UnrealScript library and basis for all Acedia Framework mods
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Signals and slots system

Acedia provides its own unique event system that is more powerful than regular delegates and easier to use than listener-type objects like GameRules. It's best demonstrated with an example from AcediaFixes' feature that deals with friendly fire-related exploits. Said feature has to catch and handle NetDamage() event from GameRules and, with Acedia's signal/slot system, handler can be added with a single line:

_.unreal.gameRules.OnNetDamage(self).connect = NetDamageHandler;

OnNetDamage() here is a signal function responsible for adding new handlers for the NetDamage event. Function NetDamageHandler has to have an appropriate signature (parameters and return value types) for the event and will be called each time NetDamage event occurs.

Unlike raw delegates, that can each only store one function, signal/slot system allows us to have however many handlers we want:

//  All of those will be called on `NetDamage` event
_.unreal.gameRules.OnNetDamage(self).connect = NetDamageNext;
_.unreal.gameRules.OnNetDamage(self).connect = NetDamageTry;
_.unreal.gameRules.OnNetDamage(self).connect = NetDamageRevolution;
_.unreal.gameRules.OnNetDamage(self).connect = NetDamageEvolutionR;

self parameter defines a receiver object for each handler. Receiver is responsible for the added handler and helps Acedia to cleanup unused ones - if receiver gets deallocated, then all of the associated handlers will be automatically removed:

//  This assumes that `someObj` is a child class of `AcediaObject`
_.unreal.gameRules.OnNetDamage(someObj).connect = NetDamageHandler;
_.memory.Free(someObj); // After this line `NetDamageHandler()` won't be called.

Most of the time receiver is going to be self, since normally each object adds its own functions as event handlers. Passing none for a receiver will make Acedia do a bunch of additional work, while not actually connecting your handler, so avoid doing that.

Once you no longer need to handle an event, you can disconnect from it:

_.unreal.gameRules.OnNetDamage(self).Disconnect();
//  To disconnect some object `someObj`:
_.unreal.gameRules.OnNetDamage(someObj).Disconnect();

This will remove all handlers associated with the object passed as an argument.

NOTE: Even though handlers associated with deallocated object will be automatically removed, it is still good practice to manually remove all handlers associated with it inside a finalizer, since otherwise "dead" handlers will be stored until related event is triggered.

Removing individual handlers is also possible, but can be a bit cumbersome and is not recommended.

NOTE: Our signals and slots take this moniker after Qt's events system; however, what they are and how they work is different and shouldn't be mixed up.

Are handlers guaranteed to be called?

As a rule of thumb, all handlers, connected to a signal, are expected to be called when that signal is emitted. Exceptions are frowned upon and mostly exist for wrappers for existing UnrealScript's event (for mutators, game rules, etc.) to provide the same kind of interface. If signal allows handlers to prevent its propagation to other handlers, then this must be specified in documentation for event's signal function.

However note that signal only calls handlers that were added before its emission began. For example, if you add a new handler for OnTick() while handling that event, the new one will only be called on the next tick. However, removing existing handlers will prevent them from being called even if they were connected to a signal when emission has already began.

[Advanced] How signals and slots work

Delegates overview

This system was created because of limitations of delegates in UnrealEngine 2. One can declare delegate inside any class:

class MyClass extends Object;

delegate MyDelegate()
{
    //  This code will be executed if no function is assigned to the delegate.
    Log("Empty message");
}

then assign a function to them and any time a delegate is called an assigned function will be called instead:

function handler()
{
    Log("Handler is called!");
}

local MyClass obj;
obj = new class'MyClass';
obj.MyDelegate();       // "Empty message" is logged
obj.MyDelegate = handler;
obj.MyDelegate();       // "Handler is called!" is logged
obj.MyDelegate = none;  // Reset delegate to its default state
obj.MyDelegate();       // "Empty message" is logged

However they have their limitations, main one being that out of the box they do not support multiple event handlers: you can neither assign several functions to a delegate nor can you create an array of delegates.

slots are boxed delegates, Signals are arrays of slots

Acedia bypasses this limitation by essentially boxing delegates. If you are unfamiliar with the concept of boxing, it is somewhat discussed here. slot is just an object that contains a single delegate (convention is to call it connect()) with some extra code to support cleanup of no longer needed slots. Wrapping delegates into slots allows us to store them in arrays represented by Signals: each Signal is usually associated with some sort of an event and can refer (be connected to) several slots, therefore supporting several different event handlers.

