|
|
|
/**
|
|
|
|
* Simple user database for Acedia.
|
|
|
|
* Only stores data for a session, map or server restarts will clear it.
|
|
|
|
* Copyright 2020 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 UserDatabase extends AcediaObject
|
|
|
|
config(Acedia);
|
|
|
|
|
|
|
|
// This is used as a global variable only (`default.activeDatabase`) to store
|
|
|
|
// a reference to main database for persistent data, used by Acedia.
|
|
|
|
var public UserDatabase activeDatabase;
|
|
|
|
// `User` records that were stored this session
|
|
|
|
var private array<User> sessionUsers;
|
|
|
|
// `UserID`s generated during this session.
|
|
|
|
// Instead of constantly creating new ones - just reuse already created.
|
|
|
|
// This array should not grow too large under normal circumstances.
|
|
|
|
var private array<UserID> storedUserIDs;
|
|
|
|
|
|
|
|
protected static function StaticFinalizer()
|
|
|
|
{
|
|
|
|
default.activeDatabase = none;
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Provides a reference to the database of user records that Acedia was
|
|
|
|
* set up to use.
|
|
|
|
*
|
|
|
|
* Provided reference is guaranteed to not change during one session.
|
|
|
|
*
|
|
|
|
* @return reference to the database of user records that Acedia was
|
|
|
|
* set up to use.
|
|
|
|
*/
|
|
|
|
public final static function UserDatabase GetInstance()
|
|
|
|
{
|
|
|
|
if (default.activeDatabase == none)
|
|
|
|
{
|
|
|
|
default.activeDatabase =
|
|
|
|
UserDatabase(__().memory.Allocate(class'UserDatabase'));
|
|
|
|
}
|
|
|
|
default.activeDatabase.NewRef();
|
|
|
|
return default.activeDatabase;
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Converts `Text` representation of someone's id into appropriate
|
|
|
|
* `UserID` object.
|
|
|
|
*
|
|
|
|
* @param idHash `Text` representation of id hash, associated with
|
|
|
|
* a particular user.
|
|
|
|
* @return `UserID` associated with given `idHash`. Always returns the same
|
|
|
|
* object for the same `idHash`. Can return `none` if `UserID` cannot be
|
|
|
|
* correctly initialized with given `idHash` (guaranteed not to happen for
|
|
|
|
* any valid id hashes).
|
|
|
|
*/
|
|
|
|
public final function UserID FetchUserID(BaseText idHash)
|
|
|
|
{
|
|
|
|
local int i;
|
|
|
|
local UserID.SteamID steamID;
|
|
|
|
local UserID newUserID;
|
|
|
|
if (idHash == none) {
|
|
|
|
return none;
|
|
|
|
}
|
|
|
|
steamID = class'UserID'.static.GetSteamIDFromIDHash(idHash);
|
|
|
|
for (i = 0; i < storedUserIDs.length; i += 1)
|
|
|
|
{
|
|
|
|
if (storedUserIDs[i].IsEqualToSteamID(steamID))
|
|
|
|
{
|
|
|
|
_.memory.Free(steamID.steamID64);
|
|
|
|
storedUserIDs[i].NewRef();
|
|
|
|
return storedUserIDs[i];
|
|
|
|
}
|
|
|
|
}
|
|
|
|
newUserID = UserID(_.memory.Allocate(class'UserID'));
|
|
|
|
newUserID.InitializeWithSteamID(steamID);
|
|
|
|
if (newUserID.IsInitialized())
|
|
|
|
{
|
|
|
|
storedUserIDs[storedUserIDs.length] = newUserID;
|
|
|
|
newUserID.newRef();
|
|
|
|
return newUserID;
|
|
|
|
}
|
|
|
|
_.memory.Free(steamID.steamID64);
|
|
|
|
_.memory.Free(newUserID);
|
|
|
|
return 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 FetchUser(UserID userID)
|
|
|
|
{
|
|
|
|
local int i;
|
|
|
|
local User newUser;
|
|
|
|
for (i = 0; i < sessionUsers.length; i += 1)
|
|
|
|
{
|
|
|
|
if (sessionUsers[i].GetID().IsEqual(userID)) {
|
|
|
|
return sessionUsers[i];
|
|
|
|
}
|
|
|
|
}
|
|
|
|
newUser = User(__().memory.Allocate(class'User'));
|
|
|
|
newUser.Initialize(userID, sessionUsers.length + 1);
|
|
|
|
sessionUsers[sessionUsers.length] = newUser;
|
|
|
|
return newUser;
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* 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 FetchUserByKey(int userKey)
|
|
|
|
{
|
|
|
|
local int i;
|
|
|
|
for (i = 0; i < sessionUsers.length; i += 1)
|
|
|
|
{
|
|
|
|
if (sessionUsers[i].GetKey() == userKey) {
|
|
|
|
return sessionUsers[i];
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return none;
|
|
|
|
}
|
|
|
|
|
|
|
|
defaultproperties
|
|
|
|
{
|
|
|
|
}
|