Anton Tarasenko
2 years ago
5 changed files with 364 additions and 2 deletions
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/** |
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* Object representing a side effect introduced into the game/server. |
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* Side effects in Acedia refer to changes that aren't a part of mod's main |
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* functionality, but rather something necessary to make that functionality |
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* possible that might also affect how other mods work. |
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* This is a simple data container that is meant to describe relevant |
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* changes to the human user. |
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* Copyright 2022 Anton Tarasenko |
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*------------------------------------------------------------------------------ |
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* This file is part of Acedia. |
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* |
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* Acedia is free software: you can redistribute it and/or modify |
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* it under the terms of the GNU General Public License as published by |
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* the Free Software Foundation, version 3 of the License, or |
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* (at your option) any later version. |
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* |
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* Acedia is distributed in the hope that it will be useful, |
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* but WITHOUT ANY WARRANTY; without even the implied warranty of |
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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* GNU General Public License for more details. |
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* |
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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 SideEffect extends AcediaObject |
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abstract; |
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|
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/** |
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* # Side effects |
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* |
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* In Acedia "side effect" refers to changes that aren't a part of mod's |
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* main functionality, but rather something necessary to make that |
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* functionality possible that might also affect how other mods work. Their |
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* purpose is to help developers and server admins figure out what changes were |
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* performed by Acedia or mods based on it. |
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* What needs to be considered a side effect is loosely defined and they |
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* are simply a tool to inform others that something they might not have |
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* expected has happened, that can possibly break other (their) mods. |
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* AcediaCore, for example, tried to leave a minimal footpring, avoiding |
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* making any changes to the game classes unless requested, but it still has to |
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* do some changes (adding `GameRules`, replacing damage types for some zeds, |
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* etc.) and `SideEffect`s can be used to document these changes. They can be |
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* used in a similar way for AcediaFixes - a package that is only meant for |
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* fixing bugs, but inevitably has to make a lot of under the hood changes to |
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* achieve that. |
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* On the other hand gameplay mods like Futility can make a lot of changes, |
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* but they can all be just expected part of its direct functionality: we |
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* expect feature that shares dosh of leavers to alter players' dosh values, so |
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* this is not a side effect. Such mods are likely not going to have to specify |
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* any side effects whatsoever. |
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* |
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* ## Implemention your own `SideEffect`s |
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* |
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* Simply make a non-abstract child class based on `SideEffect`, create its |
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* instance filled with necessary data and register it in `SideEffectAPI` once |
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* side effect is introduced. If you revert introduced side effect, you should |
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* remove registered object through the same API. |
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* Each class of the `SideEffect` is supposed to represent a particular |
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* side effect introduced into the game engine. Whether side effect is active |
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* is decided by whether it is currently registered in `SideEffectAPI`. |
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* |
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* NOTE: `SideEffect` should not have any logic and should serve as |
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* an immutable data container. |
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*/ |
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|
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var protected Text sideEffectName; |
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var protected Text sideEffectDescription; |
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var protected Text sideEffectPackage; |
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var protected Text sideEffectSource; |
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var protected Text sideEffectStatus; |
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|
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/** |
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* Returns name (short description) of the caller `SideEffect`. User need to |
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* be able to tell what this `SideEffect` is generally about from the glance at |
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* this name. |
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* |
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* Guideline is for this value to not exceed `80` cahracters, but this is not |
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* enforced. |
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* |
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* Must not be `none`. |
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* |
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* @return Name (short description) of the caller `SideEffect`. |
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* Guaranteed to not be `none`. |
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*/ |
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public function Text GetName() |
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{ |
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if (sideEffectName != none) { |
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return sideEffectName.Copy(); |
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} |
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return none; |
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} |
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|
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/** |
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* Returns description of the caller `SideEffect`. This should describe what |
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* was done and why relevant change was necessary. |
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* |
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* Must not be `none`. |
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* |
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* @return Description of the caller `SideEffect`. |
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* Guaranteed to not be `none`. |
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*/ |
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public function Text GetDescription() |
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{ |
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if (sideEffectDescription != none) { |
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return sideEffectDescription.Copy(); |
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} |
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return none; |
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} |
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/** |
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* Returns name of the package ("*.u" file) that introduced this change. |
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* |
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* Note that if package "A" actually performed the change because another |
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* package "B" requested certain functionality, it is still package "A" that is |
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* responsible for the side effect. |
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* |
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* Must not be `none`. |
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* |
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* @return Name of the package ("*.u" file) that introduced this change. |
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* Guaranteed to not be `none`. |
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*/ |
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public function Text GetPackage() |
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{ |
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if (sideEffectPackage != none) { |
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return sideEffectPackage.Copy(); |
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} |
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return none; |
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} |
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|
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/** |
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* What part of package caused this change. For huge packages can be used to |
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* further specify what introduced the change. |
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* |
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* Returned value can be `none` (e.g. when it is unnecessary for small |
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* packages). |
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* |
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* @return Name (short description) of the part of the package that caused |
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* caller `SideEffect`. |
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*/ |
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public function Text GetSource() |
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{ |
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if (sideEffectSource != none) { |
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return sideEffectSource.Copy(); |
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} |
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return none; |
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} |
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|
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/** |
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* Status of the caller `SideEffect`. Some side effects can be introduced in |
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* several different ways - this value needs to help distinguish between them. |
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* |
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* @return Status of the caller `SideEffect`. |
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*/ |
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public function Text GetStatus() |
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{ |
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if (sideEffectStatus != none) { |
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return sideEffectStatus.Copy(); |
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} |
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return none; |
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} |
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defaultproperties |
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{ |
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} |
@ -0,0 +1,155 @@ |
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/** |
