UnrealScript library and basis for all Acedia Framework mods
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/**
* API that allows easy access to `User` persistent data and `UserID`s.
* Copyright 2020-2022 Anton Tarasenko
*------------------------------------------------------------------------------
* This file is part of Acedia.
*
* Acedia is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, version 3 of the License, or
* (at your option) any later version.
*
* Acedia is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with Acedia. If not, see <https://www.gnu.org/licenses/>.
*/
class UserAPI extends AcediaObject
dependson(Users_Feature)
config(AcediaSystem);
var private config string userdataDBLink;
// Active `Users_Feature`, remember it along with life version to avoid
// taking up a reference
var private int usersFeatureLifeVersion;
var private Users_Feature usersFeature;
// Database where user's data (persistent data and user groups) is stored
var private Database persistentDatabase;
var private LoggerAPI.Definition warnNoPersistentDatabaseLink;
var private LoggerAPI.Definition errNoPersistentDatabase;
var private LoggerAPI.Definition errCannotCreateSkeletonFor;
var private LoggerAPI.Definition infoPersistentDatabaseLoaded;
protected function Constructor()
{
SetupUserDataDatabase();
}
// DO NOT CALL MANUALLY
public function _reloadFeature()
{
if ( usersFeature != none
&& usersFeature.GetLifeVersion() == usersFeatureLifeVersion)
{
usersFeature.FreeSelf();
usersFeature = none;
}
usersFeature =
Users_Feature(class'Users_Feature'.static.GetEnabledInstance());
if (usersFeature != none) {
usersFeatureLifeVersion = usersFeature.GetLifeVersion();
}
_.memory.Free(usersFeature);
}
// Loads persistent user database, specified by the AcediaCore's config and
// creates a basic skeleton for storing its data
private function SetupUserDataDatabase()
{
local Text persistentDataLink;
local JSONPointer persistentDataPointer;
local HashTable skeleton, emptyObject;
if (persistentDatabase != none) {
return;
}
// Check if database was even specified
persistentDataLink = GetPersistentDataLink();
if (persistentDataLink.IsEmpty())
{
_.logger.Auto(warnNoPersistentDatabaseLink);
persistentDataLink.FreeSelf();
return;
}
// If link was specified - try loading database from it
persistentDatabase = _.db.Load(persistentDataLink);
if (persistentDatabase == none)
{
_.logger.Auto(errNoPersistentDatabase).Arg(persistentDataLink);
persistentDataLink.FreeSelf();
return;
}
// Write skeleton database's skeleton
skeleton = _.collections.EmptyHashTable();
emptyObject = _.collections.EmptyHashTable();
skeleton.SetItem(P("Groups"), emptyObject);
skeleton.SetItem(P("PerUserData"), emptyObject);
persistentDataPointer = _.db.GetPointer(persistentDataLink);
persistentDatabase
.IncrementData(persistentDataPointer, skeleton)
.connect = ReportSkeletonCreationResult;
skeleton.FreeSelf();
emptyObject.FreeSelf();
persistentDataLink.FreeSelf();
_.memory.Free(persistentDataPointer);
}
private function ReportSkeletonCreationResult(
Database.DBQueryResult result,
Database source)
{
local Text persistentDataLink;
persistentDataLink = GetPersistentDataLink();
if (result == DBR_Success) {
_.logger.Auto(infoPersistentDatabaseLoaded).Arg(persistentDataLink);
}
else
{
_.logger.Auto(errCannotCreateSkeletonFor).Arg(persistentDataLink);
_.memory.Free(persistentDatabase);
persistentDatabase = none;
}
_.memory.Free(persistentDataLink);
}
/**
* Returns reference to the database of user records that Acedia was
* set up to use.
*
* `UserDatabase` is for storing a set of users that joined the game during
* the session, for database that stores persistent user data
* @see `GetPersistentDatabase()`.
*
* @return Main `UserDatabase` that Acedia currently uses to load and
* store user information. Guaranteed to be a valid non-`none` reference.
*/
public final function UserDatabase GetDatabase()
{
return class'UserDatabase'.static.GetInstance();
}
/**
* Returns reference to the database of user records that Acedia was
* set up to use.
*
* `Database` returned by this method stores persistent user data, for
* the database of users that joined during the current game session
* @see `GetDatabase()`.
*
* @return Main `UserDatabase` that Acedia currently uses to load and
* store user information. Guaranteed to be a valid non-`none` reference.
*/
public final function Database GetPersistentDatabase()
{
if (persistentDatabase != none) {
persistentDatabase.NewRef();
}
return persistentDatabase;
}
/**
* Returns configured database link to the JSON object in which users' data
* is stored.
*
* @return Database link to the JSON object in which users' data is stored.
* Guaranteed to not be `none`.
*/
public final function Text GetPersistentDataLink()
{
return _.text.FromString(userdataDBLink);
}
/**
* Checks whether database setup to store users' persistent data was configured
* and actually exists.
*
* This does not check for whether that database is properly configured.
* If sub-object set to store users' data was not created inside it, then
* Acedia will not be able to make use of users' persistent storage.
*
* @return `true` if database for users' persistent data storage exists and
* `false` otherwise.
*/
public final function bool PersistentStorageExists()
{
return (persistentDatabase != none);
}
/**
* Fetches `User` object that stores persistent data for a given `userID`.
*
* @param userID ID for which to fetch a persistent data storage.
* @return `User` object for a given `UserID`. Guaranteed to be a valid
* non-`none` reference if passed `userID` is not `none` and initialized
* (which is guaranteed unless you manually created it).
*/
public final function User Fetch(UserID userID)
{
local User result;
local UserDatabase userDB;
userDB = class'UserDatabase'.static.GetInstance();
if (userDB == none) {
return none;
}
result = userDB.FetchUser(userID);
userDB.FreeSelf();
return result;
}
/**
* Fetches appropriate `User` object for a player, given his id as a `Text`.
