
{
local Text configNameCopy;
local Feature myInstance;
myInstance = GetEnabledInstance();
if (myInstance == none) return none;
if (myInstance.currentConfigName == none) return none;
configNameCopy = myInstance.currentConfigName.Copy();
__().memory.Free(myInstance);
return configNameCopy;
}
/**
* 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 __().environment.IsFeatureClassEnabled(default.class);
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}
/**
* Enables the feature and returns it's active instance.
*
* 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`.
*
* @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(BaseText configName)
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{
local Feature myInstance;
myInstance = GetEnabledInstance();
if (myInstance != none)
{
myInstance.ApplyConfig(configName);
return myInstance;
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}
myInstance = Feature(__().memory.Allocate(default.class));
__().environment.EnableFeature(myInstance, configName);
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 myInstance;
myInstance = GetEnabledInstance();
if (myInstance != none)
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{
__().environment.DisableFeature(myInstance);
__().memory.Free(myInstance);
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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
{
configClass = none
serviceClass = none
errorBadConfigData = (l=LOG_Error,m="Bad config value was provided for `%1`. Falling back to the \"default\".")
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}