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2158 lines
78 KiB
2158 lines
78 KiB
2 years ago
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/**
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* Feature for managing Acedia's user groups. Supports both config- and
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* database-defined information about group sources. An instance of this
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* feature is necessary for functioning of Acedia's `UserAPI` methods related
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* to user groups.
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* Copyright 2022-2023 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 Users_Feature extends Feature
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dependson(Database);
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/**
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* This feature is responsible for managing users: their groups and persistent
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* data. Group information can be stored in both configs and databases, while
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* persistent data can only be stored in databases.
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*/
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var private /*config*/ bool usePersistentData;
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var private /*config*/ string persistentDataDatabaseLink;
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var private /*config*/ bool useDatabaseForGroupsData;
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var private /*config*/ string groupsDatabaseLink;
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var private /*config*/ array<string> availableUserGroups;
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var private bool diskSaveScheduled;
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struct AnnotatedUserID
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{
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var public UserID id;
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var public Text annotation;
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};
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struct IDAnnotationPair
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{
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var Text id, annotation;
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};
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var private bool userGroupsDataLoaded;
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var private Database usersGroupsDatabase;
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var private JSONPointer userGroupsRootPointer;
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var private int stackedDBReadingRequests;
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var private PersistentDataManager currentPersistentDataManager;
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// List of all available user groups for current config
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var private array<Text> loadedUserGroups;
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// `HashTable` (with group name keys) that stores `HashTable`s used as
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// a set data structure (has user id as keys and annotation as a value).
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var private HashTable loadedGroupToUsersMap;
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var private LoggerAPI.Definition warnNoLocalGroup, warnDuplicateIDs;
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var private LoggerAPI.Definition errCannotCreateLocalGroup;
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var private LoggerAPI.Definition errCannotOpenDatabase, infoUserGroupDataLoaded;
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var private LoggerAPI.Definition errDBBadRootUserGroupData, errDBBadLinkPointer;
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var private LoggerAPI.Definition errDBDamaged, errNoServerCore;
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var private LoggerAPI.Definition errDBContainsNonLowerRegister;
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protected function OnEnabled()
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{
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local Commands_Feature feature;
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_.users._reloadFeature();
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feature =
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Commands_Feature(class'Commands_Feature'.static.GetEnabledInstance());
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if (feature != none)
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{
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feature.RegisterCommand(class'ACommandUserGroups');
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feature.FreeSelf();
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}
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LoadUserData();
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}
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protected function OnDisabled()
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{
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local Commands_Feature feature;
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_.users._reloadFeature();
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feature =
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Commands_Feature(class'Commands_Feature'.static.GetEnabledInstance());
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if (feature != none)
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{
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feature.RemoveCommand(class'ACommandUserGroups');
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feature.FreeSelf();
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}
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ResetUploadedUserGroups();
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_.memory.Free(currentPersistentDataManager);
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currentPersistentDataManager = none;
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}
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protected function SwapConfig(FeatureConfig config)
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{
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local Users newConfig;
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newConfig = Users(config);
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if (newConfig == none) {
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return;
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}
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usePersistentData = newConfig.usePersistentData;
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persistentDataDatabaseLink = newConfig.persistentDataDatabaseLink;
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useDatabaseForGroupsData = newConfig.useDatabaseForGroupsData;
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groupsDatabaseLink = newConfig.groupsDatabaseLink;
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availableUserGroups = newConfig.localUserGroup;
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ResetUploadedUserGroups();
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if (IsEnabled())
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{
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if (!_server.IsAvailable())
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{
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_.logger.Auto(errNoServerCore);
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return;
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}
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LoadUserData();
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SetupPersistentData(usePersistentData);
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}
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}
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/**
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* Borrows active `PersistentDataManager` (if one is setup for this config).
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*
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* @return Borrowed reference to active `PersistentDataManager`. Can be `none`
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* if persistent data isn't setup for the current config.
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*/
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public final function PersistentDataManager BorrowPersistentDataManager()
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{
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return currentPersistentDataManager;
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}
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private final function SetupPersistentData(bool doUsePersistentData)
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{
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local Text databaseLinkAsText;
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local Database persistentDatabase;
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local JSONPointer persistentRootPointer;
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if (!doUsePersistentData)
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{
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_.memory.Free(currentPersistentDataManager);
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currentPersistentDataManager = none;
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return;
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}
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databaseLinkAsText = _.text.FromString(persistentDataDatabaseLink);
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persistentDatabase = _server.db.Load(databaseLinkAsText);
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if (persistentDatabase != none) {
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persistentRootPointer = _server.db.GetPointer(databaseLinkAsText);
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}
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else {
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_.logger.Auto(errCannotOpenDatabase).Arg(databaseLinkAsText);
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}
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if (persistentRootPointer != none)
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{
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if (currentPersistentDataManager == none)
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{
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currentPersistentDataManager = PersistentDataManager(
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_.memory.Allocate(class'PersistentDataManager'));
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}
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currentPersistentDataManager.Setup(
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persistentDatabase,
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persistentRootPointer);
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currentPersistentDataManager.LoadCurrentPlayers();
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}
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_.memory.Free(persistentRootPointer);
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_.memory.Free(persistentDatabase);
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_.memory.Free(databaseLinkAsText);
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}
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private final function LoadUserData()
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{
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local Text databaseLinkAsText;
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local HashTable emptyHashTable;
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if (userGroupsDataLoaded) {
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return;
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}
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if (useDatabaseForGroupsData)
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{
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databaseLinkAsText = _.text.FromString(groupsDatabaseLink);
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usersGroupsDatabase = _server.db.Load(databaseLinkAsText);
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if (usersGroupsDatabase == none) {
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_.logger.Auto(errCannotOpenDatabase).Arg(databaseLinkAsText);
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}
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else
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{
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userGroupsRootPointer = _server.db.GetPointer(databaseLinkAsText);
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emptyHashTable = _.collections.EmptyHashTable();
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usersGroupsDatabase.IncrementData(
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userGroupsRootPointer,
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emptyHashTable);
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emptyHashTable.FreeSelf();
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usersGroupsDatabase.ReadData(userGroupsRootPointer).connect =
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HandleInitialUserGroupsDataLoading;
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stackedDBReadingRequests += 1;
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databaseLinkAsText.FreeSelf();
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}
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}
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else
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{
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class'UserGroup'.static.Initialize();
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LoadLocalData();
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userGroupsDataLoaded = true;
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}
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}
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private final function HandleInitialUserGroupsDataLoading(
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Database.DBQueryResult result,
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AcediaObject data,
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Database source,
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int requestID)
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{
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local Text databaseLinkAsText;
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local HashTable newGroupData;
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stackedDBReadingRequests -= 1;
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// If this counter remains above zero, that means several requests were
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// made and this response is to the outdated one
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if (stackedDBReadingRequests > 0) return;
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if (!IsEnabled()) return;
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newGroupData = HashTable(data);
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databaseLinkAsText = _.text.FromString(groupsDatabaseLink);
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if (result == DBR_Success)
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{
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if (newGroupData == none)
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{
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_.logger.Auto(errDBBadRootUserGroupData).Arg(databaseLinkAsText);
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return;
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}
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userGroupsDataLoaded = true;
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_.memory.Free(loadedGroupToUsersMap);
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_.memory.FreeMany(loadedUserGroups);
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loadedGroupToUsersMap = FilterDBData(newGroupData);
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loadedUserGroups = loadedGroupToUsersMap.GetTextKeys();
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newGroupData.FreeSelf();
