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/**
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* API that allows easy access to `User` persistent data and `UserID`s.
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* Copyright 2020-2023 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 UserAPI extends AcediaObject
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dependson(Users_Feature)
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config(AcediaSystem);
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// Active `Users_Feature`, remember it along with life version to avoid
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// taking up a reference
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var private int usersFeatureLifeVersion;
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var private Users_Feature usersFeature;
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var private int persistentDataLifeVersion;
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var private PersistentDataManager persistentData;
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var private PersistentDataManager_OnPersistentDataReady_Signal onPersistentDataReadySignal;
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/**
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* Signal that will be emitted whenever we get an update on connection status
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* to the database, where persistent data for UserID is stored. This can
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* be updated several times in cases like `Users_Feature` being rebooted or
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* losing connection to the database.
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*
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* [Signature]
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* void <slot>(UserID id, bool online)
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*
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* @param id ID of the user, for whom status of persistent data got
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* updated.
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* @param online Is connection to the database online? If this flag is set to
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* `false` - an local, session-only storage will be used instead.
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*/
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/* SIGNAL */
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public final function PersistentDataManager_OnPersistentDataReady_Slot OnEditResult(
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AcediaObject receiver)
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{
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return PersistentDataManager_OnPersistentDataReady_Slot(
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onPersistentDataReadySignal.NewSlot(receiver));
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}
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// DO NOT CALL MANUALLY
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public function PersistentDataManager_OnPersistentDataReady_Signal _getOnReadySignal()
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{
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return onPersistentDataReadySignal;
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}
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// DO NOT CALL MANUALLY
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public function _reloadFeature()
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{
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if ( usersFeature != none
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&& usersFeature.GetLifeVersion() == usersFeatureLifeVersion)
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{
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usersFeature.FreeSelf();
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usersFeature = none;
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}
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usersFeature =
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Users_Feature(class'Users_Feature'.static.GetEnabledInstance());
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if (usersFeature != none) {
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usersFeatureLifeVersion = usersFeature.GetLifeVersion();
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}
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_.memory.Free(usersFeature);
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}
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protected function Constructor()
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{
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onPersistentDataReadySignal =
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PersistentDataManager_OnPersistentDataReady_Signal(
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_.memory.Allocate(
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class'PersistentDataManager_OnPersistentDataReady_Signal')
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);
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}
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/**
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* Checks whether database setup to store users' persistent data was configured
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* and actually exists.
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*
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* This does not check for whether that database is properly configured.
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* If sub-object set to store users' data was not created inside it, then
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* Acedia will not be able to make use of users' persistent storage.
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*
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* @return `true` if database for users' persistent data storage exists and
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* `false` otherwise.
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*/
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public final function bool IsPersistentStorageActive()
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{
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if (usersFeature != none) {
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return (usersFeature.BorrowPersistentDataManager() != none);
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}
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return false;
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}
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/**
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* Fetches `User` object that stores persistent data for a given `userID`.
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*
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* @param userID ID for which to fetch a persistent data storage.
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* @return `User` object for a given `UserID`. Guaranteed to be a valid
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* non-`none` reference if passed `userID` is not `none` and initialized
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* (which is guaranteed unless you manually created it).
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*/
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public final function User Fetch(UserID userID)
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{
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local User result;
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local UserDatabase userDB;
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userDB = class'UserDatabase'.static.GetInstance();
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if (userDB == none) {
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return none;
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}
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result = userDB.FetchUser(userID);
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userDB.FreeSelf();
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return result;
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}
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/**
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* Fetches appropriate `User` object for a player, given his id as a `Text`.
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*
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* @param idHash `Text` representation of someone's id.
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* @return Corresponding `User` object. Guaranteed to be a valid non-`none`
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* reference.
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*/
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public final function User FetchByIDHash(BaseText idHash)
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{
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local UserID userID;
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local UserDatabase userDB;
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local User result;
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userDB = class'UserDatabase'.static.GetInstance();
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if (userDB == none) {
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return none;
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}
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userID = userDB.FetchUserID(idHash);
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userDB.FreeSelf();
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if (userID == none) {
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return none;
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}
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result = userDB.FetchUser(userID);
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userID.FreeSelf();
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return result;
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}
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/**
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* Fetches appropriate `User` object for a player, given his session key.
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*
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* @param userKey Key corresponding to a `User` method must to get.
