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/**
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* Object that is supposed to store a persistent data about the
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* certain player. That is data that will be remembered even after player
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* reconnects or server changes map/restarts.
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* Copyright 2020-2022 Anton Tarasenko
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*------------------------------------------------------------------------------
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* This file is part of Acedia.
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*
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* Acedia is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, version 3 of the License, or
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* (at your option) any later version.
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*
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* Acedia is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with Acedia. If not, see <https://www.gnu.org/licenses/>.
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*/
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class User extends AcediaObject;
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// Unique identifier for which this `User` stores it's data
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var private UserID id;
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// A numeric "key" assigned to this user for a session that can serve as
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// an easy reference in console commands
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var private int key;
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// Database where user's persistent data is stored
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var private Database persistentDatabase;
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// Pointer to this user's "settings" data in particular
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var private JSONPointer persistentSettingsPointer;
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// Groups to which caller `User` belongs to.
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// Every user always belongs to group "everyone", so it is never listed
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// here.
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// Local user groups are not available for modification and are only loaded
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// from configs, so `userGroups` might duplicate groups from `localUserGroup`,
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// allowing to add them to editable sources (database).
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// Group names are stored in the lower register.
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var private array<Text> userGroups; // user groups loaded from database
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var private array<Text> localUserGroups; // user groups loaded from local files
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var private LoggerAPI.Definition errNoUserDataDatabase;
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protected function Finalizer()
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{
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if (id != none) {
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id.FreeSelf();
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}
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if (persistentSettingsPointer != none) {
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persistentSettingsPointer.FreeSelf();
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}
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id = none;
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persistentSettingsPointer = none;
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}
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/**
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* Initializes caller `User` with id and it's session key.
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*
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* Initialization should (and can) only be done once.
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* Before a `Initialize()` call, any other method calls on such `User`
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* must be considerate to have undefined behavior.
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* DO NOT CALL THIS METHOD MANUALLY.
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*/
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public final function Initialize(UserID initID, int initKey)
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{
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id = initID;
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key = initKey;
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if (initID != none) {
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initID.NewRef();
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}
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LoadLocalGroups();
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}
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/**
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* Return id for which caller `User` stores data.
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*
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* @return `UserID` that caller `User` was initialized with.
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*/
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public final function UserID GetID()
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{
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if (id != none) {
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id.NewRef();
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}
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return id;
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}
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/**
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* Return session key of the caller `User`.
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*
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* @return Session key of the caller `User`.
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*/
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public final function int GetKey()
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{
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return key;
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}
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// Loads locally defined groups from the "AcediaUserGroups.ini" config
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private final function LoadLocalGroups()
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{
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local int i, j;
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local string mySteamID;
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local UserGroup nextGroupConfig;
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local array<string> nextUserArray;
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local array<Text> availableGroups;
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if (id == none) {
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return;
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}
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class'UserGroup'.static.Initialize();
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mySteamID = _.text.IntoString(id.GetSteamID64String());
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availableGroups = class'UserGroup'.static.AvailableConfigs();
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// Go over every group
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for (i = 0; i < availableGroups.length; i += 1)
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{
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nextGroupConfig = UserGroup(
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class'UserGroup'.static.GetConfigInstance(availableGroups[i]));
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// Add group as local if it has our ID recorded
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nextUserArray = nextGroupConfig.user;
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for (j = 0; j < nextUserArray.length; j += 1)
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{
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if (nextUserArray[j] == mySteamID)
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{
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localUserGroups[localUserGroups.length] =
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availableGroups[i].LowerCopy();
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}
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}
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_.memory.Free(nextGroupConfig);
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}
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_.memory.FreeMany(availableGroups);
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}
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/**
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* Adds caller user into new group, specified by `newGroup`.
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* This group must exist for the method to succeed.
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*
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* @param newGroup Name of the group to add caller `User` into.
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*/
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public final function AddGroup(Text newGroup)
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{
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local int i;
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if (newGroup == none) return;
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if (class'UserGroup'.static.Exists(newGroup)) return;
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for (i = 0; i < userGroups.length; i += 1)
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{
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if (newGroup.Compare(userGroups[i], SCASE_INSENSITIVE)) {
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return;
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}
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}
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userGroups[userGroups.length] = newGroup.LowerCopy();
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}
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/**
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* Removes caller user from the given group `groupToRemove`.
