/** * Feature represents a certain subset of Acedia's functionality that * can be enabled or disabled, according to server owner's wishes. * In the current version of Acedia enabling or disabling a feature requires * manually editing configuration file and restarting a server. * Creating a `Feature` instance should be done by using * `EnableMe()` / `DisableMe()` methods; instead of regular `Constructor()` * and `Finalizer()` one should use `OnEnabled() and `OnDisabled()` methods. * Any instances created through other means will be automatically deallocated, * enforcing `Singleton`-like behavior for the `Feature` class. * Copyright 2019 - 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 Feature extends AcediaObject abstract; // Default value of this variable will store one and only existing version // of `Feature` of this class. var private Feature activeInstance; var private int activeInstanceLifeVersion; // Setting default value of this variable to 'true' prevents creation of // a `Feature`, even if no instances of it exist. This is used to ensure active // `Feature`s can only be created through the proper means and behave like // singletons. // Only a default value is ever used. var protected bool blockSpawning; // Setting that tells Acedia whether or not to enable this feature // during initialization. // Only it's default value is ever used. var private config bool autoEnable; // Listeners listed here will be automatically activated. var public const array< class > requiredListeners; // `Service` that will be launched and shut down along with this `Feature`. // One should never launch or shut down this service manually. var protected const class serviceClass; protected function Constructor() { local FeatureService myService; if (default.blockSpawning) { FreeSelf(); return; } SetListenersActiveStatus(true); if (serviceClass != none) { myService = FeatureService(serviceClass.static.Require()); } if (myService != none) { myService.SetOwnerFeature(self); } OnEnabled(); } protected function Finalizer() { local FeatureService service; if (GetInstance() != self) { return; } SetListenersActiveStatus(false); OnDisabled(); if (serviceClass != none) { service = FeatureService(serviceClass.static.GetInstance()); } if (service != none) { service.Destroy(); } default.activeInstance = none; } /** * Returns an instance of the `Feature` of the class used to call * this method. * * @return Active `Feature` instance of the class used to call * this method (i.e. `class'MyFunFeature'.static.GetInstance()`). * `none` if particular `Feature` in question is not currently active. */ public final static function Feature GetInstance() { if (default.activeInstance == none) { return none; } if ( default.activeInstance.GetLifeVersion() != default.activeInstanceLifeVersion) { default.activeInstance = none; return none; } return default.activeInstance; } /** * Returns reference to this `Feature`'s `FeatureService`. * * @return Reference to this `Feature`'s `FeatureService`. * `none` if caller `Feature` did not set a proper `serviceClass`, * otherwise guaranteed to be not `none`. */ public final function Service GetService() { if (serviceClass == none) { return none; } return serviceClass.static.Require(); } /** * Checks if caller `Feature` should be auto-enabled on game starting. * * @return `true` if caller `Feature` should be auto-enabled and * `false` otherwise. */ public static final function bool IsAutoEnabled() { return default.autoEnable; } /** * Checks whether caller `Feature` is currently enabled. * * @return `true` if caller `Feature` is currently enabled and * `false` otherwise. */ public static final function bool IsEnabled() { return (GetInstance() != none); } /** * Enables the feature and returns it's active instance. * * Cannot fail. Any checks on whether it's appropriate to enable `Feature` * must be done separately, before calling this method. * * @return Active instance of the caller `Feature` class. */ public static final function Feature EnableMe() { local Feature newInstance; if (IsEnabled()) { return GetInstance(); } default.blockSpawning = false; newInstance = Feature(__().memory.Allocate(default.class)); default.activeInstance = newInstance; default.activeInstanceLifeVersion = newInstance.GetLifeVersion(); default.blockSpawning = true; return newInstance; } /** * Disables this feature in case it is enabled. Does nothing otherwise. * * @return `true` if `Feature` in question was enabled at th moment of * the call and `false` otherwise. */ public static final function bool DisableMe() { local Feature myself; myself = GetInstance(); if (myself != none) { myself.FreeSelf(); return true; } return false; } /** * When using proper methods for enabling a `Feature`, * this method is guaranteed to be called right after it is enabled. * * AVOID MANUALLY CALLING IT. */ protected function OnEnabled(){} /** * When using proper methods for enabling a `Feature`, * this method is guaranteed to be called right after it is disabled. * * AVOID MANUALLY CALLING IT. */ protected function OnDisabled(){} private static function SetListenersActiveStatus(bool newStatus) { local int i; for (i = 0; i < default.requiredListeners.length; i += 1) { if (default.requiredListeners[i] == none) continue; default.requiredListeners[i].static.SetActive(newStatus); } } defaultproperties { autoEnable = false blockSpawning = true serviceClass = none }