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* @return Corresponding `User` object. Guaranteed to be a valid non-`none`
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* reference if `userKey` was actually assigned to any `User` during
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* current playing session; `none` otherwise.
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*/
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public final function User FetchByKey(int userKey)
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{
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local User result;
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local UserDatabase userDB;
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userDB = class'UserDatabase'.static.GetInstance();
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if (userDB != none) {
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return none;
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}
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result = userDB.FetchUserByKey(userKey);
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userDB.FreeSelf();
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return result;
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}
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/**
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* Returns names of all available groups that users can belong to.
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*
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* Will only work if `Users_Feature` is active.
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* In case active config of `Users_Feature` is configured to load user
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* groups from a database (either local or remote), the returned value is
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* a locally cached one. This helps us avoid having to query database each time
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* we want to check something about user groups, but it also means we might
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* have an outdated information.
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*
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* @return Array with names of all available groups.
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* All array elements are guaranteed to be not-`none`, unique and in
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* lower case.
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*/
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public final function array<Text> GetAvailableGroups()
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{
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local array<Text> emptyResult;
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if (usersFeature != none) {
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return usersFeature.GetAvailableGroups();
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}
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return emptyResult;
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}
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/**
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* Returns names of all available groups that users can belong to.
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*
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* Will only work if `Users_Feature` is active.
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* In case active config of `Users_Feature` is configured to load user
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* groups from a database (either local or remote), the returned value is
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* a locally cached one. This helps us avoid having to query database each time
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* we want to check something about user groups, but it also means we might
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* have an outdated information.
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*
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* @return Array with names of all available groups. All array elements are
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* guaranteed to be unique and in lower case.
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*/
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public final /*unreal*/ function array<string> GetAvailableGroups_S()
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{
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local array<string> emptyResult;
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if (usersFeature != none) {
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return usersFeature.GetAvailableGroups_S();
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}
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return emptyResult;
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}
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/**
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* Adds a new user group.
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*
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* Will only work if `Users_Feature` is active.
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* In case active config of `Users_Feature` is configured to load user
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* groups from a database (either local or remote), the returned value is
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* a locally cached one. This helps us avoid having to query database each time
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* we want to check something about user groups, but it also means we might
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* have an outdated information.
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* Changes will always persist for the duration of the match, but writing
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* them into the (non-config) source might fail, leading to changes being reset
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* after the level switch. For non-database (config) sources changes will
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* always be saved.
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*
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* @param groupName Name of the group to add. Case-insensitive.
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* @return `true` if group was added and `false` otherwise (including if it
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* already existed).
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*/
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public final function bool AddGroup(BaseText groupName)
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{
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if (usersFeature != none) {
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return usersFeature.AddGroup(groupName);
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}
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return false;
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}
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/**
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* Adds a new user group.
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*
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* Will only work if `Users_Feature` is active.
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* In case active config of `Users_Feature` is configured to load user
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* groups from a database (either local or remote), the returned value is
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* a locally cached one. This helps us avoid having to query database each time
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* we want to check something about user groups, but it also means we might
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* have an outdated information.
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* Changes will always persist for the duration of the match, but writing
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* them into the (non-config) source might fail, leading to changes being reset
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* after the level switch. For non-database (config) sources changes will
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* always be saved.
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*
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* @param groupName Name of the group to add. Case-insensitive.
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* @return `true` if group was added and `false` otherwise (including if it
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* already existed).
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*/
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public final /*unreal*/ function bool AddGroup_S(string groupName)
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{
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if (usersFeature != none) {
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return usersFeature.AddGroup_S(groupName);
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}
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return false;
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}
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/**
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* Removes existing user group.
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*
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* Will only work if `Users_Feature` is active.
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* In case active config of `Users_Feature` is configured to load user
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* groups from a database (either local or remote), the returned value is
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* a locally cached one. This helps us avoid having to query database each time
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* we want to check something about user groups, but it also means we might
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* have an outdated information.
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* Changes will always persist for the duration of the match, but writing
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* them into the (non-config) source might fail, leading to changes being reset
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* after the level switch. For non-database (config) sources changes will
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* always be saved.
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*
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* @param groupName Name of the group to remove. Case-insensitive.
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* @return `true` if group was removed and `false` otherwise (including if it
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* didn't exist in the first place).
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*/
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public final function bool RemoveGroup(BaseText groupName)
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{
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if (usersFeature != none) {
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return usersFeature.RemoveGroup(groupName);
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}
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return false;
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}
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/**
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* Removes existing user group.