*
* @param idHash `Text` representation of someone's id.
* @return Corresponding `User` object. Guaranteed to be a valid non-`none`
* reference.
*/
public final function User FetchByIDHash(BaseText idHash)
{
local UserID userID;
local UserDatabase userDB;
local User result;
userDB = class'UserDatabase'.static.GetInstance();
if (userDB == none) {
return none;
}
userID = userDB.FetchUserID(idHash);
userDB.FreeSelf();
if (userID == none) {
return none;
}
result = userDB.FetchUser(userID);
userID.FreeSelf();
return result;
}
/**
* Fetches appropriate `User` object for a player, given his session key.
*
* @param userKey Key corresponding to a `User` method must to get.
* @return Corresponding `User` object. Guaranteed to be a valid non-`none`
* reference if `userKey` was actually assigned to any `User` during
* current playing session; `none` otherwise.
*/
public final function User FetchByKey(int userKey)
{
local User result;
local UserDatabase userDB;
userDB = class'UserDatabase'.static.GetInstance();
if (userDB != none) {
return none;
}
result = userDB.FetchUserByKey(userKey);
userDB.FreeSelf();
return result;
}
/**
* Returns names of all available groups that users can belong to.
*
* 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), 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.
*
* @return Array with names of all available groups.
* All array elements are guaranteed to be not-`none`, unique and in
* lower case.
*/
public final function array<Text> GetAvailableGroups()
{
local array<Text> emptyResult;
if (usersFeature != none) {
return usersFeature.GetAvailableGroups();
}
return emptyResult;
}
/**
* Returns names of all available groups that users can belong to.
*
* 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), 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.
*
* @return Array with names of all available groups. All array elements are
* guaranteed to be unique and in lower case.
*/
public final /*unreal*/ function array<string> GetAvailableGroups_S()
{
local array<string> emptyResult;
if (usersFeature != none) {
return usersFeature.GetAvailableGroups_S();
}
return emptyResult;
}
/**
* Adds a new user 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), 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.
* Changes will always persist for the duration of the match, but writing
* them into the (non-config) source might fail, leading to changes being reset
* after the level switch. For non-database (config) sources changes will
* always be saved.
*
* @param groupName Name of the group to add. Case-insensitive.
* @return `true` if group was added and `false` otherwise (including if it
* already existed).
*/
public final function bool AddGroup(BaseText groupName)
{
if (usersFeature != none) {
return usersFeature.AddGroup(groupName);
}
return false;
}
/**
* Adds a new user 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), 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.
* Changes will always persist for the duration of the match, but writing
* them into the (non-config) source might fail, leading to changes being reset
* after the level switch. For non-database (config) sources changes will
* always be saved.
*
* @param groupName Name of the group to add. Case-insensitive.
* @return `true` if group was added and `false` otherwise (including if it
* already existed).
*/
public final /*unreal*/ function bool AddGroup_S(string groupName)
{
if (usersFeature != none) {
return usersFeature.AddGroup_S(groupName);
}
return false;
}
/**
* Removes existing user 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), 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.
* Changes will always persist for the duration of the match, but writing
* them into the (non-config) source might fail, leading to changes being reset
* after the level switch. For non-database (config) sources changes will
* always be saved.
*
* @param groupName Name of the group to remove. Case-insensitive.
* @return `true` if group was removed and `false` otherwise (including if it
* didn't exist in the first place).
*/
public final function bool RemoveGroup(BaseText groupName)
{
if (usersFeature != none) {
return usersFeature.RemoveGroup(groupName);
}
return false;
}
/**
* Removes existing user 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), 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.
* Changes will always persist for the duration of the match, but writing
* them into the (non-config) source might fail, leading to changes being reset
* after the level switch. For non-database (config) sources changes will
* always be saved.
*
* @param groupName Name of the group to remove. Case-insensitive.
* @return `true` if group was removed and `false` otherwise (including if it
* didn't exist in the first place).
*/
public final /*unreal*/ function bool RemoveGroup_S(string groupName)
{
if (usersFeature != none) {
return usersFeature.RemoveGroup_S(groupName);
}
return false;
}
/**
* Checks whether group with specified name exists.
*
* 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), 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 to check existence of.
* Case-insensitive.
* @return `true` if group exists and `false` otherwise.
*/
public final function bool IsGroupExisting(BaseText groupName)
{
if (usersFeature != none) {
return usersFeature.IsGroupExisting(groupName);
}
return false;
}
/**
* Checks whether group with specified name exists.
*
* 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), 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 to check existence of.
* Case-insensitive.
* @return `true` if group exists and `false` otherwise.
*/
public final /*unreal*/ function bool IsGroupExisting_S(string groupName)
{
if (usersFeature != none) {
return usersFeature.IsGroupExisting_S(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 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.
*/
public final function bool IsUserGroupDataLoaded()
{
if (usersFeature != none) {
return usersFeature.IsUserGroupDataLoaded();
}
return false;
}
defaultproperties
{
userdataDBLink = "[local]database:/users"
warnNoPersistentDatabaseLink = (l=LOG_Warning,m="No persistent user database link is setup. No persistent user data or user groups will be available. Setup `userDataDBLink` inside \"AcediaSystem.ini\".")
errCannotCreateSkeletonFor = (l=LOG_Error,m="Failed to create persistent database skeleton for connected database with link \"%1\". User data functionality won't function properly.")
errNoPersistentDatabase = (l=LOG_Error,m="Failed to connect to persistent user database with link \"%1\").")
infoPersistentDatabaseLoaded = (l=LOG_Info,m="Connected to persistent user database with link \"%1\".")
}