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* Simple API for managing a list of `SideEffect` info objects: can add, |
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* remove, return all and by package. |
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* Copyright 2022 Anton Tarasenko |
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*------------------------------------------------------------------------------ |
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* This file is part of Acedia. |
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* |
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* Acedia is free software: you can redistribute it and/or modify |
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* it under the terms of the GNU General Public License as published by |
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* the Free Software Foundation, version 3 of the License, or |
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* (at your option) any later version. |
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* |
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* Acedia is distributed in the hope that it will be useful, |
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* but WITHOUT ANY WARRANTY; without even the implied warranty of |
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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* GNU General Public License for more details. |
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* |
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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 SideEffectAPI extends AcediaObject; |
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var private array<SideEffect> activeSideEffects; |
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/** |
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* Returns all so far registered `SideEffect`s. |
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* |
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* @return Array of all registered `SideEffect`s. |
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*/ |
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public final function array<SideEffect> GetAll() |
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{ |
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local int i; |
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for (i = 0; i < activeSideEffects.length; i += 1) { |
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activeSideEffects[i].NewRef(); |
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} |
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return activeSideEffects; |
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} |
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/** |
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* Returns active `SideEffect` instance of the specified class |
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* `sideEffectClass`. |
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* |
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* @param sideEffectClass Class of side effect to return active instance of. |
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* @return Active `SideEffect` instance of the specified class |
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* `sideEffectClass`. |
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* `none` if either `sideEffectClass` is `none` or side effect of such |
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* class is not currently active. |
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*/ |
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public final function SideEffect GetClass(class<SideEffect> sideEffectClass) |
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{ |
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local int i; |
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if (sideEffectClass == none) { |
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return none; |
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} |
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for (i = 0; i < activeSideEffects.length; i += 1) |
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{ |
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if (activeSideEffects[i].class == sideEffectClass) |
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{ |
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activeSideEffects[i].NewRef(); |
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return activeSideEffects[i]; |
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} |
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} |
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return none; |
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} |
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|
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/** |
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* Returns all so far registered `SideEffect`s from a package `packageName` |
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* (case insensitive). |
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* |
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* @param packageName Name opf the package, in `SideEffect`s from which we are |
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* interested. Must be not `none`. |
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* @return Array of all registered `SideEffect`s from a package `packageName`. |
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* If `none`, returns an empty array. |
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*/ |
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public final function array<SideEffect> GetFromPackage(BaseText packageName) |
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{ |
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local int i; |
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local Text nextPackage; |
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local array<SideEffect> result; |
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if (packageName == none) { |
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return result; |
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} |
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for (i = 0; i < activeSideEffects.length; i += 1) |
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{ |
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nextPackage = activeSideEffects[i].GetPackage(); |
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if (nextPackage.Compare(packageName, SCASE_INSENSITIVE)) |
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{ |
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activeSideEffects[i].NewRef(); |
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result[result.length] = activeSideEffects[i]; |
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} |
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_.memory.Free(nextPackage); |
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} |
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return result; |
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} |
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/** |
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* Registers a new `SideEffect` object as active. |
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* |
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* @param newSideEffect Instance of some `SideEffect` class to register as |
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* active side effect. Must not be `none`. |
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* @return `true` if new side effect was added and `false` otherwise. |
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*/ |
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public final function bool AddSideEffect(SideEffect newSideEffect) |
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{ |
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local int i; |
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if (newSideEffect == none) { |
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return false; |
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} |
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for (i = 0; i < activeSideEffects.length; i += 1) |
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{ |
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if (activeSideEffects[i].class == newSideEffect.class) { |
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return false; |
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} |
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} |
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newSideEffect.NewRef(); |
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activeSideEffects[activeSideEffects.length] = newSideEffect; |
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return true; |
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} |
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/** |
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* Removes `SideEffect` of the specified sub-class from the list of active |
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* side effects. |
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* |
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* @param sideEffectClass Class of the side effect to remove. |
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* @return `true` if some side effect was removed as a result of this operation |
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* and `false` otherise (even if there was no side effect of specified |
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* class to begin with). |
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*/ |
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public final function bool RemoveSideEffectClass( |
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class<SideEffect> sideEffectClass) |
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{ |
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local int i; |
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if (sideEffectClass == none) { |
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return false; |
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} |
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for (i = 0; i < activeSideEffects.length; i += 1) |
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{ |
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if (activeSideEffects[i].class == sideEffectClass) |
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{ |
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_.memory.Free(activeSideEffects[i]); |
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activeSideEffects.Remove(i, 1); |
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return true; |
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} |
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} |
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return false; |
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} |
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defaultproperties |
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{ |
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} |
@ -0,0 +1,36 @@ |
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/** |
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* Base class for objects that will provide an access to a Acedia's client- and |
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* server-specific functionality by giving a reference to this object to all |
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* Acedia's objects and actors, emulating a global API namespace. |
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* Copyright 2022 Anton Tarasenko |
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*------------------------------------------------------------------------------ |
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* This file is part of Acedia. |
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* |
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* Acedia is free software: you can redistribute it and/or modify |
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|
* it under the terms of the GNU General Public License as published by |
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|
* the Free Software Foundation, version 3 of the License, or |
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* (at your option) any later version. |
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* |
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|
* Acedia is distributed in the hope that it will be useful, |
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|
* but WITHOUT ANY WARRANTY; without even the implied warranty of |
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|
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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* GNU General Public License for more details. |
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|
* |
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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 CoreGlobal extends Object; |
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var public SideEffectAPI sideEffects; |
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protected function Initialize() |
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{ |
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local MemoryAPI api; |
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api = class'Global'.static.GetInstance().memory; |
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sideEffects = SideEffectAPI(api.Allocate(class'SideEffectAPI')); |
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} |
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defaultproperties |
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{ |
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} |
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