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_.logger.Auto(infoUserGroupDataLoaded).Arg(databaseLinkAsText);
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}
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else if (result == DBR_InvalidPointer) {
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_.logger.Auto(errDBBadLinkPointer).Arg(databaseLinkAsText);
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}
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else
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{
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// Any other error indicates that database is somehow damaged and
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// unusable for our purpose
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_.logger.Auto(errDBDamaged).Arg(databaseLinkAsText);
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}
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}
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private final function HashTable FilterDBData(HashTable received)
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{
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local int i;
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local array<Text> allKeys;
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local AcediaObject nextItem;
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local HashTable result;
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if (received == none) {
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return none;
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}
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result = _.collections.EmptyHashTable();
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allKeys = received.GetTextKeys();
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for (i = 0; i < allKeys.length; i += 1)
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{
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if (allKeys[i].IsLowerCase())
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{
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nextItem = received.GetItem(allKeys[i]);
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result.SetItem(allKeys[i], nextItem);
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_.memory.Free(nextItem);
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}
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else
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{
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allKeys[i].NewRef();
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_.logger.Auto(errDBContainsNonLowerRegister)
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.Arg(_.text.FromString(groupsDatabaseLink))
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.Arg(allKeys[i]);
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}
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}
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_.memory.FreeMany(allKeys);
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return result;
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}
|
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|
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private final function ResetUploadedUserGroups()
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{
|
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_.memory.Free(userGroupsRootPointer);
|
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_.memory.Free(usersGroupsDatabase);
|
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_.memory.Free(loadedGroupToUsersMap);
|
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_.memory.FreeMany(loadedUserGroups);
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userGroupsRootPointer = none;
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usersGroupsDatabase = none;
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loadedGroupToUsersMap = none;
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loadedUserGroups.length = 0;
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userGroupsDataLoaded = false;
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}
|
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|
|
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private final function LoadLocalData()
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{
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local int i, j;
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local bool isDuplicate;
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local Text nextUserGroup;
|
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|
|
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_.memory.FreeMany(loadedUserGroups);
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loadedUserGroups.length = 0;
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for (i = 0; i < availableUserGroups.length; i += 1)
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{
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isDuplicate = false;
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nextUserGroup = _.text.FromString(availableUserGroups[i]);
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for(j = 0; j < loadedUserGroups.length; j += 1)
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|
{
|
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if (loadedUserGroups[j].Compare(nextUserGroup, SCASE_INSENSITIVE))
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|
{
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|
isDuplicate = true;
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|
break;
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|
}
|
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|
}
|
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|
if (!isDuplicate)
|
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{
|
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|
loadedUserGroups[loadedUserGroups.length] =
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nextUserGroup.LowerCopy();
|
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|
}
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nextUserGroup.FreeSelf();
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|
}
|
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LoadLocalGroupToUserMap();
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|
}
|
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|
|
||
|
private final function LoadLocalGroupToUserMap()
|
||
|
{
|
||
|
local int i;
|
||
|
|
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|
_.memory.Free(loadedGroupToUsersMap);
|
||
|
loadedGroupToUsersMap = _.collections.EmptyHashTable();
|
||
|
class'UserGroup'.static.Initialize();
|
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|
// Go over every group
|
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|
for (i = 0; i < loadedUserGroups.length; i += 1) {
|
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|
LoadLocalGroup(loadedUserGroups[i], true);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
private final function bool LoadLocalGroup(
|
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|
BaseText groupName,
|
||
|
optional bool localGroupIsExpected)
|
||
|
{
|
||
|
local int i;
|
||
|
local Text lowerCaseGroupName;
|
||
|
local HashTable newPlayerSet;
|
||
|
local UserGroup groupConfig;
|
||
|
local IDAnnotationPair nextUserPair;
|
||
|
local array<string> groupUserArray;
|
||
|
|
||
|
if (groupName == none) {
|
||
|
return false;
|
||
|
}
|
||
|
groupConfig = UserGroup(
|
||
|
class'UserGroup'.static.GetConfigInstance(groupName));
|
||
|
if (groupConfig == none)
|
||
|
{
|
||
|
if (localGroupIsExpected)
|
||
|
{
|
||
|
_.logger.Auto(warnNoLocalGroup).Arg(groupName.Copy());
|
||
|
return false;
|
||
|
}
|
||
|
class'UserGroup'.static.NewConfig(groupName);
|
||
|
groupConfig = UserGroup(
|
||
|
class'UserGroup'.static.GetConfigInstance(groupName));
|
||
|
if (groupConfig == none)
|
||
|
{
|
||
|
_.logger.Auto(errCannotCreateLocalGroup).Arg(groupName.Copy());
|
||
|
return false;
|
||
|
}
|
||
|
}
|
||
|
// Copy player IDs from `string` array into `HashTable`
|
||
|
// that is serving as a set data structure
|
||
|
newPlayerSet = _.collections.EmptyHashTable();
|
||
|
groupUserArray = groupConfig.user;
|
||
|
for (i = 0; i < groupUserArray.length; i += 1)
|
||
|
{
|
||
|
nextUserPair = ParseConfigUserName(groupUserArray[i]);
|
||
|
if (newPlayerSet.HasKey(nextUserPair.id))
|
||
|
{
|
||
|
_.logger.Auto(warnDuplicateIDs)
|
||
|
.Arg(nextUserPair.id.Copy())
|
||
|
.Arg(groupName.Copy());
|
||
|
continue;
|
||
|
}
|
||
|
newPlayerSet.SetItem(nextUserPair.id, nextUserPair.annotation);
|
||
|
_.memory.Free(nextUserPair.id);
|
||
|
_.memory.Free(nextUserPair.annotation);
|
||
|
}
|
||
|
lowerCaseGroupName = groupName.LowerCopy();
|
||
|
loadedGroupToUsersMap.SetItem(lowerCaseGroupName, newPlayerSet);
|
||
|
lowerCaseGroupName.FreeSelf();
|
||
|
newPlayerSet.FreeSelf();
|
||
|
groupConfig.FreeSelf();
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
private final function IDAnnotationPair ParseConfigUserName(
|
||
|
string configUserName)
|
||
|
{
|
||
|
local int lastSlashIndex;
|
||
|
local Text userAnnotation;
|
||
|
local MutableText userNameAsText;
|
||
|
local IDAnnotationPair result;
|
||
|
|
||
|
userNameAsText = _.text.FromStringM(configUserName);
|
||
|
lastSlashIndex = userNameAsText.IndexOf(P("/"));
|
||
|
if (lastSlashIndex >= 0 && lastSlashIndex + 1 < userNameAsText.GetLength())
|
||
|
{
|
||
|
userAnnotation = userNameAsText.Copy(lastSlashIndex + 1);
|
||
|
if (!userAnnotation.IsEmpty()) {
|
||
|
result.annotation = userAnnotation;
|
||
|
}
|
||
|
else {
|
||
|
userAnnotation.FreeSelf();
|
||
|
}
|
||
|
}
|
||
|
if (lastSlashIndex != 0) {
|
||
|
result.id = userNameAsText.Copy(, lastSlashIndex);
|
||
|
}
|
||
|
else {
|
||
|
result.id = P("").Copy();
|
||
|
}
|
||
|
userNameAsText.FreeSelf();
|
||
|
return result;
|
||
|
}
|
||
|
|
||
|
private final function SaveLocalData()
|
||
|
{
|
||
|
local Text nextGroup, activeConfigName;
|
||
|
local Users currentConfig;
|
||
|
local HashTableIterator iter;
|
||
|
|
||
|
if (useDatabaseForGroupsData) return;
|
||
|
if (loadedGroupToUsersMap == none) return;
|
||
|
|
||
|
availableUserGroups.length = 0;
|
||
|
iter = HashTableIterator(loadedGroupToUsersMap.Iterate());
|
||
|
while (!iter.HasFinished())
|
||
|
{
|
||
|
nextGroup = Text(iter.GetKey());
|
||
|
if (nextGroup != none)
|
||
|
{
|
||
|
availableUserGroups[availableUserGroups.length] =
|
||
|
nextGroup.ToString();
|
||
|
SaveLocalGroup(nextGroup);
|
||
|
nextGroup.FreeSelf();
|
||
|
}
|
||
|
iter.Next();
|
||
|
}
|
||
|
iter.FreeSelf();
|
||
|
activeConfigName = GetCurrentConfig();
|
||
|
if (activeConfigName != none)
|
||
|
{
|
||
|
currentConfig = Users(class'Users'.static
|
||
|
.GetConfigInstance(activeConfigName));
|
||
|
}
|
||
|
if (currentConfig != none)
|
||
|
{
|
||
|
currentConfig.localUserGroup = availableUserGroups;
|
||
|
currentConfig.SaveConfig();
|
||
|
}
|
||
|
_.memory.Free(currentConfig);
|
||
|
_.memory.Free(activeConfigName);
|
||
|
}
|
||
|
|
||
|
private final function bool SaveLocalGroup(BaseText groupName)
|
||
|
{
|
||
|
local string nextUserLine;
|
||
|
local int userLinesAdded;
|
||
|
local Text nextID, nextAnnotation;
|
||
|
local Text lowerCaseGroupName;
|
||
|
local UserGroup configEntry;
|
||
|
local HashTable playersSet;
|
||
|
local HashTableIterator iter;
|
||
|
|
||
|
if (loadedGroupToUsersMap == none) return false;
|
||
|
if (groupName == none) return false;
|
||
|
|
||
|
// Create group if missing
|
||
|
class'UserGroup'.static.NewConfig(groupName);
|
||
|
configEntry =
|
||
|
UserGroup(class'UserGroup'.static.GetConfigInstance(groupName));
|
||
|
if (configEntry == none)
|
||
|
{
|
||
|
// Also add log for loading it
|
||
|
// Move these logs and checks into a separate method?
|
||
|
_.logger.Auto(errCannotCreateLocalGroup).Arg(groupName.Copy());
|
||
|
return false;
|
||
|
}
|
||
|
configEntry.user.length = 0;
|
||
|
lowerCaseGroupName = groupName.LowerCopy();
|
||
|
playersSet = loadedGroupToUsersMap.GetHashTable(lowerCaseGroupName);
|
||
|
lowerCaseGroupName.FreeSelf();
|
||
|
|
||
|
iter = HashTableIterator(playersSet.Iterate());
|
||
|
while(!iter.HasFinished())
|
||
|
{
|
||
|
nextID = Text(iter.GetKey());
|
||
|
nextAnnotation = Text(iter.Get());
|
||
|
nextUserLine = nextID.ToString();
|
||
|
if (nextAnnotation != none) {
|
||
|
nextUserLine = nextUserLine $ "/" $ nextAnnotation.ToString();
|
||
|
}
|
||
|
configEntry.user[userLinesAdded] = nextUserLine;
|
||
|
userLinesAdded += 1;
|
||
|
iter.Next();
|
||
|
_.memory.Free(nextID);
|
||
|
_.memory.Free(nextAnnotation);
|
||
|
}
|
||
|
iter.FreeSelf();
|
||
|
configEntry.SyncSave();
|
||
|
}
|
||
|
|
||
|
private final function ScheduleConfigSave()
|
||
|
{
|
||
|
if (diskSaveScheduled) {
|
||
|
return;
|
||
|
}
|
||
|
_.scheduler.RequestDiskAccess(self).connect = SaveLocalData;
|
||
|
diskSaveScheduled = false;
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Returns names of all available groups that users can belong to.
|
||
|
*
|
||
|
* In case this feature is configured to load user groups from a database
|
||
|
* (either local or remote), the returned value is a locally cached one.
|
||
|
* This helps us avoid having to query database each time we want to check
|
||
|
* something about user groups, but it also means we might have an outdated
|
||
|
* information.
|
||
|
*
|
||
|
* @return Array with names of all available groups.
|
||
|
* All array elements are guaranteed to be not-`none`, unique and in
|
||
|
* lower case.
|
||
|
*/
|
||
|
public final function array<Text> GetAvailableGroups()
|
||
|
{
|
||
|
local int i;
|
||
|
local array<Text> result;
|
||
|
|
||
|
for (i = 0; i < loadedUserGroups.length; i += 1) {
|
||
|
result[i] = loadedUserGroups[i].Copy();
|
||
|
}
|
||
|
return result;
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Returns names of all available groups that users can belong to.
|
||
|
*
|
||
|
* In case this feature is configured to load user groups from a database
|
||
|
* (either local or remote), the returned value is a locally cached one.
|
||
|
* This helps us avoid having to query database each time we want to check
|
||
|
* something about user groups, but it also means we might have an outdated
|
||
|
* information.
|
||
|
*
|
||
|
* @return Array with names of all available groups. All array elements are
|
||
|
* guaranteed to be unique and in lower case.
|
||
|
*/
|
||
|
public final /*unreal*/ function array<string> GetAvailableGroups_S()
|
||
|
{
|
||
|
local int i;
|
||
|
local array<string> result;
|
||
|
|
||
|
for (i = 0; i < loadedUserGroups.length; i += 1) {
|
||
|
result[i] = loadedUserGroups[i].ToString();
|
||
|
}
|
||
|
return result;
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Adds a new user group.
|
||
|
*
|
||
|
* In case this feature is configured to load user groups from a database
|
||
|
* (either local or remote), the returned value is a locally cached one.
|
||
|
* This helps us avoid having to query database each time we want to check
|
||
|
* something about user groups, but it also means we might have an outdated
|
||
|
* information.
|
||
|
* Changes will always persist for the duration of the match, but writing
|
||
|
* them into the (non-config) source might fail, leading to changes being reset
|
||
|
* after the level switch. For non-database (config) sources changes will
|
||
|
* always be saved.
|
||
|
*
|
||
|
* @param groupName Name of the group to add. Case-insensitive.
|
||
|
* @return `true` if group was added and `false` otherwise (including if it
|
||
|
* already existed).
|
||
|
*/
|
||
|
public final function bool AddGroup(BaseText groupName)
|
||
|
{
|
||
|
local Text lowerCaseGroupName;
|
||
|
local HashTable emptyHashTable;
|
||
|
|
||
|
if (groupName == none) {
|
||
|
return false;
|
||
|
}
|
||
|
lowerCaseGroupName = groupName.LowerCopy();
|
||
|
if (loadedGroupToUsersMap.HasKey(lowerCaseGroupName))
|
||
|
{
|
||
|
lowerCaseGroupName.FreeSelf();
|
||
|
return false;
|
||
|
}
|
||
|
if (useDatabaseForGroupsData)
|
||
|
{
|
||
|
emptyHashTable = _.collections.EmptyHashTable();
|
||
|
userGroupsRootPointer.Push(lowerCaseGroupName);
|
||
|
usersGroupsDatabase.IncrementData(
|
||
|
userGroupsRootPointer,
|
||
|
emptyHashTable);
|
||
|
_.memory.Free(userGroupsRootPointer.Pop());
|
||
|
loadedUserGroups[loadedUserGroups.length] = lowerCaseGroupName;
|
||
|
loadedGroupToUsersMap.SetItem(lowerCaseGroupName, emptyHashTable);
|
||
|
emptyHashTable.FreeSelf();
|
||
|
return true;
|
||
|
}
|
||
|
else if (LoadLocalGroup(lowerCaseGroupName))
|
||
|
{
|
||
|
// Move `lowerCaseGroupName` here, do NOT release the reference
|
||
|
loadedUserGroups[loadedUserGroups.length] = lowerCaseGroupName;
|
||
|
ScheduleConfigSave();
|
||
|
return true;
|
||
|
}
|
||
|
// In case we couldn't load local group - we don't need it and
|
||
|
// can release the reference
|
||
|
lowerCaseGroupName.FreeSelf();
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Adds a new user group.
