UnrealScript library and basis for all Acedia Framework mods
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/**
* API that allows easy access to `User` persistent data and `UserID`s.
* 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 <https://www.gnu.org/licenses/>.
*/
class UserAPI extends AcediaObject;
var private string userDataDBLink;
/**
* Returns reference to the database of user records that Acedia was
* set up to use.
*
* @return Main `UserDatabase` that Acedia currently uses to load and
* store user information. Guaranteed to be a valid non-`none` reference.
*/
public final function UserDatabase GetDatabase()
{
return class'UserDatabase'.static.GetInstance();
}
/**
* Fetches `User` object that stores persistent data for a given `userID`.
*
* @param userID ID for which to fetch a persistent data storage.
* @return `User` object for a given `UserID`. Guaranteed to be a valid
* non-`none` reference if passed `userID` is not `none` and initialized
* (which is guaranteed unless you manually created it).
*/
public final function User Fetch(UserID userID)
{
return class'UserDatabase'.static.GetInstance().FetchUser(userID);
}
/**
* Fetches appropriate `User` object for a player, given his id as a `Text`.
*
* @param idHash `Text` representation of someone's id.
* @return Corresponding `User` object. Guaranteed to be a valid non-`none`
* reference.
*/
public final function User FetchByIDHash(Text idHash)
{
local UserID userID;
local UserDatabase userDB;
userDB = class'UserDatabase'.static.GetInstance();
userID = userDB.FetchUserID(idHash);
return userDB.FetchUser(userID);
}
/**
* Fetches appropriate `User` object for a player, given his session key.
*
* @param userKey Key corresponding to a `User` method must to get.
* @return Corresponding `User` object. Guaranteed to be a valid non-`none`
* reference if `userKey` was actually assigned to any `User` during
* current playing session; `none` otherwise.
*/
public final function User FetchByKey(int userKey)
{
return class'UserDatabase'.static.GetInstance().FetchUserByKey(userKey);
}
/**
* Returns configured database link to the JSON object in which users' data
* is stored.
*
* @return Database link to the JSON object in which users' data is stored.
* Guaranteed to not be `none`.
*/
public final function Text GetUserDataLink()
{
return P(userDataDBLink).Copy();
}
/**
* Checks whether database setup to store users' persistent data was configured
* and actually exists.
*
* This does not check for whether that database is properly configured.
* If sub-object set to store users' data was not created inside it, then
* Acedia will not be able to make use of users' persistent storage.
*
* @return `true` if database for users' persistent data storage exists and
* `false` otherwise.
*/
public final function bool PersistentStorageExists()
{
return (_.db.Load(P(userDataDBLink)) != none);
}
defaultproperties
{
userDataDBLink = "[local]database:/users"
}