/** * Class for an object that will provide an access to a Acedia's * client-specific functionality by giving a reference to this object to all * Acedia's objects and actors, emulating a global API namespace. * Copyright 2022 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 ClientGlobal extends CoreGlobal; // `Global` is expected to behave like a singleton and will store it's // main instance in this variable's default value. var protected ClientGlobal myself; var public ClientUnrealAPI unreal; var private LoggerAPI.Definition fatBadAdapterClass, errNoInteraction; public function UnrealAPI unreal_api() { return unreal; } public final static function ClientGlobal GetInstance() { if (default.myself == none) { // `...Global`s are special and exist outside main Acedia's // object infrastructure, so we allocate it without using API methods. default.myself = new class'ClientGlobal'; } return default.myself; } protected function Initialize() { local Global _; local PlayerController localPlayer; local AcediaInteraction newInteraction; local class clientAdapterClass; if (initialized) { return; } super.Initialize(); initialized = true; clientAdapterClass = class(adapterClass); if (adapterClass != none && clientAdapterClass == none) { class'Global'.static.GetInstance().logger .Auto(fatBadAdapterClass) .ArgClass(self.class); return; } if (clientAdapterClass == none) { return; } // Create APIs _ = class'Global'.static.GetInstance(); unreal = ClientUnrealAPI( _.memory.Allocate(clientAdapterClass.default.clientUnrealAPIClass)); unreal.Initialize(clientAdapterClass); time.Initialize(unreal); // Create `AcediaInteraction` localPlayer = unreal.GetLocalPlayer(); if (localPlayer != none) { newInteraction = AcediaInteraction(unreal .interaction .AddInteraction_S("AcediaCore.AcediaInteraction")); if (newInteraction != none) { newInteraction.InitializeInteraction(); } else { _.logger.Auto(errNoInteraction); } } } public final function bool ConnectClientLevelCore() { if (class'ClientLevelCore'.static.GetInstance() == none) { return false; } Initialize(); return true; } defaultproperties { adapterClass = class'ClientAcediaAdapter' fatBadAdapterClass = (l=LOG_Fatal,m="Non-`ClientAcediaAdapter` class was specified as an adapter for `%1` level core class. This should not have happened. AcediaCore cannot properly function.") errNoInteraction = (l=LOG_Error,m="Failed to create interaction \"AcediaCore.AcediaInteraction\". AcediaCore won't support most of its client-side functionality.") }