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/**
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* Class for an object that will provide an access to a Acedia's functionality
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* by giving a reference to this object to all Acedia's objects and actors,
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* emulating a global API namespace.
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* Copyright 2020 - 2021 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 Global extends Object;
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// `Global` is expected to behave like a singleton and will store it's
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// main instance in this variable's default value.
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var protected Global myself;
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var public RefAPI ref;
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var public BoxAPI box;
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var public LoggerAPI logger;
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var public CollectionsAPI collections;
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var public UnrealAPI unreal;
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var public TimeAPI time;
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var public AliasesAPI alias;
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var public TextAPI text;
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var public MemoryAPI memory;
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var public ConsoleAPI console;
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var public ColorAPI color;
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var public UserAPI users;
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var public PlayersAPI players;
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var public JSONAPI json;
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var public DBAPI db;
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var public AvariceAPI avarice;
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var public KFFrontend kf;
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public final static function Global GetInstance()
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{
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if (default.myself == none) {
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// `Global` is special and exists outside main Acedia's
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// object infrastructure, so we allocate it without using API methods.
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default.myself = new class'Global';
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default.myself.Initialize();
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}
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return default.myself;
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}
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protected function Initialize()
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{
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// Special case that we cannot spawn with memory API since it obviously
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// does not exist yet!
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memory = new class'MemoryAPI';
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// `TextAPI` and `CollectionsAPI` need to be loaded before `LoggerAPI`
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ref = RefAPI(memory.Allocate(class'RefAPI'));
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box = BoxAPI(memory.Allocate(class'BoxAPI'));
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text = TextAPI(memory.Allocate(class'TextAPI'));
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collections = CollectionsAPI(memory.Allocate(class'CollectionsAPI'));
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unreal = UnrealAPI(memory.Allocate(class'UnrealAPI'));
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time = TimeAPI(memory.Allocate(class'TimeAPI'));
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logger = LoggerAPI(memory.Allocate(class'LoggerAPI'));
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alias = AliasesAPI(memory.Allocate(class'AliasesAPI'));
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console = ConsoleAPI(memory.Allocate(class'ConsoleAPI'));
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color = ColorAPI(memory.Allocate(class'ColorAPI'));
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users = UserAPI(memory.Allocate(class'UserAPI'));
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players = PlayersAPI(memory.Allocate(class'PlayersAPI'));
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json = JSONAPI(memory.Allocate(class'JSONAPI'));
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db = DBAPI(memory.Allocate(class'DBAPI'));
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avarice = AvariceAPI(memory.Allocate(class'AvariceAPI'));
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kf = KFFrontend(memory.Allocate(class'KF1_Frontend'));
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json.StaticConstructor();
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}
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public function DropGameplayAPI()
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{
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memory.Free(kf);
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kf = none;
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}
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public function DropCoreAPI()
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{
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memory = none;
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ref = none;
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box = none;
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text = none;
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collections = none;
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unreal.DropAPI();
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unreal = none;
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time = none;
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logger = none;
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alias = none;
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console = none;
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color = none;
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users = none;
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players = none;
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json = none;
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db = none;
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avarice = none;
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default.myself = none;
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}
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