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205 lines
6.7 KiB
205 lines
6.7 KiB
2 years ago
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/**
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* This is a simple helper object for `AliasSource` that can store
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* an array of aliases in config files in a per-object-config manner.
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* One `AliasesStorage` object can store several aliases for a single
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* value.
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* It is recommended that you do not try to access these objects directly.
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* `AliasesStorage` is abstract, so it can never be created, for any
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* actual use create a child class. Suggested name scheme is
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* "<something>Aliases", like "ColorAliases" or "WeaponAliases".
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* It's only interesting function is storing '.'s as ':' in it's config,
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* which is necessary to allow storing aliases for class names via
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* these objects (since UnrealScript's cannot handle '.'s in object's names
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* in it's configs).
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* [INTERNAL] This is an internal object and should not be directly modified,
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* its only allowed use is documented way to create new alias sources.
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* Copyright 2019-2022 Anton Tarasenko
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*------------------------------------------------------------------------------
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* This file is part of Acedia.
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*
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* Acedia is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, version 3 of the License, or
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* (at your option) any later version.
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*
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* Acedia is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with Acedia. If not, see <https://www.gnu.org/licenses/>.
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*/
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class AliasesStorage extends AcediaObject
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perObjectConfig
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config(AcediaAliases)
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abstract;
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// Aliases, recorded by this `AliasesStorage` object that all refer to
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// the same value, defined by this object's name `string(self.name)`
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var protected config array<string> alias;
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// Name of the configurational file (without extension) where
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// this `AliasSource`'s data will be stored
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var protected const string configName;
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// Link to the `AliasSource` that uses `AliasesStorage` objects of this class.
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// To ensure that any `AliasesStorage` sub-class only belongs to one
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// `AliasSource`.
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var public const class<AliasSource> sourceClass;
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// `true` means that this `AliasesStorage` object is awaiting saving into its
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// config
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var private bool pendingSaveToConfig;
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// Since:
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// 1. '.'s in values are converted into ':' for storage purposes;
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// 2. We have to store values in `string` to make use of config files.
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// we need methods to convert between "storage" (`string`)
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// and "actual" (`Text`) value version.
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// `ToStorageVersion()` and `ToActualVersion()` do that.
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private final static function string ToStorageVersion(BaseText actualValue)
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{
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return Repl(actualValue.ToString(), ".", ":");
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}
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// See comment to `ToStorageVersion()`
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private final static function Text ToActualVersion(string storageValue)
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{
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return __().text.FromString(Repl(storageValue, ":", "."));
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}
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/**
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* Loads all `AliasesStorage` objects from their config file
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* (defined in paired `AliasSource` class).
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*
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* This is an internal method and returned `AliasesStorage` objects require
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* a special treatment: they aren't meant to be used with Acedia's reference
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* counting - never release their references.
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*
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* @return Array of all `Aliases` objects, loaded from their config file.
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*/
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public static final function array<AliasesStorage> LoadAllObjects()
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{
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local int i;
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local array<string> objectNames;
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local array<AliasesStorage> loadedAliasObjects;
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objectNames = GetPerObjectNames(default.configName,
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string(default.class.name), MaxInt);
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for (i = 0; i < objectNames.length; i += 1) {
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loadedAliasObjects[i] = LoadObjectByName(objectNames[i]);
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}
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return loadedAliasObjects;
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}
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// Loads a new `AliasesStorage` object by it's given name (`objectName`).
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private static final function AliasesStorage LoadObjectByName(
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string objectName)
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{
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local AliasesStorage result;
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// Since `MemoryAPI` for now does not support specifying names
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// to created objects - do some manual dark magic and
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// initialize this shit ourselves. Don't repeat this at home, kids.
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result = new(none, objectName) default.class;
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result._constructor();
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return result;
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}
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/**
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* Loads a new `AliasesStorage` object based on the value (`aliasesValue`)
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* of it's aliases.
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*
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* @param aliasesValue Value that aliases in this `Aliases` object will
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* correspond to.
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* @return Instance of `AliasesStorage` object with a given name.
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*/
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public static final function AliasesStorage LoadObject(BaseText aliasesValue)
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{
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if (aliasesValue != none) {
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return LoadObjectByName(ToStorageVersion(aliasesValue));
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}
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return none;
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}
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/**
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* Returns value that caller's `Aliases` object's aliases point to.
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*
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* @return Value, stored by this object.
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*/
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public final function Text GetValue()
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{
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return ToActualVersion(string(self.name));
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}
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/**
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* Returns array of aliases that caller `AliasesStorage` tells us point to
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* it's value.
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*
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* @return Array of all aliases, stored by caller `AliasesStorage` object.
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*/
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public final function array<Text> GetAliases()
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{
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local int i;
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local array<Text> textAliases;
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for (i = 0; i < alias.length; i += 1) {
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textAliases[i] = _.text.FromString(alias[i]);
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}
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return textAliases;
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}
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/**
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* [For inner use by `AliasSource`] Removes alias from this object.
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*
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* Does not update relevant `AliasHash`.
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*
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* Will prevent adding duplicate records inside it's own storage.
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*
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* @param aliasToRemove Alias to remove from caller `AliasesStorage` object.
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* Expected to be in lower case.
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*/
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public final function RemoveAlias_S(string aliasToRemove)
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{
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local int i;
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local bool removedAlias;
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while (i < alias.length)
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{
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if (aliasToRemove ~= alias[i])
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{
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alias.Remove(i, 1);
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removedAlias = true;
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}
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else {
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i += 1;
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}
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}
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if (!pendingSaveToConfig)
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{
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pendingSaveToConfig = true;
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_.scheduler.RequestDiskAccess(self).connect = SaveOrClear;
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}
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}
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/**
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* If this object still has any alias records, - forces a rewrite of it's data
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* into the config file, otherwise - removes it's record entirely.
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*/
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private final function SaveOrClear()
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{
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if (alias.length <= 0) {
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ClearConfig();
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}
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else {
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SaveConfig();
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}
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pendingSaveToConfig = false;
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}
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defaultproperties
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{
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sourceClass = class'AliasSource'
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configName = "AcediaAliases"
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}
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