/** * Simple user database for Acedia. * Only stores data for a session, map or server restarts will clear it. * Copyright 2020 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 UserDatabase extends AcediaObject config(Acedia) abstract; // This is used as a global variable only (`default.activeDatabase`) to store // a reference to main database for persistent data, used by Acedia. var private UserDatabase activeDatabase; // `User` records that were stored this session var private array sessionUsers; // `UserID`s generated during this session. // Instead of constantly creating new ones - just reuse already created. // This array should not grow too huge under normal circumstances. var private array storedUserIDs; /** * Provides a reference to the database of user records that Acedia was * set up to use. * * Provided reference is guaranteed to not change during one session. * * @return reference to the database of user records that Acedia was * set up to use. */ public final static function UserDatabase GetInstance() { if (default.activeDatabase == none) { default.activeDatabase = UserDatabase(_().memory.Allocate(class'UserDatabase')); } return default.activeDatabase; } /** * Converts `string` representation of someone's id into appropriate * `UserID` object. * * Always returns the same object for the same `idHash`. */ public final function UserID FetchUserID(string idHash) { local int i; local UserID.SteamID steamID; local UserID newUserID; steamID = class'UserID'.static.GetSteamIDFromIDHash(idHash); for (i = 0; i < storedUserIDs.length; i += 1) { if (storedUserIDs[i].IsEqualToSteamID(steamID)) { return storedUserIDs[i]; } } newUserID = UserID(_().memory.Allocate(class'UserID')); newUserID.InitializeWithSteamID(steamID); storedUserIDs[storedUserIDs.length] = newUserID; return newUserID; } /** * Fetches `User` object that stores persistent data for a given `userID`. * * @param userID ID for which to fetch a persistent data storage. * @return `User` object for a given `UserID`. Guaranteed to be a valid * non-`none` reference if passed `userID` is not `none` and initialized * (which is guaranteed unless you manually created it). */ public final function User FetchUser(UserID userID) { local int i; local User newUser; for (i = 0; i < sessionUsers.length; i += 1) { if (sessionUsers[i].GetID().IsEqualTo(userID)) { return sessionUsers[i]; } } newUser = User(_().memory.Allocate(class'User')); newUser.Initialize(userID, sessionUsers.length + 1); sessionUsers[sessionUsers.length] = newUser; return newUser; } /** * Fetches appropriate `User` object for a player, given his session key. * * @param userKey Key corresponding to a `User` method must to get. * @return Corresponding `User` object. Guaranteed to be a valid non-`none` * reference if `userKey` was actually assigned to any `User` during * current playing session; `none` otherwise. */ public final function User FetchUserByKey(int userKey) { local int i; for (i = 0; i < sessionUsers.length; i += 1) { if (sessionUsers[i].GetKey() == userKey) { return sessionUsers[i]; } } return none; } defaultproperties { }