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*
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* Will only work if `Users_Feature` is active.
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* In case active config of `Users_Feature` is configured to load user
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* groups from a database (either local or remote), the returned value is
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* a locally cached one. This helps us avoid having to query database each time
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* we want to check something about user groups, but it also means we might
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* have an outdated information.
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* Changes will always persist for the duration of the match, but writing
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* them into the (non-config) source might fail, leading to changes being reset
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* after the level switch. For non-database (config) sources changes will
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* always be saved.
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*
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* @param groupName Name of the group to remove. Case-insensitive.
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* @return `true` if group was removed and `false` otherwise (including if it
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* didn't exist in the first place).
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*/
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public final /*unreal*/ function bool RemoveGroup_S(string groupName)
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{
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if (usersFeature != none) {
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return usersFeature.RemoveGroup_S(groupName);
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}
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return false;
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}
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/**
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* Checks whether group with specified name exists.
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*
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* Will only work if `Users_Feature` is active.
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* In case active config of `Users_Feature` is configured to load user
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* groups from a database (either local or remote), the returned value is
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* a locally cached one. This helps us avoid having to query database each time
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* we want to check something about user groups, but it also means we might
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* have an outdated information.
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*
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* @param groupName Name of the group to check existence of.
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* Case-insensitive.
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* @return `true` if group exists and `false` otherwise.
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*/
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public final function bool IsGroupExisting(BaseText groupName)
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{
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if (usersFeature != none) {
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return usersFeature.IsGroupExisting(groupName);
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}
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return false;
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}
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/**
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* Checks whether group with specified name exists.
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*
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* Will only work if `Users_Feature` is active.
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* In case active config of `Users_Feature` is configured to load user
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* groups from a database (either local or remote), the returned value is
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* a locally cached one. This helps us avoid having to query database each time
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* we want to check something about user groups, but it also means we might
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* have an outdated information.
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*
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* @param groupName Name of the group to check existence of.
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* Case-insensitive.
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* @return `true` if group exists and `false` otherwise.
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*/
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public final /*unreal*/ function bool IsGroupExisting_S(string groupName)
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{
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if (usersFeature != none) {
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return usersFeature.IsGroupExisting_S(groupName);
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}
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return false;
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}
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/**
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* Adds user with the given SteamID into the specified group.
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*
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* Will only work if `Users_Feature` is active.
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* In case active config of `Users_Feature` is configured to load user
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* groups from a database (either local or remote), changes are guaranteed to
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|
|
* 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)
|
|
|
|
{
|
|
|
|
if (usersFeature != none) {
|
|
|
|
return usersFeature.AddSteamIDToGroup(steamID, groupName);
|
|
|
|
}
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Adds user with the given SteamID into the specified group.
|
|
|
|
*
|
|
|
|
* Will only work if `Users_Feature` is active.
|
|
|
|
* In case active config of `Users_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)
|
|
|
|
{
|
|
|
|
if (usersFeature != none) {
|
|
|
|
return usersFeature.AddSteamIDToGroup_S(steamID, groupName);
|
|
|
|
}
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Adds user (given by the `UserID`) into the specified group.
|
|
|
|
*
|
|
|
|
* Will only work if `Users_Feature` is active.
|
|
|
|
* In case active config of `Users_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)
|
|
|
|
{
|
|
|
|
if (usersFeature != none) {
|
|
|
|
return usersFeature.AddUserIDToGroup(id, groupName);
|
|
|
|
}
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Adds user (given by the `UserID`) into the specified group.
|
|
|
|
*
|
|
|
|
* Will only work if `Users_Feature` is active.
|
|
|
|
* In case active config of `Users_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)
|
|
|
|
{
|
|
|
|
if (usersFeature != none) {
|
|
|
|
return usersFeature.AddUserIDToGroup_S(id, groupName);
|
|
|
|
}
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Adds given user into the specified group.
|
|
|
|
*
|
|
|
|
* Will only work if `Users_Feature` is active.
|
|
|
|
* In case active config of `Users_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)
|
|
|
|
{
|
|
|
|
if (usersFeature != none) {
|
|
|
|
return usersFeature.AddUserToGroup(user, groupName);
|
|
|
|
}
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Adds given user into the specified group.
|
|
|
|
*
|
|
|
|
* Will only work if `Users_Feature` is active.
