Anton Tarasenko
2 years ago
1 changed files with 104 additions and 0 deletions
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/** |
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* Provides Acedia with access to actors of a certain level (server, client or |
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* even entry level). |
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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 LevelCore extends AcediaActor |
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abstract; |
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/** |
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* # `LevelCore` |
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* |
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* Since in UnrealScript mixing objects and actors (or, more precisely, storing |
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* `Actor`s in non-actor `Object`s) is dangerous, `LevelCore`s are needed to |
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* provide an access to a certain level and its `Actor`s. |
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* |
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* `LevelCore is a singleton, however this isn't a design choice, but |
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* a side-effect of granting `Object`s safe access to an `Actor` through class |
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* and `static` methods and `default` fields. |
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* |
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* ## Using `LevelCore`s |
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* |
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* `LevelCore` itself is `abstract` and cannot be instantiated, so to make use |
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* of it, child classes must be declared. This allows one to specialize |
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* `LevelCore`: for example, Acedia's `ServerLevelCore` checks that net mode of |
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* the level it is created on is either `NM_DedicatedServer` or |
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* `NM_ListenServer`. |
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* Then Acedia's server API can only be created and used with such a level. |
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* |
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* To create you own `LevelCore`, extend simply this base class. |
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* If you also want to specialize your level core, overload `CreateLevelCore()` |
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* method to add your checks. |
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*/ |
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// Default value of this variable will store one and only existing version |
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// `LevelCore`. |
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var private LevelCore activeInstance; |
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protected static function StaticFinalizer() |
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{ |
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default.activeInstance = none; |
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} |
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public static function LevelCore CreateLevelCore(Actor source) |
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{ |
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if (GetInstance() != none) return none; |
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if (source == none) return none; |
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default.activeInstance = source.Spawn(self.class); |
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return default.activeInstance; |
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} |
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public final static function LevelCore GetInstance() |
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{ |
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local bool instanceExists; |
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instanceExists = default.activeInstance != none |
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&& !default.activeInstance.bPendingDelete; |
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if (instanceExists) { |
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return default.activeInstance; |
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} |
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if (spawnIfMissing) { |
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return LevelCore(__().memory.Allocate(default.class)); |
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} |
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return none; |
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} |
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// Make sure only one instance of 'LevelCore' exists at any point in time. |
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event PreBeginPlay() |
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{ |
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if (GetInstance() != none) |
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{ |
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Destroy(); |
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return; |
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} |
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default.activeInstance = self; |
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super.PreBeginPlay(); |
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} |
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|
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// Clean up |
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event Destroyed() |
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{ |
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if (self == default.activeInstance) { |
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default.activeInstance = none; |
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} |
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super.Destroyed(); |
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} |
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defaultproperties |
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{ |
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} |
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