Browse Source

Fix style for `EnvironmentApi`

core_refactor
Anton Tarasenko 2 years ago
parent
commit
ea79a1bc33
  1. 431
      sources/BaseRealm/AcediaEnvironment/AcediaEnvironment.uc
  2. 15
      sources/BaseRealm/AcediaEnvironment/Events/Environment_FeatureDisabled_Signal.uc
  3. 18
      sources/BaseRealm/AcediaEnvironment/Events/Environment_FeatureDisabled_Slot.uc
  4. 16
      sources/BaseRealm/AcediaEnvironment/Events/Environment_FeatureEnabled_Signal.uc
  5. 18
      sources/BaseRealm/AcediaEnvironment/Events/Environment_FeatureEnabled_Slot.uc

431
sources/BaseRealm/AcediaEnvironment/AcediaEnvironment.uc

@ -1,6 +1,8 @@
/**
* Container for the information about available resources from other packages.
* Copyright 2022-2023 Anton Tarasenko
* Author: dkanus
* Home repo: https://www.insultplayers.ru/git/AcediaFramework/AcediaCore
* License: GPL
* Copyright 2022-2023 Anton Tarasenko
*------------------------------------------------------------------------------
* This file is part of Acedia.
*
@ -19,35 +21,17 @@
*/
class AcediaEnvironment extends AcediaObject;
/**
* # `AcediaEnvironment`
*
* Instance of this class will be used by Acedia to manage resources available
* from different packages like `Feature`s and such other etc..
* This is mostly necessary to implement Acedia loader (and, possibly,
* its alternatives) that would load available packages and enable `Feature`s
* admin wants to be enabled.
*
* ## Packages
*
* Any package to be used in Acedia should first be *registered* with
* `RegisterPackage()` method. Then a manifest class from it will be read and
* Acedia will become aware of all the resources that package contains.
* Once any of those resources is used, package gets marked as *loaded* and its
* *entry object* (if specified) will be created.
*
* ## `Feature`s
*
* Whether `Feature` is enabled is governed by the `AcediaEnvironment` added
* into the `Global` class. It is possible to create several `Feature`
* instances of the same class instance of each class, but only one can be
* considered enabled at the same time.
*/
//! API for management of running `Feature`s and loaded packages.
//!
//! Instance of this class will be used by Acedia to manage resources available
//! from different packages like `Feature`s and such other etc..
//! This is mostly necessary to implement Acedia loader (and, possibly,
//! its alternatives) that would load available packages and enable `Feature`s
//! admin wants to be enabled.
var private bool acediaShutDown;
var private array< class<_manifest> > availablePackages;
var private array< class<_manifest> > loadedPackages;
var private array< class<Feature> > availableFeatures;
var private array<Feature> enabledFeatures;
@ -65,97 +49,77 @@ var private SimpleSignal onShutdownSystemSignal;
var private Environment_FeatureEnabled_Signal onFeatureEnabledSignal;
var private Environment_FeatureDisabled_Signal onFeatureDisabledSignal;
protected function Constructor()
{
protected function Constructor() {
// Always register our core package
RegisterPackage_S("AcediaCore");
onShutdownSignal = SimpleSignal(
_.memory.Allocate(class'SimpleSignal'));
onShutdownSystemSignal = SimpleSignal(
_.memory.Allocate(class'SimpleSignal'));
onShutdownSignal = SimpleSignal(_.memory.Allocate(class'SimpleSignal'));
onShutdownSystemSignal = SimpleSignal(_.memory.Allocate(class'SimpleSignal'));
onFeatureEnabledSignal = Environment_FeatureEnabled_Signal(
_.memory.Allocate(class'Environment_FeatureEnabled_Signal'));
onFeatureDisabledSignal = Environment_FeatureDisabled_Signal(
_.memory.Allocate(class'Environment_FeatureDisabled_Signal'));
}
protected function Finalizer()
{
protected function Finalizer() {
_.memory.Free(onShutdownSignal);
_.memory.Free(onShutdownSystemSignal);
_.memory.Free(onFeatureEnabledSignal);
_.memory.Free(onFeatureDisabledSignal);
}
/**
* Signal that will be emitted before Acedia shuts down.
* At this point all APIs should still exist and function.
*
* [Signature]
* void <slot>()
*/
/* SIGNAL */
public final function SimpleSlot OnShutDown(AcediaObject receiver)
{
/// Signal that will be emitted right before Acedia shuts down.
///
/// At the point of emission all APIs should still exist and function.
///
