/** * Class for an object that will provide an access to a Acedia's * server-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 ServerGlobal 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 ServerGlobal myself; var public KFFrontend kf; var public ServerUnrealAPI unreal; var public TimeAPI time; var private LoggerAPI.Definition fatBadAdapterClass; public final static function ServerGlobal 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'ServerGlobal'; } return default.myself; } protected function Initialize() { local Global _; local class serverAdapterClass; if (initialized) { return; } super.Initialize(); initialized = true; serverAdapterClass = class(adapterClass); if (adapterClass != none && serverAdapterClass == none) { class'Global'.static.GetInstance().logger .Auto(fatBadAdapterClass) .ArgClass(self.class); return; } if (serverAdapterClass == none) { return; } _ = class'Global'.static.GetInstance(); unreal = ServerUnrealAPI( _.memory.Allocate(serverAdapterClass.default.serverUnrealAPIClass)); unreal.Initialize(serverAdapterClass); time = TimeAPI(_.memory.Allocate(class'TimeAPI')); kf = KFFrontend(_.memory.Allocate(class'KF1_Frontend')); } public final function bool ConnectServerLevelCore() { local Global _; if (class'ServerLevelCore'.static.GetInstance() == none) { return false; } Initialize(); if (class'SideEffects'.default.allowHookingIntoMutate) { _ = class'Global'.static.GetInstance(); class'InfoQueryHandler'.static.StaticConstructor(); unreal.mutator.OnMutate( ServiceAnchor(_.memory.Allocate(class'ServiceAnchor'))) .connect = EnableCommandsFeature; } return true; } private final function EnableCommandsFeature( string command, PlayerController sendingPlayer) { if (command ~= "acediacommands") { class'Commands_Feature'.static.EmergencyEnable(); } } defaultproperties { adapterClass = class'ServerAcediaAdapter' fatBadAdapterClass = (l=LOG_Fatal,m="non-`ServerAcediaAdapter` class was specified as an adapter for `%1` level core class. This should not have happened. AcediaCore cannot properly function.") }