|
||
|
*
|
||
|
* In case this feature is configured to load user groups from a database
|
||
|
* (either local or remote), the returned value is a locally cached one.
|
||
|
* This helps us avoid having to query database each time we want to check
|
||
|
* something about user groups, but it also means we might have an outdated
|
||
|
* information.
|
||
|
* Changes will always persist for the duration of the match, but writing
|
||
|
* them into the (non-config) source might fail, leading to changes being reset
|
||
|
* after the level switch. For non-database (config) sources changes will
|
||
|
* always be saved.
|
||
|
*
|
||
|
* @param groupName Name of the group to add. Case-insensitive.
|
||
|
* @return `true` if group was added and `false` otherwise (including if it
|
||
|
* already existed).
|
||
|
*/
|
||
|
public final /*unreal*/ function bool AddGroup_S(string groupName)
|
||
|
{
|
||
|
local bool result;
|
||
|
local MutableText wrapper;
|
||
|
|
||
|
wrapper = _.text.FromStringM(groupName);
|
||
|
result = AddGroup(wrapper);
|
||
|
wrapper.FreeSelf();
|
||
|
return result;
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Removes existing user group.
|
||
|
*
|
||
|
* In case this feature is configured to load user groups from a database
|
||
|
* (either local or remote), the returned value is a locally cached one.
|
||
|
* This helps us avoid having to query database each time we want to check
|
||
|
* something about user groups, but it also means we might have an outdated
|
||
|
* information.
|
||
|
* Changes will always persist for the duration of the match, but writing
|
||
|
* them into the (non-config) source might fail, leading to changes being reset
|
||
|
* after the level switch. For non-database (config) sources changes will
|
||
|
* always be saved.
|
||
|
*
|
||
|
* @param groupName Name of the group to remove. Case-insensitive.
|
||
|
* @return `true` if group was removed and `false` otherwise (including if it
|
||
|
* didn't exist in the first place).
|
||
|
*/
|
||
|
public final function bool RemoveGroup(BaseText groupName)
|
||
|
{
|
||
|
local int i;
|
||
|
local bool groupExists;
|
||
|
local Text lowerCaseGroupName;
|
||
|
|
||
|
if (groupName == none) {
|
||
|
return false;
|
||
|
}
|
||
|
lowerCaseGroupName = groupName.LowerCopy();
|
||
|
groupExists = loadedGroupToUsersMap.HasKey(lowerCaseGroupName);
|
||
|
if (!groupExists)
|
||
|
{
|
||
|
lowerCaseGroupName.FreeSelf();
|
||
|
return false;
|
||
|
}
|
||
|
for (i = 0; i < loadedUserGroups.length; i += 1)
|
||
|
{
|
||
|
if (lowercaseGroupName.Compare(loadedUserGroups[i]))
|
||
|
{
|
||
|
loadedUserGroups.Remove(i, 1);
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
loadedGroupToUsersMap.RemoveItem(lowerCaseGroupName);
|
||
|
if (useDatabaseForGroupsData)
|
||
|
{
|
||
|
userGroupsRootPointer.Push(lowerCaseGroupName);
|
||
|
usersGroupsDatabase.RemoveData(userGroupsRootPointer);
|
||
|
_.memory.Free(userGroupsRootPointer.Pop());
|
||
|
}
|
||
|
else {
|
||
|
ScheduleConfigSave();
|
||
|
}
|
||
|
lowerCaseGroupName.FreeSelf();
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Removes existing user group.
|
||
|
*
|
||
|
* In case this feature is configured to load user groups from a database
|
||
|
* (either local or remote), the returned value is a locally cached one.
|
||
|
* This helps us avoid having to query database each time we want to check
|
||
|
* something about user groups, but it also means we might have an outdated
|
||
|
* information.
|
||
|
* Changes will always persist for the duration of the match, but writing
|
||
|
* them into the (non-config) source might fail, leading to changes being reset
|
||
|
* after the level switch. For non-database (config) sources changes will
|
||
|
* always be saved.
|
||
|
*
|
||
|
* @param groupName Name of the group to remove. Case-insensitive.
|
||
|
* @return `true` if group was removed and `false` otherwise (including if it
|
||
|
* didn't exist in the first place).
|
||
|
*/
|
||
|
public final /*unreal*/ function bool RemoveGroup_S(string groupName)
|
||
|
{
|
||
|
local bool result;
|
||
|
local MutableText wrapper;
|
||
|
|
||
|
wrapper = _.text.FromStringM(groupName);
|
||
|
result = RemoveGroup(wrapper);
|
||
|
wrapper.FreeSelf();
|
||
|
return result;
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Checks whether group with specified name exists.
|
||
|
*
|
||
|
* In case this feature is configured to load user groups from a database
|
||
|
* (either local or remote), the returned value is a locally cached one.
|
||
|
* This helps us avoid having to query database each time we want to check
|
||
|
* something about user groups, but it also means we might have an outdated
|
||
|
* information.
|
||
|
*
|
||
|
* @param groupName Name of the group to check existence of.
|
||
|
* Case-insensitive.
|
||
|
* @return `true` if group exists and `false` otherwise.
|
||
|
*/
|
||
|
public final function bool IsGroupExisting(BaseText groupName)
|
||
|
{
|
||
|
local bool result;
|
||
|
local Text lowerCaseGroupName;
|
||
|
|
||
|
if (groupName == none) {
|
||
|
return false;
|
||
|
}
|
||
|
lowerCaseGroupName = groupName.LowerCopy();
|
||
|
result = loadedGroupToUsersMap.HasKey(lowerCaseGroupName);
|
||
|
lowerCaseGroupName.FreeSelf();
|
||
|
return result;
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Checks whether group with specified name exists.
|
||
|
*
|
||
|
* In case this feature is configured to load user groups from a database
|
||
|
* (either local or remote), the returned value is a locally cached one.
|
||
|
* This helps us avoid having to query database each time we want to check
|
||
|
* something about user groups, but it also means we might have an outdated
|
||
|
* information.
|
||
|
*
|
||
|
* @param groupName Name of the group to check existence of.
|
||
|
* Case-insensitive.
|
||
|
* @return `true` if group exists and `false` otherwise.
|
||
|
*/
|
||
|
public final /*unreal*/ function bool IsGroupExisting_S(string groupName)
|
||
|
{
|
||
|
local bool result;
|
||
|
local MutableText wrapper;
|
||
|
|
||
|
wrapper = _.text.FromStringM(groupName);
|
||
|
result = IsGroupExisting(wrapper);
|
||
|
wrapper.FreeSelf();
|
||
|
return result;
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Adds user with the given SteamID into the specified group.
|
||
|
*
|
||
|
* In case this feature is configured to load user groups from a database
|
||
|
* (either local or remote), changes are guaranteed to be made to the locally
|
||
|
* cached copy that will persist for the duration of the game. Method will also
|
||
|
* attempt to change the database value, but that is not guaranteed to succeed,
|
||
|
* meaning that changes might not be saved for later matches.
|
||
|
*
|
||
|
* @param steamID SteamID of the user to add to the group.
|
||
|
* @param groupName Name of the group to add user to. Case-insensitive.
|
||
|
* @return `true` if user was added to the group (including if her was already
|
||
|
* added to it) and `false` in any other case.
|
||
|
*/
|
||
|
public final function bool AddSteamIDToGroup(
|
||
|
BaseText steamID,
|
||
|
BaseText groupName)
|
||
|
{
|
||
|
local Text lowercaseGroupName;
|
||
|
local HashTable groupUsers;
|
||
|
|
||
|
if (steamID == none) return false;
|
||
|
if (loadedGroupToUsersMap == none) return false;
|
||
|
if (groupName == none) return false;
|
||
|
|
||
|
lowercaseGroupName = groupName.LowerCopy();
|
||
|
groupUsers = loadedGroupToUsersMap.GetHashTable(lowercaseGroupName);
|
||
|
if (groupUsers != none && !groupUsers.HasKey(steamID))
|
||
|
{
|
||
|
groupUsers.SetItem(steamID, none);
|
||
|
if (useDatabaseForGroupsData)
|
||
|
{
|
||
|
userGroupsRootPointer.Push(lowerCaseGroupName);
|
||
|
userGroupsRootPointer.Push(steamID);
|
||
|
usersGroupsDatabase.IncrementData(userGroupsRootPointer, none);
|
||
|
_.memory.Free(userGroupsRootPointer.Pop());
|
||
|
_.memory.Free(userGroupsRootPointer.Pop());
|
||
|
}
|
||
|
else {
|
||
|
ScheduleConfigSave();
|
||
|
}
|
||
|
}
|
||
|
lowercaseGroupName.FreeSelf();
|
||
|
_.memory.Free(groupUsers);
|
||
|
return (groupUsers != none);
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Adds user with the given SteamID into the specified group.
|
||
|
*
|
||
|
* In case this feature is configured to load user groups from a database
|
||
|
* (either local or remote), changes are guaranteed to be made to the locally
|
||
|
* cached copy that will persist for the duration of the game. Method will also
|
||
|
* attempt to change the database value, but that is not guaranteed to succeed,
|
||
|
* meaning that changes might not be saved for later matches.
|
||
|
*
|
||
|
* @param steamID SteamID of the user to add to the group.
|
||
|
* @param groupName Name of the group to add user to. Case-insensitive.
|
||
|
* @return `true` if user was added to the group (including if her was already
|
||
|
* added to it) and `false` in any other case.
|
||
|
*/
|
||
|
public final /*unreal*/ function bool AddSteamIDToGroup_S(
|
||
|
string steamID,
|
||
|
string groupName)
|
||
|
{
|
||
|
local bool result;
|
||
|
local MutableText idWrapper, groupWrapper;
|
||
|
|
||
|
idWrapper = _.text.FromStringM(steamID);
|
||
|
groupWrapper = _.text.FromStringM(groupName);
|
||
|
result = AddSteamIDToGroup(idWrapper, groupWrapper);
|
||
|
idWrapper.FreeSelf();
|
||
|
groupWrapper.FreeSelf();
|
||
|
return result;
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Adds user (given by the `UserID`) into the specified group.
|
||
|
*
|
||
|
* In case this feature is configured to load user groups from a database
|
||
|
* (either local or remote), changes are guaranteed to be made to the locally
|
||
|
* cached copy that will persist for the duration of the game. Method will also
|
||
|
* attempt to change the database value, but that is not guaranteed to succeed,
|
||
|
* meaning that changes might not be saved for later matches.
|
||
|
*
|
||
|
* @param id `UserID` of the user to add to the group.
|
||
|
* @param groupName Name of the group to add user to. Case-insensitive.
|
||
|
* @return `true` if user was added to the group (including if her was already
|
||
|
* added to it) and `false` in any other case.
|
||
|
*/
|
||
|
public final function bool AddUserIDToGroup(
|
||
|
UserID id,
|
||
|
BaseText groupName)
|
||
|
{
|
||
|
local bool result;
|
||
|
local Text steamID;
|
||
|
|
||
|
if (groupName == none) return false;
|
||
|
if (id == none) return false;
|
||
|
steamID = id.GetUniqueID();
|
||
|
if (steamID == none) return false;
|
||
|
|
||
|
result = AddSteamIDToGroup(steamID, groupName);
|
||
|
steamID.FreeSelf();
|
||
|
return result;
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Adds user (given by the `UserID`) into the specified group.