/// # Signature
///
/// void <slot>()
public final /*signal*/ function SimpleSlot OnShutDown(AcediaObject receiver) {
return SimpleSlot(onShutdownSignal.NewSlot(receiver));
}
/**
* Signal that will be emitted during Acedia shut down. System API use it to
* clean up after themselves, so one shouldn't rely on them.
*
* There is no reason to use this signal unless you're reimplementing one of
* the APIs. Otherwise you probably want to use `OnShutDown()` signal instead.
*
* [Signature]
* void <slot>()
*/
/* SIGNAL */
public final function SimpleSlot OnShutDownSystem(AcediaObject receiver)
{
/// Signal that will be emitted during Acedia shut down.
///
/// System API will use it to clean up after themselves, so one shouldn't rely on using them.
///
/// There is no reason to use this signal unless you're reimplementing one of the APIs.
/// Otherwise you probably want to use `OnShutDown()` signal instead.
///
/// # Signature
///
/// void <slot>()
public final /*signal*/ function SimpleSlot OnShutDownSystem(AcediaObject receiver) {
return SimpleSlot(onShutdownSystemSignal.NewSlot(receiver));
}
/**
* Signal that will be emitted when new `Feature` is enabled.
* Emitted after `Feature`'s `OnEnabled()` method was called.
*
* [Signature]
* void <slot>(Feature enabledFeature)
*
* @param enabledFeature `Feature` instance that was just enabled.
*/
/* SIGNAL */
public final function Environment_FeatureEnabled_Slot OnFeatureEnabled(
AcediaObject receiver)
{
return Environment_FeatureEnabled_Slot(
onFeatureEnabledSignal.NewSlot(receiver));
/// Signal that will be emitted right after a new `Feature` is enabled and its `OnEnabled()` method
// was called.
///
/// # Signature
///
/// void <slot>(Feature enabledFeature)
/// @param enabledFeature `Feature` instance that was just enabled.
public final /*signal*/ function Environment_FeatureEnabled_Slot OnFeatureEnabled(
AcediaObject receiver
) {
return Environment_FeatureEnabled_Slot(onFeatureEnabledSignal.NewSlot(receiver));
}
/**
* Signal that will be emitted when new `Feature` is disabled.
* Emitted after `Feature`'s `OnDisabled()` method was called.
*
* [Signature]
* void <slot>(class<Feature> disabledFeatureClass)
*
* @param disabledFeatureClass Class of the `Feature` instance that was
* just disabled.
*/
/* SIGNAL */
public final function Environment_FeatureDisabled_Slot OnFeatureDisabled(
AcediaObject receiver)
{
return Environment_FeatureDisabled_Slot(
onFeatureEnabledSignal.NewSlot(receiver));
/// Signal that will be emitted right after when a `Feature` is disabled and its `OnDisabled()`
/// method was called.
///
/// # Signature
///
/// void <slot>(class<Feature> disabledFeatureClass)
/// @param disabledFeatureClass Class of the `Feature` instance that was just disabled.
public final /*signal*/ function Environment_FeatureDisabled_Slot OnFeatureDisabled(
AcediaObject receiver
) {
return Environment_FeatureDisabled_Slot(onFeatureEnabledSignal.NewSlot(receiver));
}
/**
* Shuts AcediaCore down, performing all the necessary cleaning up.
*/
public final function Shutdown()
{
/// Shuts AcediaCore down, performing all the necessary clean up.
public final function Shutdown() {
local LevelCore core;
if (acediaShutDown) {
@ -176,18 +140,16 @@ public final function Shutdown()
acediaShutDown = true;
}
/**
* Registers an Acedia package with name given by `packageName`.
*
* @param packageName Name of the package to register. Must not be `none`.
* This package must exist and not have yet been registered in this
* environment.
* @return `true` if package was successfully registered, `false` if it
* either does not exist, was already registered or `packageName` is
* `none`.
*/
public final function bool RegisterPackage(BaseText packageName)
{
/// Registers an Acedia package wit ha given name.
///
/// Returns `true` if package was successfully registered, `false` if it either does not exist,
/// was already registered or [`packageName`] is `none`.
///
/// # Errors
///
/// Will log an error if the package has failed to get registered (it is either missing or not
/// an Acedia package).
public final function bool RegisterPackage(BaseText packageName) {
local class<_manifest> manifestClass;
if (packageName == none) {
