/**
* Aliases allow users to define human-readable and easier to use
* "synonyms" to some symbol sequences (mainly names of UnrealScript classes).
* This class implements an alias database that stores aliases inside
* standard config ini-files.
* Several `AliasSource`s are supposed to exist separately, each storing
* aliases of particular kind: for weapon, zeds, colors, etc..
* Copyright 2020 - 2021 Anton Tarasenko
*------------------------------------------------------------------------------
* This file is part of Acedia.
*
* Acedia is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, version 3 of the License, or
* (at your option) any later version.
*
* Acedia is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with Acedia. If not, see .
*/
class AliasSource extends Singleton
dependson(HashTable)
config(AcediaAliases);
// (Sub-)class of `Aliases` objects that this `AliasSource` uses to store
// aliases in per-object-config manner.
// Leaving this variable `none` will produce an `AliasSource` that can
// only store aliases in form of `record=(alias="...",value="...")`.
var public const class aliasesClass;
// Storage for all objects of `aliasesClass` class in the config.
// Exists after `OnCreated()` event and is maintained up-to-date at all times.
var private array loadedAliasObjects;
// Links alias to a value.
// An array of these structures (without duplicate `alias` records) defines
// a function from the space of aliases to the space of values.
struct AliasValuePair
{
var string alias;
var string value;
};
// Aliases data for saving and loading on a disk (ini-file).
// Name is chosen to make configurational files more readable.
var private config array record;
// Faster access to value by alias' name.
// It contains same records as `record` array + aliases from
// `loadedAliasObjects` objects when there are no duplicate aliases.
// Otherwise only stores first loaded alias.
var private HashTable aliasHash;
var private LoggerAPI.Definition errIncorrectAliasPair, warnDuplicateAlias;
// Load and hash all the data `AliasSource` creation.
protected simulated function OnCreated()
{
if (!AssertAliasesClassIsOwnedByThisSource()) {
Destroy();
return;
}
// Load and hash
loadedAliasObjects = aliasesClass.static.LoadAllObjects();
aliasHash = _.collections.EmptyHashTable();
HashValidAliasesFromRecord();
HashValidAliasesFromPerObjectConfig();
}
protected simulated function OnDestroyed()
{
loadedAliasObjects.length = 0;
_.memory.Free(aliasHash);
aliasHash = none;
}
// Ensures that our `Aliases` class is properly linked with this
// source's class. Logs failure otherwise.
private simulated final function bool AssertAliasesClassIsOwnedByThisSource()
{
if (aliasesClass == none) return true;
if (aliasesClass.default.sourceClass == class) return true;
_.logger.Auto(errIncorrectAliasPair).ArgClass(class);
Destroy();
return false;
}
// Load hashes from `AliasSource`'s config (`record` array)
private simulated final function HashValidAliasesFromRecord()
{
local int i;
local Text aliasAsText, valueAsText;
for (i = 0; i < record.length; i += 1)
{
aliasAsText = _.text.FromString(record[i].alias);
valueAsText = _.text.FromString(record[i].value);
InsertAlias(aliasAsText, valueAsText);
aliasAsText.FreeSelf();
valueAsText.FreeSelf();
}
}
// Load hashes from `Aliases` objects' config
private simulated final function HashValidAliasesFromPerObjectConfig()
{
local int i, j;
local Text nextValue;
local array valueAliases;
for (i = 0; i < loadedAliasObjects.length; i += 1)
{
nextValue = loadedAliasObjects[i].GetValue();
valueAliases = loadedAliasObjects[i].GetAliases();
for (j = 0; j < valueAliases.length; j += 1) {
InsertAlias(valueAliases[j], nextValue);
}
nextValue.FreeSelf();
_.memory.FreeMany(valueAliases);
}
}
// Inserts alias into `aliasHash`, cleaning previous keys/values in case
// they already exist.
// Takes care of lower case conversion to store aliases in `aliasHash`
// in a case-insensitive way.
private simulated final function InsertAlias(BaseText alias, BaseText value)
{
local Text aliasLowerCaseCopy;
local HashTable.Entry hashEntry;
if (alias == none) return;
if (value == none) return;
aliasLowerCaseCopy = alias.LowerCopy();
hashEntry = aliasHash.TakeEntry(aliasLowerCaseCopy);
if (hashEntry.value != none) {
LogDuplicateAliasWarning(alias, Text(hashEntry.value));
}
_.memory.Free(hashEntry.key);
_.memory.Free(hashEntry.value);
aliasHash.SetItem(aliasLowerCaseCopy, value);
aliasLowerCaseCopy.FreeSelf();
}
/**
* Checks if given alias is present in caller `AliasSource`.
*
* @param alias Alias to check, case-insensitive.
* @return `true` if present, `false` otherwise.
*/
public simulated function bool HasAlias(BaseText alias)
{
local bool result;
local Text lowerCaseAlias;
if (alias == none) {
return false;
}
lowerCaseAlias = alias.LowerCopy();
result = aliasHash.HasKey(lowerCaseAlias);
lowerCaseAlias.FreeSelf();
return result;
}
/**
* Return value stored for the given alias in caller `AliasSource`
* (as well as it's `Aliases` objects).
*
* @param alias Alias, for which method will attempt to return
* a value. Case-insensitive. If given `alias` starts with "$" character -
* that character will be removed before resolving that alias.
* @param copyOnFailure Whether method should return copy of original
* `alias` value in case caller source did not have any records
* corresponding to `alias`.
* @return If look up was successful - value, associated with the given
* alias `alias`. If lookup was unsuccessful, it depends on `copyOnFailure`
* flag: `copyOnFailure == false` means method will return `none`
* and `copyOnFailure == true` means method will return `alias.Copy()`.
