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349 lines
12 KiB
349 lines
12 KiB
/** |
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* Features are intended as a replacement for mutators: a certain subset of |
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* functionality that can be enabled or disabled, according to server owner's |
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* wishes. |
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* Copyright 2019 - 2022 Anton Tarasenko |
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*------------------------------------------------------------------------------ |
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* This file is part of Acedia. |
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* |
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* Acedia is free software: you can redistribute it and/or modify |
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* it under the terms of the GNU General Public License as published by |
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* the Free Software Foundation, version 3 of the License, or |
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* (at your option) any later version. |
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* |
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* Acedia is distributed in the hope that it will be useful, |
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* but WITHOUT ANY WARRANTY; without even the implied warranty of |
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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* GNU General Public License for more details. |
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* |
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* You should have received a copy of the GNU General Public License |
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* along with Acedia. If not, see <https://www.gnu.org/licenses/>. |
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*/ |
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class Feature extends AcediaObject |
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abstract; |
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/** |
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* # `Feature` |
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* |
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* This class is Acedia's replacement for `Mutators`: a certain subset of |
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* functionality that can be enabled or disabled, according to server owner's |
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* wishes. Unlike `Mutator`s: |
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* * There is not limit for the amount of `Feature`s that can be active |
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* at the same time; |
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* * They also provide built-in ability to have several different configs |
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* that can be swapped during the runtime; |
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* * They can be enabled / disabled during the runtime. |
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* Achieving these points currently comes at the cost of developer having to |
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* perform additional work. |
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* |
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* ## Enabling `Feature` |
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* |
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* Creating a `Feature` instance should be done by using |
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* `EnableMe()` / `DisableMe()` methods; instead of regular `Constructor()` |
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* and `Finalizer()` one should use `OnEnabled() and `OnDisabled()` methods. |
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* There is nothing preventing you from allocating several more instances, |
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* however only one `Feature` per its class can be considered "enabled" at |
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* the same time. This is governed by `AcediaEnvironment` residing in |
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* the acting `Global` class. |
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* |
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* ## Configuration |
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* |
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* `Feature`s store their configuration in a different object |
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* `FeatureConfig`, that uses per-object-config and allows users to define |
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* several different versions of `Feature`'s settings. Each `Feature` must be |
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* in 1-to-1 relationship with one sub-class of `FeatureConfig`, that should be |
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* defined in `configClass` variable. |
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* |
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* ## Creating new `Feature` classes |
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* |
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* To create a new `Feature` one need: |
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* 1. Create child class for `Feature` (usual naming scheme |
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* "MyAwesomeThing_Feature") and a child class for feature config |
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* `FeatureConfig` (usual naming scheme is simply "MyAwesomeThing" to |
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* make config files more readable) and link them by setting |
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* `configClass` variable in `defaultproperties` in your `Feature` |
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* child class. |
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* 2. Properly setup `FeatureConfig` (read more in its own documentation); |
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* 3. Define `OnEnabled()` / `OnDisabled()` / `SwapConfig()` methods in |
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* a way that accounts for the possibility of them running during |
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* the gameplay (meaning that this must be possible - it can still be |
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* considered a heavy operation and it is allowed to cause lag). |
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* NOTE: `SwapConfig()` is always called just before `OnEnabled()` to |
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* set initial configuration up, so the bulk of `Feature` configuration |
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* can be done there. |
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* 4. Implement whatever it is your `Feature` will be doing. |
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*/ |
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// Remembers if `EnableMe()` was called to indicate that `DisableMe()` |
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// should be called. |
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var private bool wasEnabled; |
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// Variable that store name of the config object that was chosen for this |
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// `Feature`. |
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var private Text currentConfigName; |
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// Class of this `Feature`'s config objects. |
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// These classes must be in 1-to-1 correspondence. |
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var public const class<FeatureConfig> configClass; |
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// `Service` that will be launched and shut down along with this `Feature`. |
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// One should never launch or shut down this `Service` manually. |
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var protected const class<FeatureService> serviceClass; |
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var private LoggerAPI.Definition errorBadConfigData; |
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const defaultConfigName = "default"; |
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protected function Finalizer() |
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{ |
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DisableInternal(); |
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_.memory.Free(currentConfigName); |
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currentConfigName = none; |
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} |
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/** |
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* Calling this method for `Feature` instance that was added to the `Global`'s |
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* `AcediaEnvironment` will actually enable `Feature`, including calling |
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* `OnEnabled()` method. Otherwise this method will do nothing. |
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* |
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* This is internal method, it should not be called manually and neither will |
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* it do anything. |
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* |
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* @param newConfigName Config name to enable caller `Feature` with. |
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*/ |
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public final /* internal */ function EnableInternal(BaseText newConfigName) |
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{ |
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local FeatureService myService; |