@ -196,13 +158,11 @@ public final function bool RegisterPackage(BaseText packageName)
_.logger.Auto(infoRegisteringPackage).Arg(packageName.Copy());
manifestClass = class<_manifest>(DynamicLoadObject(
packageName.ToString() $ manifestSuffix, class'Class', true));
if (manifestClass == none)
{
if (manifestClass == none) {
_.logger.Auto(errNotRegistered).Arg(packageName.Copy());
return false;
}
if (IsManifestRegistered(manifestClass))
{
if (IsManifestRegistered(manifestClass)) {
_.logger.Auto(infoAlreadyRegistered).Arg(packageName.Copy());
return false;
}
@ -211,17 +171,16 @@ public final function bool RegisterPackage(BaseText packageName)
return true;
}
/**
* Registers an Acedia package with name given by `packageName`.
*
* @param packageName Name of the package to register.
* This package must exist and not have yet been registered in this
* environment.
* @return `true` if package was successfully registered, `false` if it
* either does not exist or was already registered.
*/
public final function RegisterPackage_S(string packageName)
{
/// Registers an Acedia package wit ha given name.
///
/// Returns `true` if package was successfully registered, `false` if it either does not exist or
/// was already registered.
///
/// # Errors
///
/// Will log an error if the package has failed to get registered (it is either missing or not
/// an Acedia package).
public final function RegisterPackage_S(string packageName) {
local Text wrapper;
wrapper = _.text.FromString(packageName);
@ -229,12 +188,10 @@ public final function RegisterPackage_S(string packageName)
_.memory.Free(wrapper);
}
private final function bool IsManifestRegistered(class<_manifest> manifestClass)
{
private final function bool IsManifestRegistered(class<_manifest> manifestClass) {
local int i;
for (i = 0; i < availablePackages.length; i += 1)
{
for (i = 0; i < availablePackages.length; i += 1) {
if (manifestClass == availablePackages[i]) {
return true;
}
@ -242,119 +199,72 @@ private final function bool IsManifestRegistered(class<_manifest> manifestClass)
return false;
}
private final function ReadManifest(class<_manifest> manifestClass)
{
private final function ReadManifest(class<_manifest> manifestClass) {
local int i;
for (i = 0; i < manifestClass.default.features.length; i += 1)
{
for (i = 0; i < manifestClass.default.features.length; i += 1) {
if (manifestClass.default.features[i] == none) {
continue;
}
manifestClass.default.features[i].static.LoadConfigs();
availableFeatures[availableFeatures.length] =
manifestClass.default.features[i];
availableFeatures[availableFeatures.length] = manifestClass.default.features[i];
}
for (i = 0; i < manifestClass.default.testCases.length; i += 1)
{
class'TestingService'.static
.RegisterTestCase(manifestClass.default.testCases[i]);
for (i = 0; i < manifestClass.default.testCases.length; i += 1) {
class'TestingService'.static.RegisterTestCase(manifestClass.default.testCases[i]);
}
}
/**
* Returns all packages registered in the caller `AcediaEnvironment`.
*
* NOTE: package being registered doesn't mean it's actually loaded.
* Package must either be explicitly loaded or automatically when one of its
* resources is being used.
*
* @return All packages registered in caller `AcediaEnvironment`.
*/
public final function array< class<_manifest> > GetAvailablePackages()
{
/// Returns all packages registered in the caller [`AcediaEnvironment`].
public final function array< class<_manifest> > GetAvailablePackages() {
return availablePackages;
}
/**
* Returns all packages loaded in the caller `AcediaEnvironment`.
*
* NOTE: package being registered doesn't mean it's actually loaded.
* Package must either be explicitly loaded or automatically when one of its
* resources is being used.
*
* @return All packages loaded in caller `AcediaEnvironment`.
*/
public final function array< class<_manifest> > GetLoadedPackages()
{
return loadedPackages;
}
/**
* Returns all `Feature`s available in the caller `AcediaEnvironment`.
*
* @return All `Feature`s available in the caller `AcediaEnvironment`.
*/
public final function array< class<Feature> > GetAvailableFeatures()
{
/// Returns all [`Feature`]s available in the caller `AcediaEnvironment`.
public final function array< class<Feature> > GetAvailableFeatures() {
