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316 lines
11 KiB
316 lines
11 KiB
3 years ago
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/**
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* Acedia's `Feature`s store their configuration in separate classes
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* derived from this one. They allow to provide `Feature`s with several config
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* presets and, potentially, swap them on-the-fly.
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* To create a new config object for a `Feature` use following template:
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*
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* ```unrealscript
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* class <FEATURE_NAME> extends FeatureConfig
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* perobjectconfig
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* config(<FEATURE_CONFIG>);
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*
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* // ...
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*
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* defaultproperties
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* {
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* configName = "<FEATURE_CONFIG>"
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* }
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* ```
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*
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* You should only define a new child class, along with implementing it's
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* `FromData()`, `ToData()` and `DefaultIt()` methods and otherwise avoid
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* directly using objects of this class.
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* Copyright 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 FeatureConfig extends AcediaObject
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dependson(AssociativeArray)
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abstract;
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// Name of the config object that was marked as "auto enabled".
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// `none` iff none are set to be auto-enabled.
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// Only it's default value is ever used.
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var private Text autoEnabledConfig;
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// All config of a particular class only get loaded once per session
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// (unless new one is created) and then accessed through this collection.
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// Only it's default value is ever used.
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var private AssociativeArray 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 string configName;
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// Setting that tells Acedia whether or not to enable feature,
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// corresponding to this config during initialization.
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// Only one version of any specific class should have this flag set to
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// `true`. Otherwise any config with this flag will be picked as "auto enabled"
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// and log warning will be given.
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// Only it's default value is ever used.
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var private config bool autoEnable;
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var private LoggerAPI.Definition warningMultipleFeaturesAutoEnabled;
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/* These methods must be overloaded to store and load all the config
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* variables inside an `AssociativeArray` collection. How exactly to store
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* them is up to each `Feature` to decide, as long as it allows conversion into
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* JSON (see `JSONAPI.IsCompatible()` for details). Note, however, that boxes
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* can value boxes and references should be considered interchangeable.
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* For example, even if you always save `int` value as a `IntRef` in
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* `ToData()` method, it might be stored as `IntBox` in `FromData()` call.
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* 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 AssociativeArray ToData() { return none; }
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protected function FromData(AssociativeArray 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 loads all of the `FeatureConfig`'s settings objects into internal
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* arrays. Must be called before any other methods.
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*/
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public static final function Initialize()
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{
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local int i;
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local Text nextName;
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local FeatureConfig nextConfig;
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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.autoEnabledConfig = none;
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default.existingConfigs = __().collections.EmptyAssociativeArray();
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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(names[i]);
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nextConfig = new(none, nextName.ToPlainString()) default.class;
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default.existingConfigs.SetItem(nextName.LowerCopy(), nextConfig);
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if (nextConfig.autoEnable)
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{
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if (default.autoEnabledConfig == none)
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{
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default.autoEnabledConfig = nextName;
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continue;
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}
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else
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{
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__().logger
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.Auto(default.warningMultipleFeaturesAutoEnabled)
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.ArgClass(default.class)
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.Arg(default.autoEnabledConfig.Copy());
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}
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}
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nextName.FreeSelf();
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}
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}
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/**
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* Returns name of the config object that is configured to be used for
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* auto-enabled `Feature`.
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*
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* @return Name of the config object (case-insensitive), configured to be used
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* for auto-enabled `Feature`. `none` if either class of the caller config
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* object was not initialized or no config object was set to be used
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* as auto-enabled.
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*/
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public static function Text GetAutoEnabledConfig()
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{
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if (default.autoEnabledConfig != none) {
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return default.autoEnabledConfig.Copy();
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}
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return none;
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}
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/**
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* Sets (by name) config object to be used when it's corresponding `Feature`
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* is auto-enabled.
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*
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* @param autoEnabledConfigName Name (case-insensitive) of the config to
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* be used when it's corresponding `Feature` is auto-enabled.