|
||
|
*
|
||
|
* In case this feature is configured to load user groups from a database
|
||
|
* (either local or remote), changes are guaranteed to be made to the locally
|
||
|
* cached copy that will persist for the duration of the game. Method will also
|
||
|
* attempt to change the database value, but that is not guaranteed to succeed,
|
||
|
* meaning that changes might not be saved for later matches.
|
||
|
*
|
||
|
* @param id `UserID` of the user to add to the group.
|
||
|
* @param groupName Name of the group to add user to. Case-insensitive.
|
||
|
* @return `true` if user was added to the group (including if her was already
|
||
|
* added to it) and `false` in any other case.
|
||
|
*/
|
||
|
public final /*unreal*/ function bool AddUserIDToGroup_S(
|
||
|
UserID id,
|
||
|
string groupName)
|
||
|
{
|
||
|
local bool result;
|
||
|
local MutableText wrapper;
|
||
|
|
||
|
wrapper = _.text.FromStringM(groupName);
|
||
|
result = AddUserIDToGroup(id, wrapper);
|
||
|
wrapper.FreeSelf();
|
||
|
return result;
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Adds given user into the specified group.
|
||
|
*
|
||
|
* In case this feature is configured to load user groups from a database
|
||
|
* (either local or remote), changes are guaranteed to be made to the locally
|
||
|
* cached copy that will persist for the duration of the game. Method will also
|
||
|
* attempt to change the database value, but that is not guaranteed to succeed,
|
||
|
* meaning that changes might not be saved for later matches.
|
||
|
*
|
||
|
* @param user User to add to the group.
|
||
|
* @param groupName Name of the group to add user to. Case-insensitive.
|
||
|
* @return `true` if user was added to the group (including if her was already
|
||
|
* added to it) and `false` in any other case.
|
||
|
*/
|
||
|
public final function bool AddUserToGroup(User user, BaseText groupName)
|
||
|
{
|
||
|
local bool result;
|
||
|
local UserID id;
|
||
|
|
||
|
if (groupName == none) return false;
|
||
|
if (user == none) return false;
|
||
|
|
||
|
id = user.GetID();
|
||
|
result = AddUserIDToGroup(id, groupName);
|
||
|
_.memory.Free(id);
|
||
|
return result;
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Adds given user into the specified group.
|
||
|
*
|
||
|
* In case this feature is configured to load user groups from a database
|
||
|
* (either local or remote), changes are guaranteed to be made to the locally
|
||
|
* cached copy that will persist for the duration of the game. Method will also
|
||
|
* attempt to change the database value, but that is not guaranteed to succeed,
|
||
|
* meaning that changes might not be saved for later matches.
|
||
|
*
|
||
|
* @param user User to add to the group.
|
||
|
* @param groupName Name of the group to add user to. Case-insensitive.
|
||
|
* @return `true` if user was added to the group (including if her was already
|
||
|
* added to it) and `false` in any other case.
|
||
|
*/
|
||
|
public final /*unreal*/ function bool AddUserToGroup_S(
|
||
|
User user,
|
||
|
string groupName)
|
||
|
{
|
||
|
local bool result;
|
||
|
local MutableText wrapper;
|
||
|
|
||
|
wrapper = _.text.FromStringM(groupName);
|
||
|
result = AddUserToGroup(user, wrapper);
|
||
|
wrapper.FreeSelf();
|
||
|
return result;
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Removes user with the given SteamID from the specified group.
|
||
|
*
|
||
|
* In case this feature is configured to load user groups from a database
|
||
|
* (either local or remote), changes are guaranteed to be made to the locally
|
||
|
* cached copy that will persist for the duration of the game. Method will also
|
||
|
* attempt to change the database value, but that is not guaranteed to succeed,
|
||
|
* meaning that changes might not be saved for later matches.
|
||
|
*
|
||
|
* @param steamID SteamID of the user to remove to the group.
|
||
|
* @param groupName Name of the group to remove user to. Case-insensitive.
|
||
|
* @return `true` if user was removed to the group (including if her was
|
||
|
* already removed to it) and `false` in any other case.
|
||
|
*/
|
||
|
public final function bool RemoveSteamIDFromGroup(
|
||
|
BaseText steamID,
|
||
|
BaseText groupName)
|
||
|
{
|
||
|
local bool hadUser;
|
||
|
local Text lowercaseGroupName;
|
||
|
local HashTable groupUsers;
|
||
|
|
||
|
if (steamID == none) return false;
|
||
|
if (groupName == none) return false;
|
||
|
if (loadedGroupToUsersMap == none) return false;
|
||
|
|
||
|
lowercaseGroupName = groupName.LowerCopy();
|
||
|
groupUsers = loadedGroupToUsersMap.GetHashTable(lowercaseGroupName);
|
||
|
if (groupUsers != none)
|
||
|
{
|
||
|
hadUser = groupUsers.HasKey(steamID);
|
||
|
groupUsers.RemoveItem(steamID);
|
||
|
if (useDatabaseForGroupsData)
|
||
|
{
|
||
|
userGroupsRootPointer.Push(lowerCaseGroupName);
|
||
|
userGroupsRootPointer.Push(steamID);
|
||
|
usersGroupsDatabase.RemoveData(userGroupsRootPointer);
|
||
|
_.memory.Free(userGroupsRootPointer.Pop());
|
||
|
_.memory.Free(userGroupsRootPointer.Pop());
|
||
|
}
|
||
|
else {
|
||
|
ScheduleConfigSave();
|
||
|
}
|
||
|
}
|
||
|
_.memory.Free(groupUsers);
|
||
|
lowercaseGroupName.FreeSelf();
|
||
|
return hadUser;
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Removes user with the given SteamID from the specified group.
|
||
|
*
|
||
|
* In case this feature is configured to load user groups from a database
|
||
|
* (either local or remote), changes are guaranteed to be made to the locally
|
||
|
* cached copy that will persist for the duration of the game. Method will also
|
||
|
* attempt to change the database value, but that is not guaranteed to succeed,
|
||
|
* meaning that changes might not be saved for later matches.
|
||
|
*
|
||
|
* @param steamID SteamID of the user to remove to the group.
|
||
|
* @param groupName Name of the group to remove user to. Case-insensitive.
|
||
|
* @return `true` if user was removed to the group (including if her was
|
||
|
* already removed to it) and `false` in any other case.
|
||
|
*/
|
||
|
public final /*unreal*/ function bool RemoveSteamIDFromGroup_S(
|
||
|
string steamID,
|
||
|
string groupName)
|
||
|
{
|
||
|
local bool result;
|
||
|
local MutableText idWrapper, groupWrapper;
|
||
|
|
||
|
idWrapper = _.text.FromStringM(steamID);
|
||
|
groupWrapper = _.text.FromStringM(groupName);
|
||
|
result = RemoveSteamIDFromGroup(idWrapper, groupWrapper);
|
||
|
idWrapper.FreeSelf();
|
||
|
groupWrapper.FreeSelf();
|
||
|
return result;
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Removes user (given by the `UserID`) from the specified group.
|
||
|
*
|
||
|
* In case this feature is configured to load user groups from a database
|
||
|
* (either local or remote), changes are guaranteed to be made to the locally
|
||
|
* cached copy that will persist for the duration of the game. Method will also
|
||
|
* attempt to change the database value, but that is not guaranteed to succeed,
|
||
|
* meaning that changes might not be saved for later matches.
|
||
|
*
|
||
|
* @param id `UserID` of the user to remove to the group.
|
||
|
* @param groupName Name of the group to remove user to. Case-insensitive.
|
||
|
* @return `true` if user was removed to the group (including if her was
|
||
|
* already removed to it) and `false` in any other case.
|
||
|
*/
|
||
|
public final function bool RemoveUserIDFromGroup(UserID id, BaseText groupName)
|
||
|
{
|
||
|
local bool result;
|
||
|
local Text steamID;
|
||
|
|
||
|
if (groupName == none) return false;
|
||
|
if (id == none) return false;
|
||
|
steamID = id.GetUniqueID();
|
||
|
if (steamID == none) return false;
|
||
|
|
||
|
result = RemoveSteamIDFromGroup(steamID, groupName);
|
||
|
steamID.FreeSelf();
|
||
|
return result;
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Removes user (given by the `UserID`) from the specified group.
|
||
|
*
|
||
|
* In case this feature is configured to load user groups from a database
|
||
|
* (either local or remote), changes are guaranteed to be made to the locally
|
||
|
* cached copy that will persist for the duration of the game. Method will also
|
||
|
* attempt to change the database value, but that is not guaranteed to succeed,
|
||
|
* meaning that changes might not be saved for later matches.
|
||
|
*
|
||
|
* @param id `UserID` of the user to remove to the group.
|
||
|
* @param groupName Name of the group to remove user to. Case-insensitive.
|
||
|
* @return `true` if user was removed to the group (including if her was
|
||
|
* already removed to it) and `false` in any other case.
|
||
|
*/
|
||
|
public final /*unreal*/ function bool RemoveUserIDFromGroup_S(
|
||
|
UserID id,
|
||
|
string groupName)
|
||
|
{
|
||
|
local bool result;
|
||
|
local MutableText groupWrapper;
|
||
|
|
||
|
groupWrapper = _.text.FromStringM(groupName);
|
||
|
result = RemoveUserIDFromGroup(id, groupWrapper);
|
||
|
groupWrapper.FreeSelf();
|
||
|
return result;
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Removes user from the specified group.
|
||
|
*
|
||
|
* In case this feature is configured to load user groups from a database
|
||
|
* (either local or remote), changes are guaranteed to be made to the locally
|
||
|
* cached copy that will persist for the duration of the game. Method will also
|
||
|
* attempt to change the database value, but that is not guaranteed to succeed,
|
||
|
* meaning that changes might not be saved for later matches.
|
||
|
*
|
||
|
* @param user User to remove to the group.
|
||
|
* @param groupName Name of the group to remove user to. Case-insensitive.
|
||
|
* @return `true` if user was removed to the group (including if her was
|
||
|
* already removed to it) and `false` in any other case.
|
||
|
*/
|
||
|
public final function bool RemoveUserFromGroup(User user, BaseText groupName)
|
||
|
{
|
||
|
local bool result;
|
||
|
local UserID id;
|
||
|
|
||
|
if (groupName == none) return false;
|
||
|
if (user == none) return false;
|
||
|
|
||
|
id = user.GetID();
|
||
|
result = RemoveUserIDFromGroup(id, groupName);
|
||
|
_.memory.Free(id);
|
||
|
return result;
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Removes user from the specified group.
|
||
|
*
|
||
|
* In case this feature is configured to load user groups from a database
|
||
|
* (either local or remote), changes are guaranteed to be made to the locally
|
||
|
* cached copy that will persist for the duration of the game. Method will also
|
||
|
* attempt to change the database value, but that is not guaranteed to succeed,
|
||
|
* meaning that changes might not be saved for later matches.
|
||
|
*
|
||
|
* @param user User to remove to the group.
|
||
|
* @param groupName Name of the group to remove user to. Case-insensitive.
|
||
|
* @return `true` if user was removed to the group (including if her was
|
||
|
* already removed to it) and `false` in any other case.
