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/**
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* Features are intended as a replacement for mutators: a certain subset of
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* functionality that can be enabled or disabled, according to server owner's
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* wishes.
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* Copyright 2019 - 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 Feature extends AcediaObject
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abstract;
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/**
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* # `Feature`
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*
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* This class is Acedia's replacement for `Mutators`: a certain subset of
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* functionality that can be enabled or disabled, according to server owner's
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* wishes. Unlike `Mutator`s:
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* * There is not limit for the amount of `Feature`s that can be active
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* at the same time;
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* * They also provide built-in ability to have several different configs
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* that can be swapped during the runtime;
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* * They can be enabled / disabled during the runtime.
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* Achieving these points currently comes at the cost of developer having to
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* perform additional work.
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*
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* ## Enabling `Feature`
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*
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* Creating a `Feature` instance should be done by using
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* `EnableMe()` / `DisableMe()` methods; instead of regular `Constructor()`
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* and `Finalizer()` one should use `OnEnabled() and `OnDisabled()` methods.
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* There is nothing preventing you from allocating several more instances,
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* however only one `Feature` per its class can be considered "enabled" at
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* the same time. This is governed by `AcediaEnvironment` residing in
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* the acting `Global` class.
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*
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* ## Configuration
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*
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* `Feature`s store their configuration in a different object
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* `FeatureConfig`, that uses per-object-config and allows users to define
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* several different versions of `Feature`'s settings. Each `Feature` must be
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* in 1-to-1 relationship with one sub-class of `FeatureConfig`, that should be
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* defined in `configClass` variable.
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*
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* ## Creating new `Feature` classes
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*
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* To create a new `Feature` one need:
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* 1. Create child class for `Feature` (usual naming scheme
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* "MyAwesomeThing_Feature") and a child class for feature config
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* `FeatureConfig` (usual naming scheme is simply "MyAwesomeThing" to
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* make config files more readable) and link them by setting
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* `configClass` variable in `defaultproperties` in your `Feature`
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* child class.
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* 2. Properly setup `FeatureConfig` (read more in its own documentation);
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* 3. Define `OnEnabled()` / `OnDisabled()` / `SwapConfig()` methods in
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* a way that accounts for the possibility of them running during
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* the gameplay (meaning that this must be possible - it can still be
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* considered a heavy operation and it is allowed to cause lag).
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* NOTE: `SwapConfig()` is always called just before `OnEnabled()` to
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* set initial configuration up, so the bulk of `Feature` configuration
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* can be done there.
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* 4. Implement whatever it is your `Feature` will be doing.
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*/
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// Remembers if `EnableMe()` was called to indicate that `DisableMe()`
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// should be called.
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var private bool wasEnabled;
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// Variable that store name of the config object that was chosen for this
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// `Feature`.
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var private Text currentConfigName;
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// Class of this `Feature`'s config objects.
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// These classes must be in 1-to-1 correspondence.
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var public const class<FeatureConfig> configClass;
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// `Service` that will be launched and shut down along with this `Feature`.
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// One should never launch or shut down this `Service` manually.
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var protected const class<FeatureService> serviceClass;
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var private LoggerAPI.Definition errorBadConfigData;
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const defaultConfigName = "default";
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protected function Finalizer()
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{
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DisableInternal();
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_.memory.Free(currentConfigName);
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currentConfigName = none;
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}
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/**
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* Calling this method for `Feature` instance that was added to the `Global`'s
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* `AcediaEnvironment` will actually enable `Feature`, including calling
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* `OnEnabled()` method. Otherwise this method will do nothing.
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*
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* This is internal method, it should not be called manually and neither will
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* it do anything.
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*
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* @param newConfigName Config name to enable caller `Feature` with.
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*/
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public final /* internal */ function EnableInternal(BaseText newConfigName)
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{
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local FeatureService myService;
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if (wasEnabled) return;
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if (!_.environment.IsFeatureEnabled(self)) return;
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wasEnabled = true;
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if (serviceClass != none) {
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myService = FeatureService(serviceClass.static.Require());
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}
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if (myService != none) {
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myService.SetOwnerFeature(self);
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}
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ApplyConfig(newConfigName);
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OnEnabled();
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}
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/**
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* Calling this for once enabled `Feature` instance that is no longer added to
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* the active `Global`'s `AcediaEnvironment` will actually disable `Feature`,
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* including calling `OnDisabled()` method. Otherwise this method will do
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* nothing.
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*
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* This is internal method, it should not be called manually and neither will
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* it do anything.
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*/
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public final /* internal */ function DisableInternal()
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{
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local FeatureService service;
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if (!wasEnabled) return;
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if (_.environment.IsFeatureEnabled(self)) return;
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OnDisabled();
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if (serviceClass != none) {
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service = FeatureService(serviceClass.static.GetInstance());
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}
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if (service != none) {
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service.Destroy();
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}
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_.memory.Free(currentConfigName);
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currentConfigName = none;
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wasEnabled = false;
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}
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/**
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* Loads all configs defined for the caller `Feature`'s class into internal
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* collections.
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*
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* This method must be called only once, by initialization routines.
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*/
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public static final function LoadConfigs()
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{
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if (default.configClass != none) {
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default.configClass.static.Initialize();
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}
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}
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/**
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* Changes config for the caller `Feature` class.
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*
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* To set initial config on this `Feature`'s start - specify it as a parameter
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* to `EnableMe()` method.