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* Passing `none` or name of non-existing config will prevent it's
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* `Feature` in question from being auto-enabled at all.
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* @return `true` iff some config was set to be used when it's `Feature` is
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* auto-enabled, even if the same config was already configured to be used.
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*/
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public static function bool SetAutoEnabledConfig(Text autoEnabledConfigName)
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{
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local Iter I;
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local bool wasAutoEnabled;
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local bool enabledConfig;
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local Text nextConfigName;
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local FeatureConfig nextConfig;
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if (default.existingConfigs == none) {
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return false;
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}
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I = default.existingConfigs.Iterate();
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for (I = default.existingConfigs.Iterate(); !I.HasFinished(); I.Next(true))
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{
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nextConfigName = Text(I.GetKey());
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nextConfig = FeatureConfig(I.Get());
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wasAutoEnabled = nextConfig.autoEnable;
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if (nextConfigName.Compare(autoEnabledConfigName, SCASE_INSENSITIVE))
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{
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default.autoEnabledConfig = autoEnabledConfigName.LowerCopy();
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nextConfig.autoEnable = true;
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enabledConfig = true;
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}
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else {
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nextConfig.autoEnable = false;
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}
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if (wasAutoEnabled != nextConfig.autoEnable) {
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nextConfig.SaveConfig();
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}
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}
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return enabledConfig;
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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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*/
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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.CopyTextKeys();
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}
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return emptyResult;
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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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* @param name Name of the config object, whos settings data is to
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* be loaded.
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* @return Settings 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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* For correctly implemented config objects should only return `none` if
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* their class was not yet initialized (see `self.Initialize()` method).
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*/
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public final static function AssociativeArray LoadData(Text name)
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{
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local AssociativeArray result;
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local FeatureConfig requiredConfig;
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if (default.existingConfigs == none) {
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return none;
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}
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if (name != none) {
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name = name.LowerCopy();
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}
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requiredConfig = FeatureConfig(default.existingConfigs.GetItem(name));
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if (requiredConfig != none) {
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result = requiredConfig.ToData();
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}
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__().memory.Free(name);
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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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* @param name Name of the config object, whos settings data is to
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* be modified.
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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(Text name, AssociativeArray data)
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{
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local FeatureConfig requiredConfig;
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if (name != none) {
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name = name.LowerCopy();
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}
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if (default.existingConfigs != none) {
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requiredConfig = FeatureConfig(default.existingConfigs.GetItem(name));
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}
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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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__().memory.Free(name);
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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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* Names are case-insensitive.
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*
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* @param name Name of the new config object.
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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 NewConfig(Text name)
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{
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local FeatureConfig oldConfig, newConfig;
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if (name == none) return false;
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if (default.existingConfigs == none) return false;
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oldConfig = FeatureConfig(default.existingConfigs.GetItem(name));
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if (oldConfig != none) return false;
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newConfig = new(none, name.ToPlainString()) default.class;
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newConfig.DefaultIt();
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newConfig.SaveConfig();
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default.existingConfigs.SetItem(name.LowerCopy(), newConfig);
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return true;
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}
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/**
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* Deletes config object with a given name.
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* Names are case-insensitive.
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*
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* If given config object exists, this method cannot fail.
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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(Text name)
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{
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local AssociativeArray.Entry entry;
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if (default.existingConfigs == none) {
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return;
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}
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entry = default.existingConfigs.TakeEntry(name);
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if (entry.value != none) {
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entry.value.ClearConfig();
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}
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__().memory.Free(entry.value);
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__().memory.Free(entry.key);
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}
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defaultproperties
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{
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usesObjectPool = false
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autoEnable = false
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warningMultipleFeaturesAutoEnabled = (l=LOG_Warning,m="Multiple configs for `%1` were marked as \"auto enabled\". This is likely caused by an erroneous config. \"%2\" config will be used.")
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}
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