return availableFeatures;
}
/**
* Returns all `Feature` instances enabled in the caller `AcediaEnvironment`.
*
* @return All `Feature`s enabled in the caller `AcediaEnvironment`.
*/
public final function array<Feature> GetEnabledFeatures()
{
/// Returns all currently enabled [`Feature`]s.
public final function array<Feature> GetEnabledFeatures() {
local int i;
for (i = 0; i < enabledFeatures.length; i += 1) {
enabledFeatures[i].NewRef();
}
return enabledFeatures;
}
// CleanRemove `Feature`s that got deallocated.
// This shouldn't happen unless someone messes up.
// CleanRemove `Feature`s that got deallocated.
// This shouldn't happen unless someone messes up.
private final function CleanEnabledFeatures()
{
local int i;
while (i < enabledFeatures.length)
{
if ( enabledFeatures[i].GetLifeVersion()
!= enabledFeaturesLifeVersions[i])
{
while (i < enabledFeatures.length) {
if (enabledFeatures[i].GetLifeVersion() != enabledFeaturesLifeVersions[i]) {
enabledFeatures.Remove(i, 1);
}
else {
} else {
i += 1;
}
}
}
/**
* Checks if `Feature` of given class `featureClass` is enabled.
*
* NOTE: even if If feature of class `featureClass` is enabled, it's not
* necessarily that the instance you have reference to is enabled.
* Although unlikely, it is possible that someone spawned another instance
* of the same class that isn't considered enabled. If you want to check
* whether some particular instance of given class `featureClass` is enabled,
* use `IsFeatureEnabled()` method instead.
*
* @param featureClass Feature class to check for being enabled.
* @return `true` if feature of class `featureClass` is currently enabled and
* `false` otherwise.
*/
public final function bool IsFeatureClassEnabled(class<Feature> featureClass)
{
/// Checks if `Feature` of given class is enabled.
///
/// Even if If feature of class `featureClass` is enabled, it's not necessarily that the instance
/// you have reference to is enabled.
///
/// Although unlikely, it is possible that someone spawned another instance of the same class that
/// isn't considered enabled. If you want to check whether some particular instance of given class
/// [`featureClass`] is enabled, use [`IsFeatureEnabled()`] method instead.
public final function bool IsFeatureClassEnabled(class<Feature> featureClass) {
local int i;
if (featureClass == none) {
return false;
}
CleanEnabledFeatures();
for (i = 0; i < enabledFeatures.length; i += 1)
{
for (i = 0; i < enabledFeatures.length; i += 1) {
if (featureClass == enabledFeatures[i].class) {
return true;
}
@ -362,26 +272,18 @@ public final function bool IsFeatureClassEnabled(class<Feature> featureClass)
return false;
}
/**
* Checks if given `Feature` instance is enabled.
*
* If you want to check if any instance instance of given class
* `classToCheck` is enabled (and not `feature` specifically), use
* `IsFeatureClassEnabled()` method instead.
*
* @param feature Feature instance to check for being enabled.
* @return `true` if feature `feature` is currently enabled and
* `false` otherwise.
*/
public final function bool IsFeatureEnabled(Feature feature)
{
/// Checks if given `Feature` instance is enabled.
///
/// If you want to check if any instance instance of given class `classToCheck` is enabled
/// (and not [`feature`] specifically), use [`IsFeatureClassEnabled()`] method instead.
public final function bool IsFeatureEnabled(Feature feature) {
local int i;
if (feature == none) return false;
if (!feature.IsAllocated()) return false;
CleanEnabledFeatures();
for (i = 0; i < enabledFeatures.length; i += 1)
{
for (i = 0; i < enabledFeatures.length; i += 1) {
if (feature == enabledFeatures[i]) {
return true;
}
@ -389,24 +291,17 @@ public final function bool IsFeatureEnabled(Feature feature)
return false;
}
/**
* Returns enabled `Feature` instance of the given class `featureClass`.
*
* @param featureClass Feature class to find enabled instance for.
* @return Enabled `Feature` instance of the given class `featureClass`.
* If no feature of `featureClass` is enabled, returns `none`.
*/
public final function Feature GetEnabledFeature(class<Feature> featureClass)
{
/// Returns enabled `Feature` instance of the given class.
///
