UnrealScript library and basis for all Acedia Framework mods
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/**
* Parent class for all services used in Acedia.
* Currently simply makes itself server-only.
* Copyright 2020 - 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 <https://www.gnu.org/licenses/>.
*/
class Service extends Singleton
abstract;
// `Service`s can use this as a receiver for signal functions
var protected ServiceAnchor _self;
// Log messages
var private LoggerAPI.Definition errNoService;
// Enables feature of given class.
public simulated static final function Service Require()
{
local Service newInstance;
local LevelCore core;
if (IsRunning()) {
return Service(GetInstance());
}
core = __level().GetLevelCore();
if (core == none) {
return none;
}
default.blockSpawning = false;
newInstance = Service(core.Allocate(default.class));
default.blockSpawning = true;
if (newInstance == none) {
__().logger.Auto(default.errNoService).ArgClass(default.class);
}
return newInstance;
}
// Whether service is currently running is determined by
public simulated static final function bool IsRunning()
{
return (GetInstance() != none);
}
protected simulated function OnLaunch(){}
protected simulated function OnShutdown(){}
protected simulated function OnCreated()
{
default.blockSpawning = true;
_self = ServiceAnchor(_.memory.Allocate(class'ServiceAnchor'));
OnLaunch();
}
protected simulated function OnDestroyed()
{
OnShutdown();
_.memory.Free(_self);
_self = none;
}
defaultproperties
{
DrawType = DT_None
// Prevent spawning this feature by any other means than 'Launch()'.
blockSpawning = true
// Features are server-only actors
remoteRole = ROLE_None
errNoService = (l=LOG_Fatal,m="Cannot start required service %1")
}