Browse Source

Add new `UserAPI` methods

pull/8/head
Anton Tarasenko 2 years ago
parent
commit
0cdc77fe09
  1. 734
      sources/Users/UserAPI.uc
  2. 1021
      sources/Users/Users_Feature.uc

734
sources/Users/UserAPI.uc

@ -277,6 +277,29 @@ public final function array<Text> 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* have an outdated information.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.
*
@ -303,6 +326,32 @@ public final function bool AddGroup(BaseText 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* have an outdated information.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.
*
@ -329,6 +378,32 @@ public final function bool RemoveGroup(BaseText 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.
*
@ -351,6 +426,28 @@ public final function bool IsGroupExisting(BaseText 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.
*
@ -429,6 +526,32 @@ public final function bool AddUserIDToGroup(
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.
*
@ -453,6 +576,32 @@ public final function bool AddUserToGroup(User user, BaseText 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.
*
@ -531,6 +680,32 @@ public final function bool RemoveUserIDFromGroup(
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.
*
@ -555,6 +730,32 @@ public final function bool RemoveUserFromGroup(User user, BaseText 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.
*
@ -601,14 +802,13 @@ public final function array<Text> GetGroupsForSteamID(
* @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.
* 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<Text> GetGroupsForSteamID_S(
public final /*unreal*/ function array<string> GetGroupsForSteamID_S(
string steamID)
{
local array<Text> emptyResult;
local array<string> emptyResult;
if (usersFeature != none) {
return usersFeature.GetGroupsForSteamID_S(steamID);
@ -645,6 +845,33 @@ public final function array<Text> GetGroupsForUserID(UserID 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.
*
@ -674,6 +901,34 @@ public final function array<Text> GetGroupsForUser(User 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`.
*
@ -708,6 +963,7 @@ public final function array<UserID> GetGroupMembers(BaseText groupName)
* `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()`.
*
@ -723,6 +979,7 @@ public final function array<UserID> GetGroupMembers(BaseText groupName)
* `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)
@ -735,6 +992,417 @@ public final function array<Users_Feature.AnnotatedUserID> GetAnnotatedGroupMemb
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`.
@ -752,7 +1420,7 @@ public final function array<Users_Feature.AnnotatedUserID> GetAnnotatedGroupMemb
* `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, Text groupName)
public final function bool IsUserIDInGroup(UserID id, BaseText groupName)
{
if (usersFeature != none) {
return usersFeature.IsUserIDInGroup(id, groupName);
@ -760,6 +1428,33 @@ public final function bool IsUserIDInGroup(UserID id, Text 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.
*
@ -777,7 +1472,7 @@ public final function bool IsUserIDInGroup(UserID id, Text groupName)
* `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, Text groupName)
public final function bool IsUserInGroup(User user, BaseText groupName)
{
if (usersFeature != none) {
return usersFeature.IsUserInGroup(user, groupName);
@ -785,6 +1480,33 @@ public final function bool IsUserInGroup(User user, Text 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).

1021
sources/Users/Users_Feature.uc

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