/// Returns `none` only if `featureClass` is not enabled (or also `none`).
public final function Feature GetEnabledFeature(class<Feature> featureClass) {
local int i;
if (featureClass == none) {
return none;
}
CleanEnabledFeatures();
for (i = 0; i < enabledFeatures.length; i += 1)
{
if (featureClass == enabledFeatures[i].class)
{
for (i = 0; i < enabledFeatures.length; i += 1) {
if (featureClass == enabledFeatures[i].class) {
enabledFeatures[i].NewRef();
return enabledFeatures[i];
}
@ -414,41 +309,26 @@ public final function Feature GetEnabledFeature(class<Feature> featureClass)
return none;
}
/**
* Enables given `Feature` instance `newEnabledFeature` with a given config.
* Does not change a config for already enabled feature, failing instead.
*
* @see `Feature::EnableMe()`.
*
* @param newEnabledFeature Instance to enable.
* @param configName Name of the config to enable `newEnabledFeature`
* feature with. `none` means "default" config (will be created, if
* necessary).
* @return `true` if given `newEnabledFeature` was enabled and `false`
* otherwise (including if feature of the same class has already been
* enabled).
*/
public final function bool EnableFeature(
Feature newEnabledFeature,
BaseText configName)
{
/// Enables given `Feature` instance `newEnabledFeature` with a given config.
/// Does not change a config for already enabled feature, failing instead.
///
/// Returns `true` if given `newEnabledFeature` was enabled and `false` otherwise
/// (including if feature of the same class has already been enabled).
public final function bool EnableFeature(Feature newEnabledFeature, optional BaseText configName) {
local int i;
if (newEnabledFeature == none) return false;
if (!newEnabledFeature.IsAllocated()) return false;
CleanEnabledFeatures();
for (i = 0; i < enabledFeatures.length; i += 1)
{
if (newEnabledFeature.class == enabledFeatures[i].class)
{
if (newEnabledFeature == enabledFeatures[i])
{
for (i = 0; i < enabledFeatures.length; i += 1) {
if (newEnabledFeature.class == enabledFeatures[i].class) {
if (newEnabledFeature == enabledFeatures[i]) {
_.logger
.Auto(warnFeatureAlreadyEnabled)
.Arg(_.text.FromClass(newEnabledFeature.class));
}
else
{
else {
_.logger
.Auto(errFeatureClassAlreadyEnabled)
.Arg(_.text.FromClass(newEnabledFeature.class));
@ -465,26 +345,19 @@ public final function bool EnableFeature(
return true;
}
/**
* Disables given `Feature` instance `featureToDisable`.
*
* @see `Feature::EnableMe()`.
*
* @param featureToDisable Instance to disable.
* @return `true` if given `newEnabledFeature` was disabled and `false`
* otherwise (including if it already was disabled).
*/
public final function bool DisableFeature(Feature featureToDisable)
{
/// Disables given `Feature` instance `featureToDisable`.
///
/// Returns `true` if given `newEnabledFeature` was disabled and `false` otherwise
/// (including if it already was disabled).
public final function bool DisableFeature(Feature featureToDisable) {
local int i;
if (featureToDisable == none) return false;
if (!featureToDisable.IsAllocated()) return false;
CleanEnabledFeatures();
for (i = 0; i < enabledFeatures.length; i += 1)
{
if (featureToDisable == enabledFeatures[i])
{
for (i = 0; i < enabledFeatures.length; i += 1) {
if (featureToDisable == enabledFeatures[i]) {
enabledFeatures.Remove(i, 1);
enabledFeaturesLifeVersions.Remove(i, 1);
featureToDisable.DisableInternal();
@ -496,22 +369,18 @@ public final function bool DisableFeature(Feature featureToDisable)
return false;
}
/**
* Disables all currently enabled `Feature`s.
*
* Mainly intended for the clean up when Acedia shuts down.
*/
public final function DisableAllFeatures()
{
local int i;
local array<Feature> featuresCopy;
/// Disables all currently enabled `Feature`s.
///
/// Mainly intended for the clean up when Acedia shuts down.
public final function DisableAllFeatures() {
local int i;
local array<Feature> featuresCopy;
CleanEnabledFeatures();
featuresCopy = enabledFeatures;
enabledFeatures.length = 0;
enabledFeaturesLifeVersions.length = 0;
for (i = 0; i < enabledFeatures.length; i += 1)
{
for (i = 0; i < enabledFeatures.length; i += 1) {
featuresCopy[i].DisableInternal();
onFeatureDisabledSignal.Emit(featuresCopy[i].class);
}