|
|
|
|
* In case active config of `Users_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)
|
|
|
|
{
|
|
|
|
if (usersFeature != none) {
|
|
|
|
return usersFeature.AddUserToGroup_S(user, groupName);
|
|
|
|
}
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Removes user with the given SteamID from the specified group.
|
|
|
|
*
|
|
|
|
* Will only work if `Users_Feature` is active.
|
|
|
|
* In case active config of `Users_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)
|
|
|
|
{
|
|
|
|
if (usersFeature != none) {
|
|
|
|
return usersFeature.RemoveSteamIDFromGroup(steamID, groupName);
|
|
|
|
}
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Removes user with the given SteamID from the specified group.
|
|
|
|
*
|
|
|
|
* Will only work if `Users_Feature` is active.
|
|
|
|
* In case active config of `Users_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)
|
|
|
|
{
|
|
|
|
if (usersFeature != none) {
|
|
|
|
return usersFeature.RemoveSteamIDFromGroup_S(steamID, groupName);
|
|
|
|
}
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Removes user (given by the `UserID`) from the specified group.
|
|
|
|
*
|
|
|
|
* Will only work if `Users_Feature` is active.
|
|
|
|
* In case active config of `Users_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)
|
|
|
|
{
|
|
|
|
if (usersFeature != none) {
|
|
|
|
return usersFeature.RemoveUserIDFromGroup(id, groupName);
|
|
|
|
}
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Removes user (given by the `UserID`) from the specified group.
|
|
|
|
*
|
|
|
|
* Will only work if `Users_Feature` is active.
|
|
|
|
* In case active config of `Users_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)
|
|
|
|
{
|
|
|
|
if (usersFeature != none) {
|
|
|
|
return usersFeature.RemoveUserIDFromGroup_S(id, groupName);
|
|
|
|
}
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Removes user from the specified group.
|
|
|
|
*
|
|
|
|
* Will only work if `Users_Feature` is active.
|
|
|
|
* In case active config of `Users_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)
|
|
|
|
{
|
|
|
|
if (usersFeature != none) {
|
|
|
|
return usersFeature.RemoveUserFromGroup(user, groupName);
|
|
|
|
}
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Removes user from the specified group.
|
|
|
|
*
|
|
|
|
* Will only work if `Users_Feature` is active.
|
|
|
|
* In case active config of `Users_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)
|
|
|
|
{
|
|
|
|
if (usersFeature != none) {
|
|
|
|
return usersFeature.RemoveUserFromGroup_S(user, groupName);
|
|
|
|
}
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Returns names of all groups available for the user given by the SteamID.
|
|
|
|
*
|
|
|
|
* Will only work if `Users_Feature` is active.
|
|
|
|
* In case active config of `Users_Feature` is set up 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 array<Text> emptyResult;
|
|
|
|
|
|
|
|
if (usersFeature != none) {
|
|
|
|
return usersFeature.GetGroupsForSteamID(steamID);
|
|
|
|
}
|
|
|
|
return emptyResult;
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Returns names of all groups available for the user given by the SteamID.
|
|
|
|
*
|
|
|
|
* Will only work if `Users_Feature` is active.
|
|
|
|
* In case active config of `Users_Feature` is set up 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 array<string> emptyResult;
|
|
|
|
|
|
|
|
if (usersFeature != none) {
|
|
|
|
return usersFeature.GetGroupsForSteamID_S(steamID);
|
|
|
|
}
|
|
|
|
return emptyResult;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Returns names of all groups available for the user given by the `UserID`.
|
|
|
|
*
|
|
|
|
* Will only work if `Users_Feature` is active.
|
|
|
|
* In case active config of `Users_Feature` is set up 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 array<Text> emptyResult;
|
|
|
|
|
|
|
|
if (usersFeature != none) {
|
|
|
|
return usersFeature.GetGroupsForUserID(id);
|
|
|
|
}
|
|
|
|
return emptyResult;
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Returns names of all groups available for the user given by the `UserID`.
|
|
|
|
*
|
|
|
|
* Will only work if `Users_Feature` is active.
|
|
|
|
* In case active config of `Users_Feature` is set up 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 array<string> emptyResult;
|
|
|
|
|
|
|
|
if (usersFeature != none) {
|
|
|
|
return usersFeature.GetGroupsForUserID_S(id);
|
|
|
|
}
|
|
|
|
return emptyResult;
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Returns names of all groups available for the user.
|
|
|
|
*
|
|
|
|
* Will only work if `Users_Feature` is active.