|
||
|
*/
|
||
|
public final /*unreal*/ function bool RemoveUserFromGroup_S(
|
||
|
User user,
|
||
|
string groupName)
|
||
|
{
|
||
|
local bool result;
|
||
|
local MutableText groupWrapper;
|
||
|
|
||
|
groupWrapper = _.text.FromStringM(groupName);
|
||
|
result = RemoveUserFromGroup(user, groupWrapper);
|
||
|
groupWrapper.FreeSelf();
|
||
|
return result;
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Returns names of all groups available for the user given by SteamID.
|
||
|
*
|
||
|
* In case this feature is configured to load user groups from a database
|
||
|
* (either local or remote), the returned value is a locally cached one.
|
||
|
* This helps us avoid having to query database each time we want to check
|
||
|
* something about user groups, but it also means we might have an outdated
|
||
|
* information.
|
||
|
*
|
||
|
* @see `GetGroupsForUserID()` / `GetGroupsForUser()`.
|
||
|
*
|
||
|
* @param steamID SteamID of the user.
|
||
|
* Must be specified in a SteamID64 format, e.g. "76561197960287930".
|
||
|
* @return Array with names of the groups of the specified user.
|
||
|
* All array elements are guaranteed to be not-`none`, unique and in
|
||
|
* lower case.
|
||
|
* If passed SteamID is `none` or data wasn't yet loaded - returns empty
|
||
|
* array.
|
||
|
*/
|
||
|
public final function array<Text> GetGroupsForSteamID(BaseText steamID)
|
||
|
{
|
||
|
local Text immutableSteamID;
|
||
|
local array<Text> result;
|
||
|
local HashTableIterator iter;
|
||
|
local Text nextGroup;
|
||
|
local HashTable nextGroupUsers;
|
||
|
|
||
|
if (loadedGroupToUsersMap == none) return result;
|
||
|
if (steamID == none) return result;
|
||
|
|
||
|
immutableSteamID = steamID.LowerCopy();
|
||
|
iter = HashTableIterator(loadedGroupToUsersMap.Iterate());
|
||
|
while (!iter.HasFinished())
|
||
|
{
|
||
|
nextGroup = Text(iter.GetKey());
|
||
|
nextGroupUsers = HashTable(iter.Get());
|
||
|
if ( nextGroup != none && nextGroupUsers != none
|
||
|
&& nextGroupUsers.HasKey(steamID))
|
||
|
{
|
||
|
result[result.length] = nextGroup.Copy();
|
||
|
}
|
||
|
iter.Next();
|
||
|
_.memory.Free(nextGroup);
|
||
|
_.memory.Free(nextGroupUsers);
|
||
|
}
|
||
|
iter.FreeSelf();
|
||
|
immutableSteamID.FreeSelf();
|
||
|
return result;
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Returns names of all groups available for the user with a given SteamID.
|
||
|
*
|
||
|
* In case this feature is configured to load user groups from a database
|
||
|
* (either local or remote), the returned value is a locally cached one.
|
||
|
* This helps us avoid having to query database each time we want to check
|
||
|
* something about user groups, but it also means we might have an outdated
|
||
|
* information.
|
||
|
*
|
||
|
* @see `GetGroupsForUserID()` / `GetGroupsForUser()`.
|
||
|
*
|
||
|
* @param steamID SteamID of the user.
|
||
|
* Must be specified in a SteamID64 format, e.g. "76561197960287930".
|
||
|
* @return Array with names of the groups of the specified user.
|
||
|
* All array elements are guaranteed to be unique and in lower case.
|
||
|
* If data wasn't yet loaded - returns empty array.
|
||
|
*/
|
||
|
public final /*unreal*/ function array<string> GetGroupsForSteamID_S(
|
||
|
string steamID)
|
||
|
{
|
||
|
local int i;
|
||
|
local array<Text> wrapperResult;
|
||
|
local array<string> result;
|
||
|
local MutableText wrapper;
|
||
|
|
||
|
wrapper = _.text.FromStringM(steamID);
|
||
|
wrapperResult = GetGroupsForSteamID(wrapper);
|
||
|
wrapper.FreeSelf();
|
||
|
for (i = 0; i < wrapperResult.length; i += 1) {
|
||
|
result[i] = _.text.IntoString(wrapperResult[i]);
|
||
|
}
|
||
|
return result;
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Returns names of all groups available for the user given by `UserID`.
|
||
|
*
|
||
|
* In case this feature is configured to load user groups from a database
|
||
|
* (either local or remote), the returned value is a locally cached one.
|
||
|
* This helps us avoid having to query database each time we want to check
|
||
|
* something about user groups, but it also means we might have an outdated
|
||
|
* information.
|
||
|
*
|
||
|
* @see `GetGroupsForSteamID()` / `GetGroupsForUser()`.
|
||
|
*
|
||
|
* @param id ID of the user.
|
||
|
* @return Array with names of the groups of the specified user.
|
||
|
* All array elements are guaranteed to be not-`none`, unique and in
|
||
|
* lower case.
|
||
|
* If data wasn't yet loaded - returns empty array.
|
||
|
*/
|
||
|
public final function array<Text> GetGroupsForUserID(UserID id)
|
||
|
{
|
||
|
local Text steamID;
|
||
|
local array<Text> result;
|
||
|
|
||
|
if (id == none) return result;
|
||
|
steamID = id.GetUniqueID();
|
||
|
if (steamID == none) return result;
|
||
|
|
||
|
result = GetGroupsForSteamID(steamID);
|
||
|
steamID.FreeSelf();
|
||
|
return result;
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Returns names of all groups available for the user given by `UserID`.
|
||
|
*
|
||
|
* In case this feature is configured to load user groups from a database
|
||
|
* (either local or remote), the returned value is a locally cached one.
|
||
|
* This helps us avoid having to query database each time we want to check
|
||
|
* something about user groups, but it also means we might have an outdated
|
||
|
* information.
|
||
|
*
|
||
|
* @see `GetGroupsForSteamID()` / `GetGroupsForUser()`.
|
||
|
*
|
||
|
* @param id ID of the user.
|
||
|
* @return Array with names of the groups of the specified user.
|
||
|
* All array elements are guaranteed to be unique and in lower case.
|
||
|
* If data wasn't yet loaded - returns empty array.
|
||
|
*/
|
||
|
public final /*unreal*/ function array<string> GetGroupsForUserID_S(UserID id)
|
||
|
{
|
||
|
local int i;
|
||
|
local array<Text> wrapperResult;
|
||
|
local array<string> result;
|
||
|
|
||
|
wrapperResult = GetGroupsForUserID(id);
|
||
|
for (i = 0; i < wrapperResult.length; i += 1) {
|
||
|
result[i] = _.text.IntoString(wrapperResult[i]);
|
||
|
}
|
||
|
return result;
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Returns names of all groups available for the user.
|
||
|
*
|
||
|
* In case this feature is configured to load user groups from a database
|
||
|
* (either local or remote), the returned value is a locally cached one.
|
||
|
* This helps us avoid having to query database each time we want to check
|
||
|
* something about user groups, but it also means we might have an outdated
|
||
|
* information.
|
||
|
*
|
||
|
* @see `GetGroupsForSteamID()` / `GetGroupsForUserID()`.
|
||
|
*
|
||
|
* @param user Reference to `User` object that represent the user we are to
|
||
|
* find groups for.
|
||
|
* @return Array with names of the groups of the specified user.
|
||
|
* All array elements are guaranteed to be not-`none`, unique and in
|
||
|
* lower case.
|
||
|
* If data wasn't yet loaded - returns empty array.
|
||
|
*/
|
||
|
public final function array<Text> GetGroupsForUser(User user)
|
||
|
{
|
||
|
local UserID id;
|
||
|
local array<Text> result;
|
||
|
|
||
|
if (user == none) {
|
||
|
return result;
|
||
|
}
|
||
|
id = user.GetID();
|
||
|
result = GetGroupsForUserID(id);
|
||
|
_.memory.Free(id);
|
||
|
return result;
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Returns names of all groups available for the user.
|
||
|
*
|
||
|
* In case this feature is configured to load user groups from a database
|
||
|
* (either local or remote), the returned value is a locally cached one.
|
||
|
* This helps us avoid having to query database each time we want to check
|
||
|
* something about user groups, but it also means we might have an outdated
|
||
|
* information.
|
||
|
*
|
||
|
* @see `GetGroupsForSteamID()` / `GetGroupsForUserID()`.
|
||
|
*
|
||
|
* @param user Reference to `User` object that represent the user we are to
|
||
|
* find groups for.
|
||
|
* @return Array with names of the groups of the specified user.
|
||
|
* All array elements are guaranteed to be unique and in lower case.
|
||
|
* If data wasn't yet loaded - returns empty array.
|
||
|
*/
|
||
|
public final /*unreal*/ function array<string> GetGroupsForUser_S(User user)
|
||
|
{
|
||
|
local int i;
|
||
|
local array<Text> wrapperResult;
|
||
|
local array<string> result;
|
||
|
|
||
|
wrapperResult = GetGroupsForUser(user);
|
||
|
for (i = 0; i < wrapperResult.length; i += 1) {
|
||
|
result[i] = _.text.IntoString(wrapperResult[i]);
|
||
|
}
|
||
|
return result;
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Returns `UserID`s of all users that belong into the group named `groupName`.
|
||
|
*
|
||
|
* @see For more information alongside `UserID`s use
|
||
|
* `GetAnnotatedGroupMembers()`.
|
||
|
*
|
||
|
* In case this feature is configured to load user groups from a database
|
||
|
* (either local or remote), the returned value is a locally cached one.
|
||
|
* This helps us avoid having to query database each time we want to check
|
||
|
* something about user groups, but it also means we might have an outdated
|
||
|
* information.
|
||
|
*
|
||
|
* @param groupName Name of the group. Case-insensitive.
|
||
|
* @return Array with `UserID`s for every user in the user group named
|
||
|
* `groupName`. All array elements are guaranteed to be not-`none` and
|
||
|
* correspond to unique players.
|
||
|
* If data wasn't yet loaded - returns empty array.
|
||
|
*/
|
||
|
public final function array<UserID> GetGroupMembers(BaseText groupName)
|
||
|
{
|
||
|
local int i;
|
||
|
local Text lowerCaseGroupName;
|
||
|
local HashTable groupUsers;
|
||
|
local array<Text> groupUsersNames;
|
||
|
local UserID nextUserID;
|
||
|
local array<UserID> result;
|
||
|
|
||
|
if (loadedGroupToUsersMap == none) return result;
|
||
|
if (groupName == none) return result;
|
||
|
|
||
|
lowerCaseGroupName = groupName.LowerCopy();
|
||
|
groupUsers = loadedGroupToUsersMap.GetHashTable(lowerCaseGroupName);
|
||
|
lowerCaseGroupName.FreeSelf();
|
||
|
if (groupUsers == none) {
|
||
|
groupUsersNames = groupUsers.GetTextKeys();
|
||
|
}
|
||
|
_.memory.Free(groupUsers);
|
||
|
for (i = 0; i < groupUsersNames.length; i += 1)
|
||
|
{
|
||
|
nextUserID = UserID(_.memory.Allocate(class'UserID'));
|
||
|
nextUserID.Initialize(groupUsersNames[i]);
|
||
|
if (nextUserID.IsInitialized()) {
|
||
|
result[result.length] = nextUserID;
|
||
|
}
|
||
|
else {
|
||
|
nextUserID.FreeSelf();
|
||
|
}
|
||
|
}
|
||
|
_.memory.FreeMany(groupUsersNames);
|
||
|
return result;
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Returns annotated `UserID`s of all users that belong into the group named
|
||
|
* `groupName`. `UserID`s aren't necessarily human-readable (e.g. SteamID)
|
||
|
* and to help organize configs they can be annotated with a `Text` name.