15
sources/BaseRealm/AcediaEnvironment/Events/Environment_FeatureDisabled_Signal.uc

@ -1,6 +1,8 @@
/**
* Signal class for `AcediaEnvironment`'s `FeatureDisabled()` signal.
* Copyright 2022 Anton Tarasenko
* Author: dkanus
* Home repo: https://www.insultplayers.ru/git/AcediaFramework/AcediaCore
* License: GPL
* Copyright 2022 Anton Tarasenko
*------------------------------------------------------------------------------
* This file is part of Acedia.
*
@ -19,20 +21,17 @@
*/
class Environment_FeatureDisabled_Signal extends Signal;
public final function Emit(class<Feature> disabledFeatureClass)
{
public final function Emit(class<Feature> disabledFeatureClass) {
local Slot nextSlot;
StartIterating();
nextSlot = GetNextSlot();
while (nextSlot != none)
{
while (nextSlot != none) {
Environment_FeatureDisabled_Slot(nextSlot).connect(disabledFeatureClass);
nextSlot = GetNextSlot();
}
CleanEmptySlots();
}
defaultproperties
{
defaultproperties {
relatedSlotClass = class'Environment_FeatureDisabled_Slot'
}

18
sources/BaseRealm/AcediaEnvironment/Events/Environment_FeatureDisabled_Slot.uc

@ -1,6 +1,8 @@
/**
* Slot class for `AcediaEnvironment`'s `FeatureDisabled()` signal.
* Copyright 2022 Anton Tarasenko
* Author: dkanus
* Home repo: https://www.insultplayers.ru/git/AcediaFramework/AcediaCore
* License: GPL
* Copyright 2022 Anton Tarasenko
*------------------------------------------------------------------------------
* This file is part of Acedia.
*
@ -19,22 +21,18 @@
*/
class Environment_FeatureDisabled_Slot extends Slot;
delegate connect(class<Feature> disabledFeatureClass)
{
delegate connect(class<Feature> disabledFeatureClass) {
DummyCall();
}
protected function Constructor()
{
protected function Constructor() {
connect = none;
}
protected function Finalizer()
{
protected function Finalizer() {
super.Finalizer();
connect = none;
}
defaultproperties
{
defaultproperties {
}

16
sources/BaseRealm/AcediaEnvironment/Events/Environment_FeatureEnabled_Signal.uc

@ -1,6 +1,8 @@
/**
* Signal class for `AcediaEnvironment`'s `FeatureEnabled()` signal.
* Copyright 2022 Anton Tarasenko
* Author: dkanus
* Home repo: https://www.insultplayers.ru/git/AcediaFramework/AcediaCore
* License: GPL
* Copyright 2022 Anton Tarasenko
*------------------------------------------------------------------------------
* This file is part of Acedia.
*
@ -19,20 +21,18 @@
*/
class Environment_FeatureEnabled_Signal extends Signal;
public final function Emit(Feature enabledFeature)
{
public final function Emit(Feature enabledFeature) {
local Slot nextSlot;
StartIterating();
nextSlot = GetNextSlot();
while (nextSlot != none)
{
while (nextSlot != none) {
Environment_FeatureEnabled_Slot(nextSlot).connect(enabledFeature);
nextSlot = GetNextSlot();
}
CleanEmptySlots();
}
defaultproperties
{
defaultproperties {
relatedSlotClass = class'Environment_FeatureEnabled_Slot'
}

18
sources/BaseRealm/AcediaEnvironment/Events/Environment_FeatureEnabled_Slot.uc

@ -1,6 +1,8 @@
/**
* Slot class for `AcediaEnvironment`'s `FeatureEnabled()` signal.
* Copyright 2022 Anton Tarasenko
* Author: dkanus
* Home repo: https://www.insultplayers.ru/git/AcediaFramework/AcediaCore
* License: GPL
* Copyright 2022 Anton Tarasenko
*------------------------------------------------------------------------------
* This file is part of Acedia.
*
@ -19,22 +21,18 @@
*/
class Environment_FeatureEnabled_Slot extends Slot;
delegate connect(Feature enabledFeature)
{
delegate connect(Feature enabledFeature) {
DummyCall();
}
protected function Constructor()
{
protected function Constructor() {
connect = none;
}
protected function Finalizer()
{
protected function Finalizer() {
super.Finalizer();
connect = none;
}
defaultproperties
{
defaultproperties {
}
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