|
|
|
|
* In case active config of `Users_Feature` is set up 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 array<Text> emptyResult;
|
|
|
|
|
|
|
|
if (usersFeature != none) {
|
|
|
|
return usersFeature.GetGroupsForUser(user);
|
|
|
|
}
|
|
|
|
return emptyResult;
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Returns names of all groups available for the user.
|
|
|
|
*
|
|
|
|
* Will only work if `Users_Feature` is active.
|
|
|
|
* In case active config of `Users_Feature` is set up 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 array<string> emptyResult;
|
|
|
|
|
|
|
|
if (usersFeature != none) {
|
|
|
|
return usersFeature.GetGroupsForUser_S(user);
|
|
|
|
}
|
|
|
|
return emptyResult;
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Returns `UserID`s of all users that belong into the group named `groupName`.
|
|
|
|
*
|
|
|
|
* @see For more information alongside `UserID`s use
|
|
|
|
* `GetAnnotatedGroupMembers()`.
|
|
|
|
*
|
|
|
|
* Will only work if `Users_Feature` is active.
|
|
|
|
* In case active config of `Users_Feature` is set up 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 array<UserID> emptyResult;
|
|
|
|
|
|
|
|
if (usersFeature != none) {
|
|
|
|
return usersFeature.GetGroupMembers(groupName);
|
|
|
|
}
|
|
|
|
return emptyResult;
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* 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()`.
|
|
|
|
*
|
|
|
|
* Will only work if `Users_Feature` is active.
|
|
|
|
* In case active config of `Users_Feature` is set up 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<Users_Feature.AnnotatedUserID> GetAnnotatedGroupMembers(
|
|
|
|
BaseText groupName)
|
|
|
|
{
|
|
|
|
local array<Users_Feature.AnnotatedUserID> emptyResult;
|
|
|
|
|
|
|
|
if (usersFeature != none) {
|
|
|
|
return usersFeature.GetAnnotatedGroupMembers(groupName);
|
|
|
|
}
|
|
|
|
return emptyResult;
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* 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.
|
|
|
|
*
|
|
|
|
* Will only work if `Users_Feature` is active.
|
|
|
|
* In case active config of `Users_Feature` is set up 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)
|
|
|
|
{
|
|
|
|
if (usersFeature != none) {
|
|
|
|
return usersFeature.GetAnnotationForSteamID(groupName, steamID);
|
|
|
|
}
|
|
|
|
return none;
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* 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.
|
|
|
|
*
|
|
|
|
* Will only work if `Users_Feature` is active.
|
|
|
|
* In case active config of `Users_Feature` is set up 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)
|
|
|
|
{
|
|
|
|
if (usersFeature != none) {
|
|
|
|
return usersFeature.GetAnnotationForSteamID_S(groupName, steamID);
|
|
|
|
}
|
|
|
|
return "";
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* 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.
|
|
|
|
*
|
|
|
|
* Will only work if `Users_Feature` is active.
|
|
|
|
* In case active config of `Users_Feature` is set up 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)
|
|
|
|
{
|
|
|
|
if (usersFeature != none) {
|
|
|
|
return usersFeature.GetAnnotationForUserID(groupName, id);
|
|
|
|
}
|
|
|
|
return none;
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* 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.
|
|
|
|
*
|
|
|
|
* Will only work if `Users_Feature` is active.
|
|
|
|
* In case active config of `Users_Feature` is set up 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)
|
|
|
|
{
|
|
|
|
if (usersFeature != none) {
|
|
|
|
return usersFeature.GetAnnotationForUserID_S(groupName, id);
|
|
|
|
}
|
|
|
|
return "";
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* 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.
|
|
|
|
*
|
|
|
|
* Will only work if `Users_Feature` is active.
|
|
|
|
* In case active config of `Users_Feature` is set up 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)
|
|
|
|
{
|
|
|
|
if (usersFeature != none) {
|
|
|
|
return usersFeature.GetAnnotationForUser(groupName, user);
|
|
|
|
}
|
|
|
|
return none;
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* 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.
|
|
|
|
*
|
|
|
|
* Will only work if `Users_Feature` is active.
