UnrealScript library and basis for all Acedia Framework mods
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.

82 lines
2.5 KiB

/**
* Class for an object that will provide an access to a Acedia's
* server-specific functionality by giving a reference to this object to all
* Acedia's objects and actors, emulating a global API namespace.
* Copyright 2022 Anton Tarasenko
*------------------------------------------------------------------------------
* This file is part of Acedia.
*
* Acedia is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, version 3 of the License, or
* (at your option) any later version.
*
* Acedia is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with Acedia. If not, see <https://www.gnu.org/licenses/>.
*/
class ServerGlobal extends CoreGlobal;
// `Global` is expected to behave like a singleton and will store it's
// main instance in this variable's default value.
var protected ServerGlobal myself;
var public KFFrontend kf;
public final static function ServerGlobal GetInstance()
{
if (default.myself == none)
{
// `...Global`s are special and exist outside main Acedia's
// object infrastructure, so we allocate it without using API methods.
default.myself = new class'ServerGlobal';
}
return default.myself;
}
protected function Initialize()
{
local Global _;
if (initialized) {
return;
}
super.Initialize();
_ = class'Global'.static.GetInstance();
kf = KFFrontend(_.memory.Allocate(class'KF1_Frontend'));
initialized = true;
}
public final function bool ConnectServerLevelCore()
{
local Global _;
if (class'ServerLevelCore'.static.GetInstance() == none) {
return false;
}
Initialize();
class'UnrealService'.static.Require();
// TODO: this is hack as fuck, needs to be redone
_ = class'Global'.static.GetInstance();
_.unreal.mutator.OnMutate(
ServiceAnchor(_.memory.Allocate(class'ServiceAnchor')))
.connect = EnableCommandsFeature;
return true;
}
private final function EnableCommandsFeature(
string command,
PlayerController sendingPlayer)
{
if (command ~= "acediacommands") {
class'Commands_Feature'.static.EmergencyEnable();
}
}
defaultproperties
{
}