|
|
|
@ -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* have an outdated information.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* have an outdated information.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). |
|
|
|
|