Signals are usually declared as internal variables and are distinct entities from signal function like _.unreal.gameRules.OnNetDamage(). Connecting a handler to an event with line like OnNetDamage(self).connect = NetDamage actually means performing following steps:

  1. Found / access appropriate Signal object;
  2. Created and return new slot object for that Singal;
  3. Assign connect delegate for returned slot to a handler function (NetDamage in above example).
//  [GameRulesAPI.uc]
public final function GameRules_OnNetDamage_Slot OnNetDamage(
    AcediaObject receiver)
{
    local signal        signal;
    local UnrealService service;
    //  These two lines are implementation detail for `OnNetDamage()`,
    //  you can store your `signal` object wherever you need.
    service = UnrealService(class'UnrealService'.static.Require());
    signal = service.GetSignal(class'GameRules_OnNetDamage_Signal');
    //  This corresponds to the second step of creating new slot
    return GameRules_OnNetDamage_Slot(signal.NewSlot(receiver));
}

//  [FixFFHack.uc]
//  `connect` is simply a delegate variable defined inside
//  object of class `GameRules_OnNetDamage_Slot`
_.unreal.gameRules.OnNetDamage(self).connect = NetDamage;

If returned slot is not assigned to any function, then it will be automatically cleaned up at some later point. We cannot directly check whether a delegate was assigned some value, but connect's default implementation calls special protected method DummyCall() that marks caller slot as empty.

Disconnecting

So how does _.unreal.gameRules.OnNetDamage(someObj).Disconnect() work? Same as above, _.unreal.gameRules.OnNetDamage(someObj) creates a new empty slot, associated with someObj. This slot has references to both signal its connected to and someObj. Disconnect() method makes our slot inform its signal that all slots related to someObj (including itself) must be disconnected and deallocated.

This means that disconnecting object's slots from the signal with Disconnect()always involves creation of the new slot that will never be connected to any handler method. It is a roundabout way of doing things, but it provides a simple interface for the task that shouldn't be performed often enough to affect performance.

[Advanced] How to make your own signals and slots

Providing support for your own signals and slots actually takes quite a bit more work that using them. It is definitely more work than with listener-type objects. Here we will consider main use cases.

Simple notification events

If you need to add an event with handlers that don't take any parameters and don't return anything, then easiest way it to use SimpleSignal / SingleSlot classes:

class MyEventClass extends AcediaObject;

var private SimpleSignal onMyEventSignal;

protected function Constructor()
{
    onMyEventSignal = SimpleSignal(_.memory.Allocate(class'SimpleSignal'));
}

protected function Finalizer()
{
    _.memory.Free(onMyEventSignal);
    onMyEventSignal = none;
}

public function SimpleSlot OnMyEvent(AcediaObject receiver)
{
    return SimpleSlot(onMyEventSignal.NewSlot(receiver));
}

//  Suppose you want to emit the `signal` when this function is called...
public function SimpleSlot FireOffMyEvent(AcediaObject receiver)
{
    //  ...simply call this and all the slots will have their handlers called
    onMyEventSignal.Emit();
}

Then you can use OnMyEvent() as a signal function:

//  To add handlers
myEventClassInstance.OnMyEvent(self).connect = handler;
//  To remove handlers
myEventClassInstance.OnMyEvent(self).Disconnect();

Events with parameters

Some of the events, like OnNetDamage() in our first examples, can take parameters. We cannot use SimpleSignal or SimpleSlot for them and have to define new classes that will wrap around delegate with an appropriate signature.

