/** * Service that handles pending saving of aliases data into configs. * Adding aliases into `AliasSource`s causes corresponding configs to update. * This service allows to delay and spread config rewrites over time, * which should help in case someone dynamically adds a lot of * different aliases. * 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 AliasService extends Service config(AcediaSystem); // Objects for which we are yet to write configs var private array sourcesPendingToSave; var private array aliasesPendingToSave; // How often should we do it. // Negative or zero values would be reset to `0.05`. var public config const float saveInterval; // To avoid creating yet another object for aliases system we will // keep config variable pointing to weapon, color, etc. `AliasSource` // subclasses here. It's not the best regarding separation of responsibility, // but should make config files less fragmented. // Changing these allows you to change in what sources `AliasesAPI` // looks for weapon and color aliases. var public config const class weaponAliasesSource; var public config const class colorAliasesSource; protected function OnLaunch() { local float actualInterval; actualInterval = saveInterval; if (actualInterval <= 0) { actualInterval = 0.05; } SetTimer(actualInterval, true); } protected function OnShutdown() { SaveAllPendingObjects(); } public final function PendingSaveSource(AliasSource sourceToSave) { local int i; if (sourceToSave == none) return; // Starting searching from the end of an array will make situations when // we add several aliases to a single source in a row more efficient. for (i = sourcesPendingToSave.length - 1;i >= 0; i -= 1) { if (sourcesPendingToSave[i] == sourceToSave) return; } sourcesPendingToSave[sourcesPendingToSave.length] = sourceToSave; } public final function PendingSaveObject(Aliases objectToSave) { local int i; if (objectToSave == none) return; // Starting searching from the end of an array will make situations when // we add several aliases to a single `Aliases` object in a row // more efficient. for (i = aliasesPendingToSave.length - 1;i >= 0; i -= 1) { if (aliasesPendingToSave[i] == objectToSave) return; } aliasesPendingToSave[aliasesPendingToSave.length] = objectToSave; } /** * Forces saving of the next object (either `AliasSource` or `Aliases`) * in queue to the config file. * * Does not reset the timer until next saving. */ private final function DoSaveNextPendingObject() { if (sourcesPendingToSave.length > 0) { if (sourcesPendingToSave[0] != none) { sourcesPendingToSave[0].SaveConfig(); } sourcesPendingToSave.Remove(0, 1); return; } if (aliasesPendingToSave.length > 0) { aliasesPendingToSave[0].SaveOrClear(); aliasesPendingToSave.Remove(0, 1); } } /** * Forces saving of all objects (both `AliasSource`s or `Aliases`s) in queue * to their config files. */ private final function SaveAllPendingObjects() { local int i; for (i = 0; i < sourcesPendingToSave.length; i += 1) { if (sourcesPendingToSave[i] == none) continue; sourcesPendingToSave[i].SaveConfig(); } for (i = 0; i < aliasesPendingToSave.length; i += 1) { aliasesPendingToSave[i].SaveOrClear(); } sourcesPendingToSave.length = 0; aliasesPendingToSave.length = 0; } event Timer() { DoSaveNextPendingObject(); } defaultproperties { saveInterval = 0.05 weaponAliasesSource = class'WeaponAliasSource' colorAliasesSource = class'ColorAliasSource' }