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*
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* @param groupToRemove Name of the group to remove caller `User` from.
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* @return `true` if user was actually removed from the group and `false`
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* otherwise (group doesn't exist or user didn't belong to it).
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*/
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public final function bool RemoveGroup(Text groupToRemove)
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{
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local int i;
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if (groupToRemove == none) {
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return false;
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}
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for (i = 0; i < userGroups.length; i += 1)
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{
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if (groupToRemove.Compare(userGroups[i], SCASE_INSENSITIVE))
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{
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userGroups[i].FreeSelf();
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userGroups.Remove(i, 1);
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return true;
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}
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}
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return false;
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}
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/**
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* Checks whether caller `User` belongs to the group specified by
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* `groupToCheck`.
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*
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* @param groupToCheck Name of the group to check for whether caller `User`
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* belongs to it.
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* @return `true` if caller `User` belongs to the group `groupToCheck` and
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* `false` otherwise.
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*/
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public final function bool IsInGroup(Text groupToCheck)
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{
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local int i;
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if (groupToCheck == none) {
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return false;
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}
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for (i = 0; i < userGroups.length; i += 1)
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{
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if (groupToCheck.Compare(userGroups[i], SCASE_INSENSITIVE)) {
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return true;
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}
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}
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return false;
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}
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/**
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* Returns array with names of all groups to which caller user belongs to.
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*
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* @return Array of names of the groups that caller user belongs to.
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* Guaranteed to not contain duplicates or `none` values.
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*/
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public final function array<Text> GetGroups()
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{
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local int i, j;
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local bool duplicate;
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local array<Text> result;
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for (i = 0; i < localUserGroups.length; i += 1) {
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result[result.length] = localUserGroups[i].Copy();
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}
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for (i = 0; i < userGroups.length; i += 1)
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{
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duplicate = false;
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// Check `userGroups[i]` for being a duplicate from `localUserGroups`
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for (j = 0; j < localUserGroups.length; j += 1)
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{
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// No need for `SCASE_INSENSITIVE`, since user group names
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// are stored in lower case
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if (userGroups[i].Compare(localUserGroups[j]))
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{
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duplicate = true;
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break;
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}
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}
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if (!duplicate) {
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result[result.length] = userGroups[i].Copy();
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}
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}
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return result;
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}
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/**
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* Reads user's persistent data saved inside group `groupName`, saving it into
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* a collection using mutable data types.
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* Only should be used if `_.users.PersistentStorageExists()` returns `true`.
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*
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* @param groupName Name of the group these settings belong to.
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* This exists to help reduce name collisions between different mods.
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* Acedia stores all its settings under "Acedia" group. We suggest that you
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* pick at least one name to use for your own mods.
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* It should be unique enough to not get picked by others - "weapons" is
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* a bad name, while "CoolModMastah79" is actually a good pick.
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* @return Task object for reading specified persistent data from the database.
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* For more info see `Database.ReadData()` method.
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* Guaranteed to not be `none` iff
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* `_.users.PersistentStorageExists() == true`.
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*/
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public final function DBReadTask ReadGroupOfPersistentData(BaseText groupName)
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{
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local DBReadTask task;
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if (groupName == none) return none;
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if (!SetupDatabaseVariables()) return none;
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persistentSettingsPointer.Push(groupName);
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task = persistentDatabase.ReadData(persistentSettingsPointer, true);
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_.memory.Free(persistentSettingsPointer.Pop());
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return task;
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}
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/**
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* Reads user's persistent data saved under name `dataName`, saving it into
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* a collection using mutable data types.
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* Only should be used if `_.users.PersistentStorageExists()` returns `true`.
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*
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* @param groupName Name of the group these settings belong to.
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* This exists to help reduce name collisions between different mods.
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* Acedia stores all its settings under "Acedia" group. We suggest that you
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* pick at least one name to use for your own mods.
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* It should be unique enough to not get picked by others - "weapons" is
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* a bad name, while "CoolModMastah79" is actually a good pick.
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* @param dataName Any name, from under which settings you are interested
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* (inside `groupName` group) should be read.
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* @return Task object for reading specified persistent data from the database.
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* For more info see `Database.ReadData()` method.
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* Guaranteed to not be `none` iff
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* `_.users.PersistentStorageExists() == true`.