You simply need to follow the template and define new classes like this:

class MySignal extends Signal;

public final function Emit(<PARAMETERS>)
{
    local Slot nextSlot;
    StartIterating();
    nextSlot = GetNextSlot();
    while (nextSlot != none)
    {
        MySlot(nextSlot).connect(<PARAMETERS>);
        nextSlot = GetNextSlot();
    }
    CleanEmptySlots();
}

defaultproperties
{
    relatedSlotClass = class'MySlot'
}
class MySlot extends Slot;

delegate connect(<PARAMETERS>)
{
    DummyCall(); // This allows Acedia to cleanup slots without set handlers
}

protected function Constructor()
{
    connect = none;
}

protected function Finalizer()
{
    super.Finalizer();
    connect = none;
}

defaultproperties
{
}

where you can use any set of parameters instead of <PARAMETERS>. You can check out Unreal_OnTick_Signal and Unreal_OnTick_Slot for an example.

Events with return values

Sometimes you want your handlers to respond in some way to the event. You can either allow them to modify input parameters (e.g. by declaring them as out) or allow them to have return value. OnNetDamage(), for example, is allowed to modify incoming damage by returning a new value.

To add signals / slots that handle return value use following templates:

class MySignal extends Signal;

public final function <RETURN_TYPE> Emit(<PARAMETERS>)
{
    local <RETURN_TYPE> newValue;
    local Slot          nextSlot;
    StartIterating();
    nextSlot = GetNextSlot();
    while (nextSlot != none)
    {
        newValue = <SLOT_CLASS>(nextSlot).connect(<PARAMETERS>);
        //  This check is necessary before using returned value
        if (!nextSlot.IsEmpty())
        {
            //  Now handle `newValue` however you see fit
        }
        nextSlot = GetNextSlot();
    }
    CleanEmptySlots();
    //  Return whatever you see fit after handling all the slots
    return <END_RETURN_VALUE>;
}

defaultproperties
{
    relatedSlotClass = class'MySlot'
}
class MySlot extends Slot;

delegate <RETURN_TYPE> connect(<PARAMETERS>)
{
    DummyCall();
    //  Return anything you want:
    //  this value will be filtered inside corresponding `Signal`
    //  if no handler is set to the associated slot
    return <???>;
}

protected function Constructor()
{
    connect = none;
}

protected function Finalizer()
{
    super.Finalizer();
    connect = none;
}

For working example you can check out GameRules_OnNetDamage_Signal and GameRules_OnNetDamage_Slot classes.

[Advanced] How to remove particular slot

In our very first example we've seen that we can remove all slots for OnNetDamage(), associated with someObj, by calling _.unreal.gameRules.OnNetDamage(someObj).Disconnect(). But sometimes it might be necessary to remove only one slot. In that case you'll have to store that slot in a separate variable:

//  Each `signal` can have its own `slot` type
var GameRules_OnNetDamage_Slot trackedSlot;
var int trackedSlotLifeVersion;
// ...
// Record new `slot` in a variable, then set `connect` delegate
trackedSlot = _.unreal.gameRules.OnNetDamage(self);
trackedSlot.connect = handler;
trackedSlotLifeVersion = trackedSlot.GetLifeVersion();
// ...
// 1. You can then change `slot`'s handler
if (trackedSlotLifeVersion == trackedSlot.GetLifeVersion()) {
    trackedSlot.connect = handler2;
}
// ...
// 2. Or deallocate `slot` once it's no longer needed -
// its handler won't be called again
trackedSlot.FreeSelf(trackedSlotLifeVersion);
trackedSlot = none;

Here we record life version because it is signal, and not us, that is responsible for the deallocation of slots. If we don't check life versions, we might use slot reallocated for a different purpose. This shouldn't happen unless you deallocate trackedSlot in some other way (e.g. with _.unreal.gameRules.OnNetDamage(self).Disconnect()), but its safer to do this check. Not accessing separate slots is even safer.

NOTE: singals themselves also track slot's life versions and will be able to tell if you've deallocated them on your own.