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@ -3,9 +3,12 @@
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* can be enabled or disabled, according to server owner's wishes. |
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* In the current version of Acedia enabling or disabling a feature requires |
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* manually editing configuration file and restarting a server. |
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* Factually feature is just a collection of settings with one universal |
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* 'isActive' setting that tells Acedia whether or not to load a feature. |
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* Copyright 2019 Anton Tarasenko |
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* Creating a `Feature` instance should be done by using |
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* `EnableMe()` / `DisableMe()` methods; instead of regular `Constructor()` |
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* and `Finalizer()` one should use `OnEnabled() and `OnDisabled()` methods. |
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* Any instances created through other means will be automatically deallocated, |
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* enforcing `Singleton`-like behavior for the `Feature` class. |
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* Copyright 2019 - 2021 Anton Tarasenko |
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*------------------------------------------------------------------------------ |
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* This file is part of Acedia. |
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* |
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@ -22,9 +25,21 @@
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* You should have received a copy of the GNU General Public License |
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* along with Acedia. If not, see <https://www.gnu.org/licenses/>. |
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*/ |
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class Feature extends Singleton |
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class Feature extends AcediaObject |
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abstract; |
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// Default value of this variable will store one and only existing version |
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// of `Feature` of this class. |
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var private Feature activeInstance; |
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var private int activeInstanceLifeVersion; |
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// Setting default value of this variable to 'true' prevents creation of |
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// a `Feature`, even if no instances of it exist. This is used to ensure active |
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// `Feature`s can only be created through the proper means and behave like |
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// singletons. |
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// Only a default value is ever used. |
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var protected bool blockSpawning; |
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// Setting that tells Acedia whether or not to enable this feature |
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// during initialization. |
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// Only it's default value is ever used. |
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@ -33,56 +48,127 @@ var private config bool autoEnable;
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// Listeners listed here will be automatically activated. |
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var public const array< class<Listener> > requiredListeners; |
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// Sets whether to enable this feature by default. |
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public static final function SetAutoEnable(bool doEnable) |
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protected function Contructor() |
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{ |
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if (default.blockSpawning) |
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{ |
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FreeSelf(); |
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return; |
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} |
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SetListenersActiveSatus(true); |
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OnEnabled(); |
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} |
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protected function Finalizer() |
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{ |
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default.autoEnable = doEnable; |
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StaticSaveConfig(); |
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if (GetInstance() == self) |
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{ |
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SetListenersActiveSatus(false); |
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OnDisabled(); |
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default.activeInstance = none; |
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} |
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} |
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/** |
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* Returns an instance of the `Feature` of the class used to call |
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* this method. |
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* |
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* @return Active `Feature` instance of the class used to call |
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* this method (i.e. `class'MyFunFeature'.static.GetInstance()`). |
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* `none` if particular `Feature` in question is not currently active. |
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*/ |
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public final static function Feature GetInstance() |
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{ |
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if (default.activeInstance == none) { |
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return none; |
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} |
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if ( default.activeInstance.GetLifeVersion() |
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!= default.activeInstanceLifeVersion) |
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{ |
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default.activeInstance = none; |
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return none; |
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} |
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return default.activeInstance; |
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} |
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/** |
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* Checks if caller `Feature` should be auto-enabled on game starting. |
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* |
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* @return `true` if caller `Feature` should be auto-enabled and |
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* `false` otherwise. |
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*/ |
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public static final function bool IsAutoEnabled() |
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{ |
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return default.autoEnable; |
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} |
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// Whether feature is enabled is determined by |
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/** |
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* Checks whether caller `Feature` is currently enabled. |
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* |
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* @return `true` if caller `Feature` is currently enabled and |
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* `false` otherwise. |
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*/ |
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public static final function bool IsEnabled() |
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{ |
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return (GetInstance() != none); |
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} |
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// Enables feature of given class. |
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/** |
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* Enables the feature and returns it's active instance. |
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* |
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* Cannot fail. Any checks on whether it's appropriate to enable `Feature` |
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* must be done separately, before calling this method. |
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* |
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* @return Active instance of the caller `Feature` class. |
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*/ |
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public static final function Feature EnableMe() |
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{ |
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local Feature newInstance; |
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if (IsEnabled()) |
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{ |
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return Feature(GetInstance()); |
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if (IsEnabled()) { |
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return GetInstance(); |
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} |
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default.blockSpawning = false; |
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// TODO: code duplication with `Service`? |
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newInstance = Feature(__().memory.Allocate(default.class)); |
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default.activeInstance = newInstance; |
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default.activeInstanceLifeVersion = newInstance.GetLifeVersion(); |
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default.blockSpawning = true; |
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return newInstance; |
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} |
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/** |
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* Disables this feature in case it is enabled. Does nothing otherwise. |
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* |
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* @return `true` if `Feature` in question was enabled at th moment of |
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* the call and `false` otherwise. |
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*/ |
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public static final function bool DisableMe() |
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{ |
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local Feature myself; |
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myself = Feature(GetInstance()); |
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myself = GetInstance(); |
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if (myself != none) |
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{ |
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myself.Destroy(); |
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myself.FreeSelf(); |
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return true; |
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} |
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return false; |
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} |
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// Event functions that are called when |
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/** |
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* When using proper methods for enabling a `Feature`, |
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* this method is guaranteed to be called right after it is enabled. |
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* |
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* AVOID MANUALLY CALLING IT. |
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*/ |
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protected function OnEnabled(){} |
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/** |
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* When using proper methods for enabling a `Feature`, |
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* this method is guaranteed to be called right after it is disabled. |
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* |
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* AVOID MANUALLY CALLING IT. |
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*/ |
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protected function OnDisabled(){} |
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// Set listeners' status |
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private static function SetListenersActiveSatus(bool newStatus) |
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{ |
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local int i; |
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@ -93,25 +179,8 @@ private static function SetListenersActiveSatus(bool newStatus)
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} |
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} |
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protected function OnCreated() |
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{ |
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default.blockSpawning = true; |
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SetListenersActiveSatus(true); |
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OnEnabled(); |
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} |
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protected function OnDestroyed() |
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{ |
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SetListenersActiveSatus(false); |
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OnDisabled(); |
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} |
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defaultproperties |
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{ |
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autoEnable = false |
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DrawType = DT_None |
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// Prevent spawning this feature by any other means than 'EnableMe()'. |
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blockSpawning = true |
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// Features are server-only actors |
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remoteRole = ROLE_None |
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} |