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*/
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public final function DBReadTask ReadPersistentData(
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BaseText groupName,
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BaseText dataName)
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{
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local DBReadTask task;
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if (groupName == none) return none;
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if (dataName == none) return none;
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if (!SetupDatabaseVariables()) return none;
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persistentSettingsPointer.Push(groupName).Push(dataName);
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task = persistentDatabase.ReadData(persistentSettingsPointer, true);
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_.memory.Free(persistentSettingsPointer.Pop());
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_.memory.Free(persistentSettingsPointer.Pop());
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return task;
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}
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/**
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* Writes user's persistent data under name `dataName`.
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* Only should be used if `_.users.PersistentStorageExists()` returns `true`.
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*
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* @param groupName Name of the group these settings belong to.
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* This exists to help reduce name collisions between different mods.
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* Acedia stores all its settings under "Acedia" group. We suggest that you
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* pick at least one name to use for your own mods.
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* It should be unique enough to not get picked by others - "weapons" is
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* a bad name, while "CoolModMastah79" is actually a good pick.
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* @param dataName Any name, under which settings you are interested
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* (inside `groupName` group) should be written.
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* @param data JSON-compatible (see `_.json.IsCompatible()`) data that
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* should be written into database.
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* @return Task object for writing specified persistent data into the database.
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* For more info see `Database.WriteData()` method.
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* Guarantee to not be `none` iff
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* `_.users.PersistentStorageExists() == true`.
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*/
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public final function DBWriteTask WritePersistentData(
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BaseText groupName,
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BaseText dataName,
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AcediaObject data)
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|
{
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local DBWriteTask task;
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local HashTable emptyObject;
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if (groupName == none) return none;
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if (dataName == none) return none;
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if (!SetupDatabaseVariables()) return none;
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emptyObject = _.collections.EmptyHashTable();
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persistentSettingsPointer.Push(groupName);
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persistentDatabase.IncrementData(persistentSettingsPointer, emptyObject);
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persistentSettingsPointer.Push(dataName);
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task = persistentDatabase.WriteData(persistentSettingsPointer, data);
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_.memory.Free(persistentSettingsPointer.Pop());
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_.memory.Free(persistentSettingsPointer.Pop());
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_.memory.Free(emptyObject);
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return task;
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}
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|
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// Setup database `persistentDatabase` and pointer to this user's data
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// `persistentSettingsPointer`.
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|
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// Return `true` if these variables were setup (during this call or before)
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// and `false` otherwise.
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|
|
private function bool SetupDatabaseVariables()
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|
|
{
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|
|
local Text userDataLink;
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|
|
local Text userTextID;
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|
|
local HashTable emptyObject, skeletonObject;
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|
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if ( persistentDatabase != none && persistentSettingsPointer != none
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|
&& persistentDatabase.IsAllocated())
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|
|
{
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|
return true;
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|
|
}
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|
|
if (id == none || !id.IsInitialized()) {
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return false;
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}
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|
|
_.memory.Free(persistentSettingsPointer);
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userDataLink = _.users.GetUserDataLink();
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persistentDatabase = _.db.Load(userDataLink);
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if (persistentDatabase == none)
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|
|
{
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|
_.logger.Auto(errNoUserDataDatabase).Arg(userDataLink);
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|
return false;
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|
}
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|
persistentSettingsPointer = _.db.GetPointer(userDataLink);
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|
userTextID = id.GetSteamID64String();
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|
skeletonObject = _.collections.EmptyHashTable();
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|
skeletonObject.SetItem(P("statistics"), _.collections.EmptyHashTable());
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|
skeletonObject.SetItem(P("settings"), _.collections.EmptyHashTable());
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|
emptyObject = _.collections.EmptyHashTable();
|
|
|
|
persistentDatabase.IncrementData(persistentSettingsPointer, emptyObject);
|
|
|
|
persistentSettingsPointer.Push(userTextID);
|
|
|
|
persistentDatabase.IncrementData(persistentSettingsPointer, skeletonObject);
|
|
|
|
persistentSettingsPointer.Push(P("settings"));
|
|
|
|
_.memory.Free(userTextID);
|
|
|
|
_.memory.Free(userDataLink);
|
|
|
|
_.memory.Free(skeletonObject);
|
|
|
|
_.memory.Free(emptyObject);
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
defaultproperties
|
|
|
|
{
|
|
|
|
errNoUserDataDatabase = (l=LOG_Error,m="Failed to load persistent user database instance given by link \"%1\".")
|
|
|
|
}
|