/** * Aliases allow users to define human-readable and easier to use * "synonyms" to some symbol sequences (mainly names of UnrealScript classes). * This class implements an alias database that stores aliases inside * standard config ini-files. * Several `AliasSource`s are supposed to exist separately, each storing * aliases of particular kind: for weapon, zeds, colors, etc.. * Copyright 2020 - 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 AliasSource extends Singleton dependson(AssociativeArray) config(AcediaAliases); // (Sub-)class of `Aliases` objects that this `AliasSource` uses to store // aliases in per-object-config manner. // Leaving this variable `none` will produce an `AliasSource` that can // only store aliases in form of `record=(alias="...",value="...")`. var public const class aliasesClass; // Storage for all objects of `aliasesClass` class in the config. // Exists after `OnCreated()` event and is maintained up-to-date at all times. var private array loadedAliasObjects; // Links alias to a value. // An array of these structures (without duplicate `alias` records) defines // a function from the space of aliases to the space of values. struct AliasValuePair { var string alias; var string value; }; // Aliases data for saving and loading on a disk (ini-file). // Name is chosen to make configurational files more readable. var private config array record; // Faster access to value by alias' name. // It contains same records as `record` array + aliases from // `loadedAliasObjects` objects when there are no duplicate aliases. // Otherwise only stores first loaded alias. var private AssociativeArray aliasHash; var private LoggerAPI.Definition errIncorrectAliasPair, warnDuplicateAlias; // Load and hash all the data `AliasSource` creation. protected function OnCreated() { if (!AssertAliasesClassIsOwnedByThisSource()) { Destroy(); return; } // Load and hash loadedAliasObjects = aliasesClass.static.LoadAllObjects(); aliasHash = _.collections.EmptyAssociativeArray(); HashValidAliasesFromRecord(); HashValidAliasesFromPerObjectConfig(); } protected function OnDestroyed() { loadedAliasObjects.length = 0; _.memory.Free(aliasHash); aliasHash = none; } // Ensures that our `Aliases` class is properly linked with this // source's class. Logs failure otherwise. private final function bool AssertAliasesClassIsOwnedByThisSource() { if (aliasesClass == none) return true; if (aliasesClass.default.sourceClass == class) return true; _.logger.Auto(errIncorrectAliasPair).ArgClass(class); Destroy(); return false; } // Load hashes from `AliasSource`'s config (`record` array) private final function HashValidAliasesFromRecord() { local int i; local Text aliasAsText, valueAsText; for (i = 0; i < record.length; i += 1) { aliasAsText = _.text.FromString(record[i].alias); valueAsText = _.text.FromString(record[i].value); InsertAlias(aliasAsText, valueAsText); aliasAsText.FreeSelf(); valueAsText.FreeSelf(); } } // Load hashes from `Aliases` objects' config private final function HashValidAliasesFromPerObjectConfig() { local int i, j; local Text nextValue; local array valueAliases; for (i = 0; i < loadedAliasObjects.length; i += 1) { nextValue = loadedAliasObjects[i].GetValue(); valueAliases = loadedAliasObjects[i].GetAliases(); for (j = 0; j < valueAliases.length; j += 1) { InsertAlias(valueAliases[j], nextValue); } nextValue.FreeSelf(); _.memory.FreeMany(valueAliases); } } // Inserts alias into `aliasHash`, cleaning previous keys/values in case // they already exist. // Takes care of lower case conversion to store aliases in `aliasHash` // in a case-insensitive way. private final function InsertAlias(Text alias, Text value) { local Text aliasLowerCaseCopy; local AssociativeArray.Entry hashEntry; if (alias == none) return; if (value == none) return; aliasLowerCaseCopy = alias.LowerCopy(); hashEntry = aliasHash.TakeEntry(aliasLowerCaseCopy); if (hashEntry.value != none) { LogDuplicateAliasWarning(alias, Text(hashEntry.value)); } _.memory.Free(hashEntry.key); _.memory.Free(hashEntry.value); aliasHash.SetItem(aliasLowerCaseCopy, value.Copy(), true); } /** * Checks if given alias is present in caller `AliasSource`. * * @param alias Alias to check, case-insensitive. * @return `true` if present, `false` otherwise. */ public function bool HasAlias(Text alias) { local bool result; local Text lowerCaseAlias; if (alias == none) { return false; } lowerCaseAlias = alias.LowerCopy(); result = aliasHash.HasKey(lowerCaseAlias); lowerCaseAlias.FreeSelf(); return result; } /** * Return value stored for the given alias in caller `AliasSource` * (as well as it's `Aliases` objects). * * @param alias Alias, for which method will attempt to return * a value. Case-insensitive. * @param copyOnFailure Whether method should return copy of original * `alias` value in case caller source did not have any records * corresponding to `alias`. * @return If look up was successful - value, associated with the given * alias `alias`. If lookup was unsuccessful, it depends on `copyOnFailure` * flag: `copyOnFailure == false` means method will return `none` * and `copyOnFailure == true` means method will return `alias.Copy()`. * If `alias == none` method always returns `none`. */ public function Text Resolve(Text alias, optional bool copyOnFailure) { local Text result; local Text lowerCaseAlias; if (alias == none) { return none; } lowerCaseAlias = alias.LowerCopy(); result = Text(aliasHash.GetItem(lowerCaseAlias)); lowerCaseAlias.FreeSelf(); if (result != none) { return result.Copy(); } if (copyOnFailure) { return alias.Copy(); } return none; } /** * Adds another alias to the caller `AliasSource`. * If alias with the same name as `aliasToAdd` already exists, - * method overwrites it. * * Can fail iff `aliasToAdd` is an invalid alias or `aliasValue == none`. * * When adding alias to an object (`saveInObject == true`) alias `aliasToAdd` * will be altered by changing any ':' inside it into a '.'. * This is a necessary measure to allow storing class names in * config files via per-object-config. * * NOTE: This call will cause update of an ini-file. That update can be * slightly delayed, so do not make assumptions about it's immediacy. * * NOTE #2: Removing alias would require this method to go through the * whole `AliasSource` to remove possible duplicates. * This means that unless you can guarantee that there is no duplicates, - * performing a lot of alias additions during run-time can be costly. * * @param aliasToAdd Alias that you want to add to caller source. * Alias names are case-insensitive. * @param aliasValue Intended value of this alias. * @param saveInObject Setting this to `true` will make `AliasSource` save * given alias in per-object-config storage, while keeping it at default * `false` will just add alias to the `record=` storage. * If caller `AliasSource` does not support per-object-config storage, - * this flag will be ignores. * @return `true` if alias was added and `false` otherwise (alias was invalid). */ public final function bool AddAlias( Text aliasToAdd, Text aliasValue, optional bool saveInObject) { local Text lowerCaseAlias; local AliasValuePair newPair; if (aliasToAdd == none) return false; if (aliasValue == none) return false; lowerCaseAlias = aliasToAdd.LowerCopy(); if (aliasHash.HasKey(lowerCaseAlias)) { RemoveAlias(aliasToAdd); } // Save if (saveInObject) { GetAliasesObjectWithValue(aliasValue).AddAlias(aliasToAdd); } else { newPair.alias = aliasToAdd.ToPlainString(); newPair.value = aliasValue.ToPlainString(); record[record.length] = newPair; } aliasHash.SetItem(lowerCaseAlias, aliasValue); AliasService(class'AliasService'.static.Require()).PendingSaveSource(self); return true; } /** * Removes alias (all records with it, in case of duplicates) from * the caller `AliasSource`. * * Cannot fail. * * NOTE: This call will cause update of an ini-file. That update can be * slightly delayed, so do not make assumptions about it's immediacy. * * NOTE #2: removing alias requires this method to go through the * whole `AliasSource` to remove possible duplicates, which can make * performing a lot of alias removal during run-time costly. * * @param aliasToRemove Alias that you want to remove from caller source. */ public final function RemoveAlias(Text aliasToRemove) { local int i; local bool isMatchingRecord; local bool removedAliasFromRecord; local AssociativeArray.Entry hashEntry; if (aliasToRemove == none) { return; } hashEntry = aliasHash.TakeEntry(aliasToRemove); _.memory.Free(hashEntry.key); _.memory.Free(hashEntry.value); while (i < record.length) { isMatchingRecord = aliasToRemove .CompareToPlainString(record[i].alias, SCASE_INSENSITIVE); if (isMatchingRecord) { record.Remove(i, 1); removedAliasFromRecord = true; } else { i += 1; } } for (i = 0; i < loadedAliasObjects.length; i += 1) { loadedAliasObjects[i].RemoveAlias(aliasToRemove); } if (removedAliasFromRecord) { AliasService(class'AliasService'.static.Require()) .PendingSaveSource(self); } } private final function LogDuplicateAliasWarning(Text alias, Text existingValue) { _.logger.Auto(warnDuplicateAlias) .ArgClass(class) .Arg(alias.Copy()) .Arg(existingValue.Copy()); } // Tries to find a loaded `Aliases` config object that stores aliases for // the given value. If such object does not exists - creates a new one. // Assumes `value != none`. private final function Aliases GetAliasesObjectWithValue(Text value) { local int i; local Text nextValue; local Aliases newAliasesObject; for (i = 0; i < loadedAliasObjects.length; i += 1) { nextValue = loadedAliasObjects[i].GetValue(); if (value.Compare(nextValue)) { return loadedAliasObjects[i]; } _.memory.Free(nextValue); } newAliasesObject = aliasesClass.static.LoadObject(value); loadedAliasObjects[loadedAliasObjects.length] = newAliasesObject; return newAliasesObject; } defaultproperties { // Source main parameters aliasesClass = class'Aliases' errIncorrectAliasPair = (l=LOG_Error,m="`AliasSource`-`Aliases` class pair is incorrectly setup for source `%1`. Omitting it.") warnDuplicateAlias = (l=LOG_Warning,m="Alias source `%1` has duplicate record for alias \"%2\". This is likely due to an erroneous config. \"%3\" value will be used.") }