|
||
|
* This method returns `UserID` alongside such annotation, if it exists.
|
||
|
* NOTE: Same user can have different annotations in different groups.
|
||
|
*
|
||
|
* @see For just `UserID`s use `GetGroupMembers()`.
|
||
|
*
|
||
|
* In case this feature is configured to load user groups from a database
|
||
|
* (either local or remote), the returned value is a locally cached one.
|
||
|
* This helps us avoid having to query database each time we want to check
|
||
|
* something about user groups, but it also means we might have an outdated
|
||
|
* information.
|
||
|
*
|
||
|
* @param groupName Name of the group. Case-insensitive.
|
||
|
* @return Array with `UserID`s for every user in the user group named
|
||
|
* `groupName`. All array elements are guaranteed to be not-`none` and
|
||
|
* correspond to unique players.
|
||
|
* If data wasn't yet loaded - returns empty array.
|
||
|
* WARNING: References in fields of the returned `struct`s must be freed.
|
||
|
*/
|
||
|
public final function array<AnnotatedUserID> GetAnnotatedGroupMembers(
|
||
|
BaseText groupName)
|
||
|
{
|
||
|
local int i;
|
||
|
local Text lowerCaseGroupName;
|
||
|
local HashTable groupUsers;
|
||
|
local array<Text> groupUsersNames;
|
||
|
local AnnotatedUserID nextRecord;
|
||
|
local array<AnnotatedUserID> result;
|
||
|
|
||
|
if (loadedGroupToUsersMap == none) return result;
|
||
|
if (groupName == none) return result;
|
||
|
|
||
|
lowerCaseGroupName = groupName.LowerCopy();
|
||
|
groupUsers = loadedGroupToUsersMap.GetHashTable(lowerCaseGroupName);
|
||
|
lowerCaseGroupName.FreeSelf();
|
||
|
if (groupUsers != none) {
|
||
|
groupUsersNames = groupUsers.GetTextKeys();
|
||
|
}
|
||
|
for (i = 0; i < groupUsersNames.length; i += 1)
|
||
|
{
|
||
|
nextRecord.id = UserID(_.memory.Allocate(class'UserID'));
|
||
|
nextRecord.id.Initialize(groupUsersNames[i]);
|
||
|
if (nextRecord.id.IsInitialized())
|
||
|
{
|
||
|
nextRecord.annotation = groupUsers.GetText(groupUsersNames[i]);
|
||
|
result[result.length] = nextRecord;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
nextRecord.id.FreeSelf();
|
||
|
nextRecord.id = none;
|
||
|
}
|
||
|
}
|
||
|
_.memory.FreeMany(groupUsersNames);
|
||
|
_.memory.Free(groupUsers);
|
||
|
return result;
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Returns annotation for user given by SteamID inside the group named
|
||
|
* `groupName`. `UserID`s that are used to store belonging users into groups
|
||
|
* aren't necessarily human-readable (e.g. SteamID) and to help organize
|
||
|
* configs they can be annotated with a `Text` name.
|
||
|
* This method returns these annotations, if they exists.
|
||
|
* NOTE: Same user can have different annotations in different groups.
|
||
|
*
|
||
|
* In case this feature is configured to load user groups from a database
|
||
|
* (either local or remote), the returned value is a locally cached one.
|
||
|
* This helps us avoid having to query database each time we want to check
|
||
|
* something about user groups, but it also means we might have an outdated
|
||
|
* information.
|
||
|
*
|
||
|
* @param groupName Name of the group. Case-insensitive.
|
||
|
* @param steamID ID of the user, in whose annotation we are interested.
|
||
|
* @return Annotation for the specified user inside the specified group.
|
||
|
* `none` if either group doesn't exist, user doesn't belong to it or it is
|
||
|
* not annotated.
|
||
|
* If data wasn't yet loaded - returns `none`.
|
||
|
*/
|
||
|
public final function Text GetAnnotationForSteamID(
|
||
|
BaseText groupName,
|
||
|
BaseText steamID)
|
||
|
{
|
||
|
local Text result;
|
||
|
local Text lowerCaseGroupName;
|
||
|
local HashTable groupUsers;
|
||
|
|
||
|
if (loadedGroupToUsersMap == none) return result;
|
||
|
if (groupName == none) return result;
|
||
|
if (steamID == none) return result;
|
||
|
|
||
|
lowerCaseGroupName = groupName.LowerCopy();
|
||
|
groupUsers = loadedGroupToUsersMap.GetHashTable(lowerCaseGroupName);
|
||
|
lowerCaseGroupName.FreeSelf();
|
||
|
if (groupUsers != none) {
|
||
|
result = groupUsers.GetText(steamID);
|
||
|
}
|
||
|
_.memory.Free(groupUsers);
|
||
|
return result;
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Returns annotation for user given by SteamID inside the group named
|
||
|
* `groupName`. `UserID`s that are used to store belonging users into groups
|
||
|
* aren't necessarily human-readable (e.g. SteamID) and to help organize
|
||
|
* configs they can be annotated with a `Text` name.
|
||
|
* This method returns these annotations, if they exists.
|
||
|
* NOTE: Same user can have different annotations in different groups.
|
||
|
*
|
||
|
* In case this feature is configured to load user groups from a database
|
||
|
* (either local or remote), the returned value is a locally cached one.
|
||
|
* This helps us avoid having to query database each time we want to check
|
||
|
* something about user groups, but it also means we might have an outdated
|
||
|
* information.
|
||
|
*
|
||
|
* @param groupName Name of the group. Case-insensitive.
|
||
|
* @param steamID ID of the user, in whose annotation we are interested.
|
||
|
* @return Annotation for the specified user inside the specified group.
|
||
|
* Empty `string` if either group doesn't exist, user doesn't belong to it
|
||
|
* or it is not annotated.
|
||
|
* If data wasn't yet loaded - returns empty `string`.
|
||
|
*/
|
||
|
public final /*unreal*/ function string GetAnnotationForSteamID_S(
|
||
|
string groupName,
|
||
|
string steamID)
|
||
|
{
|
||
|
local Text result;
|
||
|
local MutableText groupWrapper, idWrapper;
|
||
|
|
||
|
groupWrapper = _.text.FromStringM(steamID);
|
||
|
idWrapper = _.text.FromStringM(steamID);
|
||
|
result = GetAnnotationForSteamID(groupWrapper, idWrapper);
|
||
|
groupWrapper.FreeSelf();
|
||
|
idWrapper.FreeSelf();
|
||
|
return _.text.IntoString(result);
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Returns annotation for user given by `UserID` inside the group named
|
||
|
* `groupName`. `UserID`s that are used to store belonging users into groups
|
||
|
* aren't necessarily human-readable (e.g. SteamID) and to help organize
|
||
|
* configs they can be annotated with a `Text` name.
|
||
|
* This method returns these annotations, if they exists.
|
||
|
* NOTE: Same user can have different annotations in different groups.
|
||
|
*
|
||
|
* In case this feature is configured to load user groups from a database
|
||
|
* (either local or remote), the returned value is a locally cached one.
|
||
|
* This helps us avoid having to query database each time we want to check
|
||
|
* something about user groups, but it also means we might have an outdated
|
||
|
* information.
|
||
|
*
|
||
|
* @param groupName Name of the group. Case-insensitive.
|
||
|
* @param steamID ID of the user, in whose annotation we are interested.
|
||
|
* @return Annotation for the specified user inside the specified group.
|
||
|
* `none` if either group doesn't exist, user doesn't belong to it or it is
|
||
|
* not annotated.
|
||
|
* If data wasn't yet loaded - returns `none`.
|
||
|
*/
|
||
|
public final function Text GetAnnotationForUserID(BaseText groupName, UserID id)
|
||
|
{
|
||
|
local Text steamID;
|
||
|
local Text result;
|
||
|
|
||
|
if (id == none) return result;
|
||
|
steamID = id.GetUniqueID();
|
||
|
if (steamID == none) return result;
|
||
|
|
||
|
result = GetAnnotationForSteamID(groupName, steamID);
|
||
|
steamID.FreeSelf();
|
||
|
return result;
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Returns annotation for user given by `UserID` inside the group named
|
||
|
* `groupName`. `UserID`s that are used to store belonging users into groups
|
||
|
* aren't necessarily human-readable (e.g. SteamID) and to help organize
|
||
|
* configs they can be annotated with a `Text` name.
|
||
|
* This method returns these annotations, if they exists.
|
||
|
* NOTE: Same user can have different annotations in different groups.
|
||
|
*
|
||
|
* In case this feature is configured to load user groups from a database
|
||
|
* (either local or remote), the returned value is a locally cached one.
|
||
|
* This helps us avoid having to query database each time we want to check
|
||
|
* something about user groups, but it also means we might have an outdated
|
||
|
* information.
|
||
|
*
|
||
|
* @param groupName Name of the group. Case-insensitive.
|
||
|
* @param steamID ID of the user, in whose annotation we are interested.
|
||
|
* @return Annotation for the specified user inside the specified group.
|
||
|
* Empty `string` if either group doesn't exist, user doesn't belong to it
|
||
|
* or it is not annotated.
|
||
|
* If data wasn't yet loaded - returns empty `string`.
|
||
|
*/
|
||
|
public final /*unreal*/ function string GetAnnotationForUserID_S(
|
||
|
string groupName,
|
||
|
UserID id)
|
||
|
{
|
||
|
local Text result;
|
||
|
local MutableText wrapper;
|
||
|
|
||
|
if (id == none) {
|
||
|
return "";
|
||
|
}
|
||
|
wrapper = _.text.FromStringM(groupName);
|
||
|
result = GetAnnotationForUserID(wrapper, id);
|
||
|
wrapper.FreeSelf();
|
||
|
return _.text.IntoString(result);
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Returns annotation for user given by `User` inside the group named
|
||
|
* `groupName`. `UserID`s that are used to store belonging users into groups
|
||
|
* aren't necessarily human-readable (e.g. SteamID) and to help organize
|
||
|
* configs they can be annotated with a `Text` name.
|
||
|
* This method returns these annotations, if they exists.
|
||
|
* NOTE: Same user can have different annotations in different groups.
|
||
|
*
|
||
|
* In case this feature is configured to load user groups from a database
|
||
|
* (either local or remote), the returned value is a locally cached one.
|
||
|
* This helps us avoid having to query database each time we want to check
|
||
|
* something about user groups, but it also means we might have an outdated
|
||
|
* information.
|
||
|
*
|
||
|
* @param groupName Name of the group. Case-insensitive.
|
||
|
* @param steamID ID of the user, in whose annotation we are interested.
|
||
|
* @return Annotation for the specified user inside the specified group.
|
||
|
* `none` if either group doesn't exist, user doesn't belong to it or it is
|
||
|
* not annotated.
|
||
|
* If data wasn't yet loaded - returns `none`.