* If `alias == none` method always returns `none`.
*/
public simulated function Text Resolve(
BaseText alias,
optional bool copyOnFailure)
{
local Text result;
local Text lowerCaseAlias;
if (alias == none) {
return none;
}
// Automatically get rid of "$" prefix, if present
if (alias.StartsWith(P("$"))) {
lowerCaseAlias = alias.LowerCopy(1);
}
else {
lowerCaseAlias = alias.LowerCopy();
}
result = Text(aliasHash.GetItem(lowerCaseAlias));
lowerCaseAlias.FreeSelf();
if (result != none) {
return result;
}
if (copyOnFailure) {
return alias.Copy();
}
return none;
}
/**
* Adds another alias to the caller `AliasSource`.
* If alias with the same name as `aliasToAdd` already exists, -
* method overwrites it.
*
* Can fail iff `aliasToAdd` is an invalid alias or `aliasValue == none`.
*
* When adding alias to an object (`saveInObject == true`) alias `aliasToAdd`
* will be altered by changing any ':' inside it into a '.'.
* This is a necessary measure to allow storing class names in
* config files via per-object-config.
*
* NOTE: This call will cause update of an ini-file. That update can be
* slightly delayed, so do not make assumptions about it's immediacy.
*
* NOTE #2: Removing alias would require this method to go through the
* whole `AliasSource` to remove possible duplicates.
* This means that unless you can guarantee that there is no duplicates, -
* performing a lot of alias additions during run-time can be costly.
*
* @param aliasToAdd Alias that you want to add to caller source.
* Alias names are case-insensitive.
* @param aliasValue Intended value of this alias.
* @param saveInObject Setting this to `true` will make `AliasSource` save
* given alias in per-object-config storage, while keeping it at default
* `false` will just add alias to the `record=` storage.
* If caller `AliasSource` does not support per-object-config storage, -
* this flag will be ignores.
* @return `true` if alias was added and `false` otherwise (alias was invalid).
*/
public simulated final function bool AddAlias(
Text aliasToAdd,
Text aliasValue,
optional bool saveInObject)
{
local Text lowerCaseAlias;
local AliasValuePair newPair;
if (aliasToAdd == none) return false;
if (aliasValue == none) return false;
lowerCaseAlias = aliasToAdd.LowerCopy();
if (aliasHash.HasKey(lowerCaseAlias)) {
RemoveAlias(aliasToAdd);
}
// Save
if (saveInObject) {
GetAliasesObjectWithValue(aliasValue).AddAlias(aliasToAdd);
}
else
{
newPair.alias = aliasToAdd.ToString();
newPair.value = aliasValue.ToString();
record[record.length] = newPair;
}
aliasHash.SetItem(lowerCaseAlias, aliasValue);
_.memory.Free(lowerCaseAlias);
_.memory.Free(aliasValue);
AliasService(class'AliasService'.static.Require()).PendingSaveSource(self);
return true;
}
/**
* Removes alias (all records with it, in case of duplicates) from
* the caller `AliasSource`.
*
* Cannot fail.
*
* NOTE: This call will cause update of an ini-file. That update can be
* slightly delayed, so do not make assumptions about it's immediacy.
*
* NOTE #2: removing alias requires this method to go through the
* whole `AliasSource` to remove possible duplicates, which can make
* performing a lot of alias removal during run-time costly.
*
* @param aliasToRemove Alias that you want to remove from caller source.
*/
public simulated final function RemoveAlias(BaseText aliasToRemove)
{
local int i;
local bool isMatchingRecord;
local bool removedAliasFromRecord;
local HashTable.Entry hashEntry;
if (aliasToRemove == none) {
return;
}
hashEntry = aliasHash.TakeEntry(aliasToRemove);
_.memory.Free(hashEntry.key);
_.memory.Free(hashEntry.value);
while (i < record.length)
{
isMatchingRecord = aliasToRemove
.CompareToString(record[i].alias, SCASE_INSENSITIVE);
if (isMatchingRecord)
{
record.Remove(i, 1);
removedAliasFromRecord = true;
}
else {
i += 1;
}
}
for (i = 0; i < loadedAliasObjects.length; i += 1) {
loadedAliasObjects[i].RemoveAlias(aliasToRemove);
}
if (removedAliasFromRecord)
{
AliasService(class'AliasService'.static.Require())
.PendingSaveSource(self);
}
}
private simulated final function LogDuplicateAliasWarning(
BaseText alias,
BaseText existingValue)
{
_.logger.Auto(warnDuplicateAlias)
.ArgClass(class)
.Arg(alias.Copy())
.Arg(existingValue.Copy());
}
// Tries to find a loaded `Aliases` config object that stores aliases for
// the given value. If such object does not exists - creates a new one.
// Assumes `value != none`.
private simulated final function Aliases GetAliasesObjectWithValue(
BaseText value)
{
local int i;
local Text nextValue;
local Aliases newAliasesObject;
for (i = 0; i < loadedAliasObjects.length; i += 1)
{
nextValue = loadedAliasObjects[i].GetValue();
if (value.Compare(nextValue)) {
return loadedAliasObjects[i];
}
_.memory.Free(nextValue);
}
newAliasesObject = aliasesClass.static.LoadObject(value);
loadedAliasObjects[loadedAliasObjects.length] = newAliasesObject;
return newAliasesObject;
}
defaultproperties
{
// Source main parameters
aliasesClass = class'Aliases'
errIncorrectAliasPair = (l=LOG_Error,m="`AliasSource`-`Aliases` class pair is incorrectly setup for source `%1`. Omitting it.")
warnDuplicateAlias = (l=LOG_Warning,m="Alias source `%1` has duplicate record for alias \"%2\". This is likely due to an erroneous config. \"%3\" value will be used.")
}