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*
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* @param newConfigName Name of the config to apply to the caller `Feature`.
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* If `none`, method will use "default" config, creating it if necessary.
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*/
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private final function ApplyConfig(BaseText newConfigName)
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{
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local Text configNameCopy;
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local FeatureConfig newConfig;
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newConfig = FeatureConfig(configClass.static.GetConfigInstance(newConfigName));
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if (newConfig == none) {
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_.logger.Auto(errorBadConfigData).ArgClass(class);
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// Fallback to "default" config
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configNameCopy = _.text.FromString(defaultConfigName);
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configClass.static.NewConfig(configNameCopy);
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newConfig = FeatureConfig(configClass.static.GetConfigInstance(configNameCopy));
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} else {
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configNameCopy = newConfigName.Copy();
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}
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SwapConfig(newConfig);
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_.memory.Free(currentConfigName);
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currentConfigName = configNameCopy;
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}
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/**
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* Returns an instance of the `Feature` of the class used to call
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* this method.
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*
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* @return Active `Feature` instance of the class used to call
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* this method (i.e. `class'MyFunFeature'.static.GetEnabledInstance()`).
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* `none` if particular `Feature` in question is not currently active.
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*/
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public final static function Feature GetEnabledInstance()
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{
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return __().environment.GetEnabledFeature(default.class);
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}
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/**
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* Returns reference to this `Feature`'s `FeatureService`.
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*
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* @return Reference to this `Feature`'s `FeatureService`.
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* `none` if caller `Feature` did not set a proper `serviceClass`,
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* otherwise guaranteed to be not `none`.
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*/
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public final function Service GetService()
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{
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if (serviceClass == none) {
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return none;
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}
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return serviceClass.static.Require();
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}
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/**
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* Returns name of the config that is configured to be auto-enabled for
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* the caller `Feature`.
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*
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* "Auto-enabled" means that `Feature` must be enabled at the server's start,
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* unless launcher is instructed to skip it for a particular game mode.
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*
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* @return Name of the config configured to be auto-enabled for
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* the caller `Feature`. `none` means `Feature` should not be auto-enabled.
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*/
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public static final function Text GetAutoEnabledConfig()
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{
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return default.configClass.static.GetAutoEnabledConfig();
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}
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/**
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* Returns name of the currently enabled config for the caller `Feature`.
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*
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* @return Name of the currently enabled for the caller `Feature`.
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* `none` if `Feature` is not currently enabled.
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*/
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public static final function Text GetCurrentConfig()
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{
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local Text configNameCopy;
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local Feature myInstance;
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myInstance = GetEnabledInstance();
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if (myInstance == none) return none;
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if (myInstance.currentConfigName == none) return none;
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configNameCopy = myInstance.currentConfigName.Copy();
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__().memory.Free(myInstance);
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return configNameCopy;
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}
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/**
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* Checks whether caller `Feature` is currently enabled.
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*
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* @return `true` if caller `Feature` is currently enabled and
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* `false` otherwise.
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*/
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public static final function bool IsEnabled()
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{
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return __().environment.IsFeatureClassEnabled(default.class);
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}
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/**
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* Enables the feature and returns it's active instance.
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*
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* Any checks on whether it's appropriate to enable `Feature` must be done
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* separately, before calling this method.
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*
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* If `Feature` is already enabled - changes its config to `configName`.
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*
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* @param configName Name of the config to use for this `Feature`.
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* Passing `none` will make caller `Feature` use "default" config.
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* @return Active instance of the caller `Feature` class.
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*/
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public static final function Feature EnableMe(BaseText configName)
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{
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local Feature myInstance;
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DisableMe();
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myInstance = Feature(__().memory.Allocate(default.class));
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__().environment.EnableFeature(myInstance, configName);
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return myInstance;
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}
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/**
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* Disables this feature in case it is enabled. Does nothing otherwise.
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*
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* @return `true` if `Feature` in question was enabled at th moment of
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* the call and `false` otherwise.
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*/
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public static final function bool DisableMe()
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{
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local Feature myInstance;
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myInstance = GetEnabledInstance();
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if (myInstance != none)
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{
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__().environment.DisableFeature(myInstance);
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__().memory.Free(myInstance);
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return true;
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}
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return false;
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}
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/**
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* When using proper methods for enabling a `Feature`,
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* this method is guaranteed to be called right after it is enabled.
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*
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* AVOID MANUALLY CALLING IT.
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*/
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protected function OnEnabled(){}
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/**
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* When using proper methods for enabling a `Feature`,
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* this method is guaranteed to be called right after it is disabled.
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*
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* AVOID MANUALLY CALLING IT.
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*/
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protected function OnDisabled(){}
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/**
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* Will be called whenever caller `Feature` class must change it's config parameters.
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* It is guaranteed that `Feature` will be disabled during this call.
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*
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* @param newConfigData New config that caller `Feature`'s class must use.
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* We pass `FeatureConfig` value for performance and simplicity reasons,
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* but to keep Acedia working correctly and in an expected way you
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* MUST AVOID MODIFYING THIS VALUE IN ANY WAY WHATSOEVER.
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* Guaranteed to not be `none`.
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*
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* AVOID MANUALLY CALLING THIS METHOD.
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*/
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protected function SwapConfig(FeatureConfig newConfig){}
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defaultproperties
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{
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configClass = none
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serviceClass = none
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errorBadConfigData = (l=LOG_Error,m="Bad config value was provided for `%1`. Falling back to the \"default\".")
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}
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