|
||
|
*/
|
||
|
public final function Text GetAnnotationForUser(BaseText groupName, User user)
|
||
|
{
|
||
|
local UserID id;
|
||
|
local Text result;
|
||
|
|
||
|
if (user == none) {
|
||
|
return result;
|
||
|
}
|
||
|
id = user.GetID();
|
||
|
result = GetAnnotationForUserID(groupName, id);
|
||
|
_.memory.Free(id);
|
||
|
return result;
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Returns annotation for user given by `User` inside the group named
|
||
|
* `groupName`. `UserID`s that are used to store belonging users into groups
|
||
|
* aren't necessarily human-readable (e.g. SteamID) and to help organize
|
||
|
* configs they can be annotated with a `Text` name.
|
||
|
* This method returns these annotations, if they exists.
|
||
|
* NOTE: Same user can have different annotations in different groups.
|
||
|
*
|
||
|
* In case this feature is configured to load user groups from a database
|
||
|
* (either local or remote), the returned value is a locally cached one.
|
||
|
* This helps us avoid having to query database each time we want to check
|
||
|
* something about user groups, but it also means we might have an outdated
|
||
|
* information.
|
||
|
*
|
||
|
* @param groupName Name of the group. Case-insensitive.
|
||
|
* @param steamID ID of the user, in whose annotation we are interested.
|
||
|
* @return Annotation for the specified user inside the specified group.
|
||
|
* Empty `string` if either group doesn't exist, user doesn't belong to it
|
||
|
* or it is not annotated.
|
||
|
* If data wasn't yet loaded - returns empty `string`.
|
||
|
*/
|
||
|
public final /*unreal*/ function string GetAnnotationForUser_S(
|
||
|
string groupName,
|
||
|
User user)
|
||
|
{
|
||
|
local Text result;
|
||
|
local MutableText wrapper;
|
||
|
|
||
|
if (user == none) {
|
||
|
return "";
|
||
|
}
|
||
|
wrapper = _.text.FromStringM(groupName);
|
||
|
result = GetAnnotationForUser(wrapper, user);
|
||
|
wrapper.FreeSelf();
|
||
|
return _.text.IntoString(result);
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Changes annotation for user given by SteamID inside the group named
|
||
|
* `groupName`. `UserID`s that are used to store belonging users into groups
|
||
|
* aren't necessarily human-readable (e.g. SteamID) and to help organize
|
||
|
* configs they can be annotated with a `Text` name.
|
||
|
* This method allows to change these annotations.
|
||
|
* NOTE: Same user can have different annotations in different groups.
|
||
|
*
|
||
|
* In case this feature is configured to load user groups from a database
|
||
|
* (either local or remote), changes are guaranteed to be made to the locally
|
||
|
* cached copy that will persist for the duration of the game. Method will also
|
||
|
* attempt to change the database value, but that is not guaranteed to succeed,
|
||
|
* meaning that changes might not be saved for later matches.
|
||
|
*
|
||
|
* @param groupName Name of the group. Case-insensitive.
|
||
|
* @param steamID ID of the user, whose annotation we want to change.
|
||
|
* @param annotation New annotation for the specified user.
|
||
|
*/
|
||
|
public final function SetAnnotationForSteamID(
|
||
|
BaseText groupName,
|
||
|
BaseText steamID,
|
||
|
BaseText annotation)
|
||
|
{
|
||
|
local Text lowerCaseGroupName;
|
||
|
local HashTable groupUsers;
|
||
|
|
||
|
if (loadedGroupToUsersMap == none) return;
|
||
|
if (groupName == none) return;
|
||
|
if (steamID == none) return;
|
||
|
|
||
|
lowerCaseGroupName = groupName.LowerCopy();
|
||
|
groupUsers = loadedGroupToUsersMap.GetHashTable(lowerCaseGroupName);
|
||
|
if (groupUsers != none && groupUsers.HasKey(steamID))
|
||
|
{
|
||
|
groupUsers.SetItem(steamID, annotation);
|
||
|
if (useDatabaseForGroupsData)
|
||
|
{
|
||
|
userGroupsRootPointer.Push(lowerCaseGroupName);
|
||
|
userGroupsRootPointer.Push(steamID);
|
||
|
usersGroupsDatabase.WriteData(userGroupsRootPointer, annotation);
|
||
|
_.memory.Free(userGroupsRootPointer.Pop());
|
||
|
_.memory.Free(userGroupsRootPointer.Pop());
|
||
|
}
|
||
|
else {
|
||
|
ScheduleConfigSave();
|
||
|
}
|
||
|
}
|
||
|
_.memory.Free(groupUsers);
|
||
|
lowerCaseGroupName.FreeSelf();
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Changes annotation for user given by SteamID inside the group named
|
||
|
* `groupName`. `UserID`s that are used to store belonging users into groups
|
||
|
* aren't necessarily human-readable (e.g. SteamID) and to help organize
|
||
|
* configs they can be annotated with a `Text` name.
|
||
|
* This method allows to change these annotations.
|
||
|
* NOTE: Same user can have different annotations in different groups.
|
||
|
*
|
||
|
* In case this feature is configured to load user groups from a database
|
||
|
* (either local or remote), changes are guaranteed to be made to the locally
|
||
|
* cached copy that will persist for the duration of the game. Method will also
|
||
|
* attempt to change the database value, but that is not guaranteed to succeed,
|
||
|
* meaning that changes might not be saved for later matches.
|
||
|
*
|
||
|
* @param groupName Name of the group. Case-insensitive.
|
||
|
* @param steamID ID of the user, whose annotation we want to change.
|
||
|
* @param annotation New annotation for the specified user. Empty annotation
|
||
|
* means simply removing any existing annotation.
|
||
|
*/
|
||
|
public final /*unreal*/ function SetAnnotationForSteamID_S(
|
||
|
string groupName,
|
||
|
string steamID,
|
||
|
string annotation)
|
||
|
{
|
||
|
local MutableText groupWrapper;
|
||
|
local MutableText idWrapper;
|
||
|
local MutableText annotationWrapper;
|
||
|
|
||
|
groupWrapper = _.text.FromStringM(groupName);
|
||
|
idWrapper = _.text.FromStringM(steamID);
|
||
|
// Leave `annotationWrapper` as `none` for empty annotations
|
||
|
if (annotation != "") {
|
||
|
annotationWrapper = _.text.FromStringM(annotation);
|
||
|
}
|
||
|
SetAnnotationForSteamID(groupWrapper, idWrapper, annotationWrapper);
|
||
|
groupWrapper.FreeSelf();
|
||
|
idWrapper.FreeSelf();
|
||
|
_.memory.Free(annotationWrapper);
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Changes annotation for user given by `UserID` inside the group named
|
||
|
* `groupName`. `UserID`s that are used to store belonging users into groups
|
||
|
* aren't necessarily human-readable (e.g. SteamID) and to help organize
|
||
|
* configs they can be annotated with a `Text` name.
|
||
|
* This method allows to change these annotations.
|
||
|
* NOTE: Same user can have different annotations in different groups.
|
||
|
*
|
||
|
* In case this feature is configured to load user groups from a database
|
||
|
* (either local or remote), changes are guaranteed to be made to the locally
|
||
|
* cached copy that will persist for the duration of the game. Method will also
|
||
|
* attempt to change the database value, but that is not guaranteed to succeed,
|
||
|
* meaning that changes might not be saved for later matches.
|
||
|
*
|
||
|
* @param groupName Name of the group. Case-insensitive.
|
||
|
* @param steamID ID of the user, whose annotation we want to change.
|
||
|
* @param annotation New annotation for the specified user.
|
||
|
*/
|
||
|
public final function SetAnnotationForUserID(
|
||
|
BaseText groupName,
|
||
|
UserID id,
|
||
|
BaseText annotation)
|
||
|
{
|
||
|
local Text steamID;
|
||
|
|
||
|
if (id == none) return;
|
||
|
steamID = id.GetUniqueID();
|
||
|
if (steamID == none) return;
|
||
|
|
||
|
SetAnnotationForSteamID(groupName, steamID, annotation);
|
||
|
steamID.FreeSelf();
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Changes annotation for user given by `UserID` inside the group named
|
||
|
* `groupName`. `UserID`s that are used to store belonging users into groups
|
||
|
* aren't necessarily human-readable (e.g. SteamID) and to help organize
|
||
|
* configs they can be annotated with a `Text` name.
|
||
|
* This method allows to change these annotations.
|
||
|
* NOTE: Same user can have different annotations in different groups.
|
||
|
*
|
||
|
* In case this feature is configured to load user groups from a database
|
||
|
* (either local or remote), changes are guaranteed to be made to the locally
|
||
|
* cached copy that will persist for the duration of the game. Method will also
|
||
|
* attempt to change the database value, but that is not guaranteed to succeed,
|
||
|
* meaning that changes might not be saved for later matches.
|
||
|
*
|
||
|
* @param groupName Name of the group. Case-insensitive.
|
||
|
* @param steamID ID of the user, whose annotation we want to change.
|
||
|
* @param annotation New annotation for the specified user. Empty annotation
|
||
|
* means simply removing any existing annotation.
|
||
|
*/
|
||
|
public final /*unreal*/ function SetAnnotationForUserID_S(
|
||
|
string groupName,
|
||
|
UserID id,
|
||
|
string annotation)
|
||
|
{
|
||
|
local MutableText groupWrapper;
|
||
|
local MutableText annotationWrapper;
|
||
|
|
||
|
groupWrapper = _.text.FromStringM(groupName);
|
||
|
// Leave `annotationWrapper` as `none` for empty annotations
|
||
|
if (annotation != "") {
|
||
|
annotationWrapper = _.text.FromStringM(annotation);
|
||
|
}
|
||
|
SetAnnotationForUserID(groupWrapper, id, annotationWrapper);
|
||
|
groupWrapper.FreeSelf();
|
||
|
_.memory.Free(annotationWrapper);
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Changes annotation for user given by `User` inside the group named
|
||
|
* `groupName`. `UserID`s that are used to store belonging users into groups
|
||
|
* aren't necessarily human-readable (e.g. SteamID) and to help organize
|
||
|
* configs they can be annotated with a `Text` name.
|
||
|
* This method allows to change these annotations.
|
||
|
* NOTE: Same user can have different annotations in different groups.
|
||
|
*
|
||
|
* In case this feature is configured to load user groups from a database
|
||
|
* (either local or remote), changes are guaranteed to be made to the locally
|
||
|
* cached copy that will persist for the duration of the game. Method will also
|
||
|
* attempt to change the database value, but that is not guaranteed to succeed,
|
||
|
* meaning that changes might not be saved for later matches.
|
||
|
*
|
||
|
* @param groupName Name of the group. Case-insensitive.
|
||
|
* @param steamID ID of the user, whose annotation we want to change.
|
||
|
* @param annotation New annotation for the specified user.
|
||
|
*/
|
||
|
public final function SetAnnotationForUser(
|
||
|
BaseText groupName,
|
||
|
User user,
|
||
|
BaseText annotation)
|
||
|
{
|
||
|
local UserID id;
|
||
|
|
||
|
if (user == none) {
|
||
|
return;
|
||
|
}
|
||
|
id = user.GetID();
|
||
|
SetAnnotationForUserID(groupName, id, annotation);
|
||
|
_.memory.Free(id);
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Changes annotation for user given by `User` inside the group named
|
||
|
* `groupName`. `UserID`s that are used to store belonging users into groups
|
||
|
* aren't necessarily human-readable (e.g. SteamID) and to help organize
|
||
|
* configs they can be annotated with a `Text` name.
|
||
|
* This method allows to change these annotations.
|
||
|
* NOTE: Same user can have different annotations in different groups.