|
|
|
|
* In case active config of `Users_Feature` is set up 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)
|
|
|
|
{
|
|
|
|
if (usersFeature != none) {
|
|
|
|
return usersFeature.GetAnnotationForUser_S(groupName, user);
|
|
|
|
}
|
|
|
|
return "";
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* 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)
|
|
|
|
{
|
|
|
|
if (usersFeature != none) {
|
|
|
|
usersFeature.SetAnnotationForSteamID(groupName, steamID, annotation);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* 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)
|
|
|
|
{
|
|
|
|
if (usersFeature != none) {
|
|
|
|
usersFeature.SetAnnotationForSteamID_S(groupName, steamID, annotation);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* 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)
|
|
|
|
{
|
|
|
|
if (usersFeature != none) {
|
|
|
|
usersFeature.SetAnnotationForUserID(groupName, id, annotation);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* 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)
|
|
|
|
{
|
|
|
|
if (usersFeature != none) {
|
|
|
|
usersFeature.SetAnnotationForUserID_S(groupName, id, annotation);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* 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)
|
|
|
|
{
|
|
|
|
if (usersFeature != none) {
|
|
|
|
usersFeature.SetAnnotationForUser(groupName, user, annotation);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* 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)
|
|
|
|
{
|
|
|
|
if (usersFeature != none) {
|
|
|
|
usersFeature.SetAnnotationForUser_S(groupName, user, annotation);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Checks whether user given by SteamID belongs to the group named `groupName`.
|
|
|
|
*
|
|
|
|
* Will only work if `Users_Feature` is active.
|
|
|
|
* In case active config of `Users_Feature` is set up 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 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 IsSteamIDInGroup(
|
|
|
|
BaseText steamID,
|
|
|
|
BaseText groupName)
|
|
|
|
{
|
|
|
|
if (usersFeature != none) {
|
|
|
|
return usersFeature.IsSteamIDInGroup(steamID, groupName);
|
|
|
|
}
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Checks whether user given by SteamID belongs to the group named `groupName`.
|
|
|
|
*
|
|
|
|
* Will only work if `Users_Feature` is active.
|
|
|
|
* In case active config of `Users_Feature` is set up 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 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 IsSteamIDInGroup_S(
|
|
|
|
string id,
|
|
|
|
string groupName)
|
|
|
|
{
|
|
|
|
if (usersFeature != none) {
|
|
|
|
return usersFeature.IsSteamIDInGroup_S(id, groupName);
|
|
|
|
}
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Checks whether user given by the `UserID` belongs to the group named
|
|
|
|
* `groupName`.
|
|
|
|
*
|
|
|
|
* Will only work if `Users_Feature` is active.
|
|
|
|
* In case active config of `Users_Feature` is set up 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)
|
|
|
|
{
|
|
|
|
if (usersFeature != none) {
|
|
|
|
return usersFeature.IsUserIDInGroup(id, groupName);
|
|
|
|
}
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Checks whether user given by the `UserID` belongs to the group named
|
|
|
|
* `groupName`.
|
|
|
|
*
|
|
|
|
* Will only work if `Users_Feature` is active.
|
|
|
|
* In case active config of `Users_Feature` is set up 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)
|
|
|
|
{
|
|
|
|
if (usersFeature != none) {
|
|
|
|
return usersFeature.IsUserIDInGroup_S(id, groupName);
|
|
|
|
}
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Checks whether user belongs to the given group.
|
|
|
|
*
|
|
|
|
* Will only work if `Users_Feature` is active.
|
|
|
|
* In case active config of `Users_Feature` is set up 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)
|
|
|
|
{
|
|
|
|
if (usersFeature != none) {
|
|
|
|
return usersFeature.IsUserInGroup(user, groupName);
|
|
|
|
}
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Checks whether user belongs to the given group.
|
|
|
|
*
|
|
|
|
* Will only work if `Users_Feature` is active.
|
|
|
|
* In case active config of `Users_Feature` is set up 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)
|
|
|
|
{
|
|
|
|
if (usersFeature != none) {
|
|
|
|
return usersFeature.IsUserInGroup_S(user, groupName);
|
|
|
|
}
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Checks whether user groups' data was already loaded from the source
|
|
|
|
* (either config file or local/remote database).
|
|
|
|
*
|
|
|
|
* Will only work if `Users_Feature` is active.
|
|
|
|
* 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.
|
|
|
|
*/
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|
|
|
public final function bool IsUserGroupDataLoaded()
|
|
|
|
{
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|
|
|
if (usersFeature != none) {
|
|
|
|
return usersFeature.IsUserGroupDataLoaded();
|
|
|
|
}
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
defaultproperties
|
|
|
|
{
|
|
|
|
}
|