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Add support for user groups inside `User`

pull/8/head
Anton Tarasenko 2 years ago
parent
commit
8d34d6db54
  1. 156
      sources/Users/User.uc

156
sources/Users/User.uc

@ -31,7 +31,15 @@ var private int key;
var private Database persistentDatabase;
// Pointer to this user's "settings" data in particular
var private JSONPointer persistentSettingsPointer;
// Groups to which caller `User` belongs to.
// Every user always belongs to group "everyone", so it is never listed
// here.
// Local user groups are not available for modification and are only loaded
// from configs, so `userGroups` might duplicate groups from `localUserGroup`,
// allowing to add them to editable sources (database).
// Group names are stored in the lower register.
var private array<Text> userGroups; // user groups loaded from database
var private array<Text> localUserGroups; // user groups loaded from local files
var private LoggerAPI.Definition errNoUserDataDatabase;
protected function Finalizer()
@ -52,6 +60,7 @@ protected function Finalizer()
* Initialization should (and can) only be done once.
* Before a `Initialize()` call, any other method calls on such `User`
* must be considerate to have undefined behavior.
* DO NOT CALL THIS METHOD MANUALLY.
*/
public final function Initialize(UserID initID, int initKey)
{
@ -60,6 +69,7 @@ public final function Initialize(UserID initID, int initKey)
if (initID != none) {
initID.NewRef();
}
LoadLocalGroups();
}
/**
@ -85,6 +95,150 @@ public final function int GetKey()
return key;
}
// Loads locally defined groups from the "AcediaUserGroups.ini" config
private final function LoadLocalGroups()
{
local int i, j;
local string mySteamID;
local UserGroup nextGroupConfig;
local array<string> nextUserArray;
local array<Text> availableGroups;
if (id == none) {
return;
}
class'UserGroup'.static.Initialize();
mySteamID = _.text.IntoString(id.GetSteamID64String());
availableGroups = class'UserGroup'.static.AvailableConfigs();
// Go over every group
for (i = 0; i < availableGroups.length; i += 1)
{
nextGroupConfig = UserGroup(
class'UserGroup'.static.GetConfigInstance(availableGroups[i]));
// Add group as local if it has our ID recorded
nextUserArray = nextGroupConfig.user;
for (j = 0; j < nextUserArray.length; j += 1)
{
if (nextUserArray[j] == mySteamID)
{
localUserGroups[localUserGroups.length] =
availableGroups[i].LowerCopy();
}
}
_.memory.Free(nextGroupConfig);
}
_.memory.FreeMany(availableGroups);
}
/**
* Adds caller user into new group, specified by `newGroup`.
* This group must exist for the method to succeed.
*
* @param newGroup Name of the group to add caller `User` into.
*/
public final function AddGroup(Text newGroup)
{
local int i;
if (newGroup == none) return;
if (class'UserGroup'.static.Exists(newGroup)) return;
for (i = 0; i < userGroups.length; i += 1)
{
if (newGroup.Compare(userGroups[i], SCASE_INSENSITIVE)) {
return;
}
}
userGroups[userGroups.length] = newGroup.LowerCopy();
}
/**
* Removes caller user from the given group `groupToRemove`.
*
* @param groupToRemove Name of the group to remove caller `User` from.
* @return `true` if user was actually removed from the group and `false`
* otherwise (group doesn't exist or user didn't belong to it).
*/
public final function bool RemoveGroup(Text groupToRemove)
{
local int i;
if (groupToRemove == none) {
return false;
}
for (i = 0; i < userGroups.length; i += 1)
{
if (groupToRemove.Compare(userGroups[i], SCASE_INSENSITIVE))
{
userGroups[i].FreeSelf();
userGroups.Remove(i, 1);
return true;
}
}
return false;
}
/**
* Checks whether caller `User` belongs to the group specified by
* `groupToCheck`.
*
* @param groupToCheck Name of the group to check for whether caller `User`
* belongs to it.
* @return `true` if caller `User` belongs to the group `groupToCheck` and
* `false` otherwise.
*/
public final function bool IsInGroup(Text groupToCheck)
{
local int i;
if (groupToCheck == none) {
return false;
}
for (i = 0; i < userGroups.length; i += 1)
{
if (groupToCheck.Compare(userGroups[i], SCASE_INSENSITIVE)) {
return true;
}
}
return false;
}
/**
* Returns array with names of all groups to which caller user belongs to.
*
* @return Array of names of the groups that caller user belongs to.
* Guaranteed to not contain duplicates or `none` values.
*/
public final function array<Text> GetGroups()
{
local int i, j;
local bool duplicate;
local array<Text> result;
for (i = 0; i < localUserGroups.length; i += 1) {
result[result.length] = localUserGroups[i].Copy();
}
for (i = 0; i < userGroups.length; i += 1)
{
duplicate = false;
// Check `userGroups[i]` for being a duplicate from `localUserGroups`
for (j = 0; j < localUserGroups.length; j += 1)
{
// No need for `SCASE_INSENSITIVE`, since user group names
// are stored in lower case
if (userGroups[i].Compare(localUserGroups[j]))
{
duplicate = true;
break;
}
}
if (!duplicate) {
result[result.length] = userGroups[i].Copy();
}
}
return result;
}
/**
* Reads user's persistent data saved inside group `groupName`, saving it into
* a collection using mutable data types.

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