|
||
|
*
|
||
|
* In case this feature is configured to load user groups from a database
|
||
|
* (either local or remote), changes are guaranteed to be made to the locally
|
||
|
* cached copy that will persist for the duration of the game. Method will also
|
||
|
* attempt to change the database value, but that is not guaranteed to succeed,
|
||
|
* meaning that changes might not be saved for later matches.
|
||
|
*
|
||
|
* @param groupName Name of the group. Case-insensitive.
|
||
|
* @param steamID ID of the user, whose annotation we want to change.
|
||
|
* @param annotation New annotation for the specified user. Empty annotation
|
||
|
* means simply removing any existing annotation.
|
||
|
*/
|
||
|
public final /*unreal*/ function SetAnnotationForUser_S(
|
||
|
string groupName,
|
||
|
User user,
|
||
|
string annotation)
|
||
|
{
|
||
|
local MutableText groupWrapper;
|
||
|
local MutableText annotationWrapper;
|
||
|
|
||
|
groupWrapper = _.text.FromStringM(groupName);
|
||
|
// Leave `annotationWrapper` as `none` for empty annotations
|
||
|
if (annotation != "") {
|
||
|
annotationWrapper = _.text.FromStringM(annotation);
|
||
|
}
|
||
|
SetAnnotationForUser(groupWrapper, user, annotationWrapper);
|
||
|
groupWrapper.FreeSelf();
|
||
|
_.memory.Free(annotationWrapper);
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Checks whether user given by SteamID belongs to the group named `groupName`.
|
||
|
*
|
||
|
* In case this feature is configured to load user groups from a database
|
||
|
* (either local or remote), the returned value is a locally cached one.
|
||
|
* This helps us avoid having to query database each time we want to check
|
||
|
* something about user groups, but it also means we might have an outdated
|
||
|
* information.
|
||
|
*
|
||
|
* @param steamID SteamID of the user to remove to the group.
|
||
|
* @param groupName Name of the group to remove user to. Case-insensitive.
|
||
|
* @return `true` if user was removed to the group (including if her was
|
||
|
* already removed to it) and `false` in any other case.
|
||
|
*/
|
||
|
public final function bool IsSteamIDInGroup(
|
||
|
BaseText steamID,
|
||
|
BaseText groupName)
|
||
|
{
|
||
|
local bool result;
|
||
|
local Text lowerGroupName;
|
||
|
local HashTable nextGroupUsers;
|
||
|
|
||
|
if (loadedGroupToUsersMap == none) return false;
|
||
|
if (groupName == none) return false;
|
||
|
if (steamID == none) return false;
|
||
|
|
||
|
lowerGroupName = groupName.LowerCopy();
|
||
|
nextGroupUsers = loadedGroupToUsersMap.GetHashTable(lowerGroupName);
|
||
|
lowerGroupName.FreeSelf();
|
||
|
if (nextGroupUsers != none) {
|
||
|
result = nextGroupUsers.HasKey(steamID);
|
||
|
}
|
||
|
_.memory.Free(nextGroupUsers);
|
||
|
return result;
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Checks whether user given by SteamID belongs to the group named `groupName`.
|
||
|
*
|
||
|
* In case this feature is configured to load user groups from a database
|
||
|
* (either local or remote), the returned value is a locally cached one.
|
||
|
* This helps us avoid having to query database each time we want to check
|
||
|
* something about user groups, but it also means we might have an outdated
|
||
|
* information.
|
||
|
*
|
||
|
* @param steamID SteamID of the user to remove to the group.
|
||
|
* @param groupName Name of the group to remove user to. Case-insensitive.
|
||
|
* @return `true` if user was removed to the group (including if her was
|
||
|
* already removed to it) and `false` in any other case.
|
||
|
*/
|
||
|
public final /*unreal*/ function bool IsSteamIDInGroup_S(
|
||
|
string steamID,
|
||
|
string groupName)
|
||
|
{
|
||
|
local bool result;
|
||
|
local MutableText idWrapper, groupWrapper;
|
||
|
|
||
|
idWrapper = _.text.FromStringM(steamID);
|
||
|
groupWrapper = _.text.FromStringM(groupName);
|
||
|
result = IsSteamIDInGroup(idWrapper, groupWrapper);
|
||
|
idWrapper.FreeSelf();
|
||
|
groupWrapper.FreeSelf();
|
||
|
return result;
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Checks whether user given by `UserID` belongs to the group named
|
||
|
* `groupName`.
|
||
|
*
|
||
|
* In case this feature is configured to load user groups from a database
|
||
|
* (either local or remote), the returned value is a locally cached one.
|
||
|
* This helps us avoid having to query database each time we want to check
|
||
|
* something about user groups, but it also means we might have an outdated
|
||
|
* information.
|
||
|
*
|
||
|
* @param id ID of the user to check.
|
||
|
* @param groupName Name of the group. Case-insensitive.
|
||
|
* @return `true` if user with an ID given by `id` belongs to the group named
|
||
|
* `groupName` and false if: it does not, either of the parameters is
|
||
|
* invalid or group data wasn't yet properly loaded.
|
||
|
*/
|
||
|
public final function bool IsUserIDInGroup(UserID id, BaseText groupName)
|
||
|
{
|
||
|
local bool result;
|
||
|
local Text steamID;
|
||
|
|
||
|
if (groupName == none) return false;
|
||
|
if (id == none) return false;
|
||
|
steamID = id.GetUniqueID();
|
||
|
if (steamID == none) return false;
|
||
|
|
||
|
result = IsSteamIDInGroup(steamID, groupName);
|
||
|
steamID.FreeSelf();
|
||
|
return result;
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Checks whether user given by `UserID` belongs to the group named
|
||
|
* `groupName`.
|
||
|
*
|
||
|
* In case this feature is configured to load user groups from a database
|
||
|
* (either local or remote), the returned value is a locally cached one.
|
||
|
* This helps us avoid having to query database each time we want to check
|
||
|
* something about user groups, but it also means we might have an outdated
|
||
|
* information.
|
||
|
*
|
||
|
* @param id ID of the user to check.
|
||
|
* @param groupName Name of the group. Case-insensitive.
|
||
|
* @return `true` if user with an ID given by `id` belongs to the group named
|
||
|
* `groupName` and false if: it does not, either of the parameters is
|
||
|
* invalid or group data wasn't yet properly loaded.
|
||
|
*/
|
||
|
public final /*unreal*/ function bool IsUserIDInGroup_S(
|
||
|
UserID id,
|
||
|
string groupName)
|
||
|
{
|
||
|
local bool result;
|
||
|
local MutableText wrapper;
|
||
|
|
||
|
wrapper = _.text.FromStringM(groupName);
|
||
|
result = IsUserIDInGroup(id, wrapper);
|
||
|
wrapper.FreeSelf();
|
||
|
return result;
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Checks whether user belongs to the specified group.
|
||
|
*
|
||
|
* In case this feature is configured to load user groups from a database
|
||
|
* (either local or remote), the returned value is a locally cached one.
|
||
|
* This helps us avoid having to query database each time we want to check
|
||
|
* something about user groups, but it also means we might have an outdated
|
||
|
* information.
|
||
|
*
|
||
|
* @param user Reference to `User` object that represent the user we are to
|
||
|
* check for belonging to the group.
|
||
|
* @param groupName Name of the group. Case-insensitive.
|
||
|
* @return `true` if user with an ID given by `id` belongs to the group named
|
||
|
* `groupName` and false if: it does not, either of the parameters is
|
||
|
* invalid or group data wasn't yet properly loaded.
|
||
|
*/
|
||
|
public final function bool IsUserInGroup(User user, BaseText groupName)
|
||
|
{
|
||
|
local UserID id;
|
||
|
local bool result;
|
||
|
|
||
|
if (user == none) {
|
||
|
return false;
|
||
|
}
|
||
|
id = user.GetID();
|
||
|
result = IsUserIDInGroup(id, groupName);
|
||
|
_.memory.Free(id);
|
||
|
return result;
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Checks whether user belongs to the specified group.
|
||
|
*
|
||
|
* In case this feature is configured to load user groups from a database
|
||
|
* (either local or remote), the returned value is a locally cached one.
|
||
|
* This helps us avoid having to query database each time we want to check
|
||
|
* something about user groups, but it also means we might have an outdated
|
||
|
* information.
|
||
|
*
|
||
|
* @param user Reference to `User` object that represent the user we are to
|
||
|
* check for belonging to the group.
|
||
|
* @param groupName Name of the group. Case-insensitive.
|
||
|
* @return `true` if user with an ID given by `id` belongs to the group named
|
||
|
* `groupName` and false if: it does not, either of the parameters is
|
||
|
* invalid or group data wasn't yet properly loaded.
|
||
|
*/
|
||
|
public final /*unreal*/ function bool IsUserInGroup_S(
|
||
|
User user,
|
||
|
string groupName)
|
||
|
{
|
||
|
local bool result;
|
||
|
local MutableText wrapper;
|
||
|
|
||
|
wrapper = _.text.FromStringM(groupName);
|
||
|
result = IsUserInGroup(user, wrapper);
|
||
|
wrapper.FreeSelf();
|
||
|
return result;
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Checks whether user groups' data was already loaded from the source
|
||
|
* (either config file or local/remote database).
|
||
|
*
|
||
|
* Data loaded once is cached and this method returning `true` does not
|
||
|
* guarantee that is isn't outdated. Additional, asynchronous queries must be
|
||
|
* made to check for that.
|
||
|
*
|
||
|
* @return `true` if user groups' data was loaded and `false` otherwise.
|
||
|
*/
|
||
|
public final function bool IsUserGroupDataLoaded()
|
||
|
{
|
||
|
return userGroupsDataLoaded;
|
||
|
}
|
||
|
|
||
|
defaultproperties
|
||
|
{
|
||
|
configClass = class'Users'
|
||
|
warnNoLocalGroup = (l=LOG_Warning,m="Expected config to contain `UserGroup` named \"%1\", but it is missing. \"AcediaUsers.ini\" might be misconfigured.")
|
||
|
warnDuplicateIDs = (l=LOG_Warning,m="Duplicate record for user id \"%1\" is found in `UserGroup` named \"%2\". \"AcediaUsers.ini\" is misconfigured and needs to be fixed.")
|
||
|
errCannotCreateLocalGroup = (l=LOG_Error,m="Failed to create config section for `UserGroup` named \"%1\".")
|
||
|
errCannotOpenDatabase = (l=LOG_Error,m="\"Users_Feature\" has failed to open database given by the link \"%1\".")
|
||
|
infoUserGroupDataLoaded = (l=LOG_Info,m="Successfully loaded user data from the database link \"%1\".")
|
||
|
errDBBadRootUserGroupData = (l=LOG_Error,m="Database link \"%1\" (configured to load user group data in \"AcediaUsers.ini\") contains incompatible data.")
|
||
|
errDBBadLinkPointer = (l=LOG_Error,m="Path inside database link \"%1\" (configured inside \"AcediaUsers.ini\") is invalid.")
|
||
|
errDBDamaged = (l=LOG_Error,m="Database given by the link \"%1\" (configured inside \"AcediaUsers.ini\") seems to be damaged.")
|
||
|
errNoServerCore = (l=LOG_Error,m="Cannot start \"Users_Feature\", because no `ServerCore` was created.")
|
||
|
errDBContainsNonLowerRegister = (l=LOG_Error,m="Database given by the link \"%1\" contains non-lower case key \"%2\". This shouldn't happen, unless someone manually edited database.")
|
||
|
}
|