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if (wasEnabled) return; |
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if (!_.environment.IsFeatureEnabled(self)) return; |
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wasEnabled = true; |
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if (serviceClass != none) { |
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myService = FeatureService(serviceClass.static.Require()); |
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} |
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if (myService != none) { |
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myService.SetOwnerFeature(self); |
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} |
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ApplyConfig(newConfigName); |
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OnEnabled(); |
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} |
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/** |
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* Calling this for once enabled `Feature` instance that is no longer added to |
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* the active `Global`'s `AcediaEnvironment` will actually disable `Feature`, |
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* including calling `OnDisabled()` method. Otherwise this method will do |
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* nothing. |
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* |
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* This is internal method, it should not be called manually and neither will |
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* it do anything. |
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*/ |
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public final /* internal */ function DisableInternal() |
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{ |
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local FeatureService service; |
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if (!wasEnabled) return; |
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if (_.environment.IsFeatureEnabled(self)) return; |
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OnDisabled(); |
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if (serviceClass != none) { |
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service = FeatureService(serviceClass.static.GetInstance()); |
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} |
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if (service != none) { |
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service.Destroy(); |
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} |
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_.memory.Free(currentConfigName); |
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currentConfigName = none; |
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wasEnabled = false; |
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} |
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/** |
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* Loads all configs defined for the caller `Feature`'s class into internal |
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* collections. |
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* |
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* This method must be called only once, by initialization routines. |
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*/ |
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public static final function LoadConfigs() |
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{ |
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if (default.configClass != none) { |
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default.configClass.static.Initialize(); |
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} |
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} |
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/** |
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* Changes config for the caller `Feature` class. |
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* |
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* To set initial config on this `Feature`'s start - specify it as a parameter |
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* to `EnableMe()` method. |
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* |
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* @param newConfigName Name of the config to apply to the caller `Feature`. |
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* If `none`, method will use "default" config, creating it if necessary. |
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*/ |
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private final function ApplyConfig(BaseText newConfigName) |
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{ |
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local Text configNameCopy; |
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local FeatureConfig newConfig; |
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newConfig = FeatureConfig(configClass.static.GetConfigInstance(newConfigName)); |
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if (newConfig == none) { |
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_.logger.Auto(errorBadConfigData).ArgClass(class); |
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// Fallback to "default" config |
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configNameCopy = _.text.FromString(defaultConfigName); |
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configClass.static.NewConfig(configNameCopy); |
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newConfig = FeatureConfig(configClass.static.GetConfigInstance(configNameCopy)); |
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} else { |
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configNameCopy = newConfigName.Copy(); |
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} |
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SwapConfig(newConfig); |
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_.memory.Free(currentConfigName); |
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currentConfigName = configNameCopy; |
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} |
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/** |
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* Returns an instance of the `Feature` of the class used to call |
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* this method. |
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* |
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* @return Active `Feature` instance of the class used to call |
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* this method (i.e. `class'MyFunFeature'.static.GetEnabledInstance()`). |
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* `none` if particular `Feature` in question is not currently active. |
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*/ |
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public final static function Feature GetEnabledInstance() |
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{ |
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return __().environment.GetEnabledFeature(default.class); |
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} |
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/** |
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* Returns reference to this `Feature`'s `FeatureService`. |
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* |
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* @return Reference to this `Feature`'s `FeatureService`. |
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* `none` if caller `Feature` did not set a proper `serviceClass`, |
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* otherwise guaranteed to be not `none`. |
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*/ |
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public final function Service GetService() |
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{ |
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if (serviceClass == none) { |
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return none; |
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} |
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return serviceClass.static.Require(); |
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} |
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/** |
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* Returns name of the config that is configured to be auto-enabled for |
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* the caller `Feature`. |
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* |
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* "Auto-enabled" means that `Feature` must be enabled at the server's start, |
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* unless launcher is instructed to skip it for a particular game mode. |
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* |
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* @return Name of the config configured to be auto-enabled for |
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* the caller `Feature`. `none` means `Feature` should not be auto-enabled. |
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*/ |
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public static final function Text GetAutoEnabledConfig() |
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{ |
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return default.configClass.static.GetAutoEnabledConfig(); |
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} |
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/** |
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* Returns name of the currently enabled config for the caller `Feature`. |
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* |
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* @return Name of the currently enabled for the caller `Feature`. |
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* `none` if `Feature` is not currently enabled. |
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*/ |
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public static final function Text GetCurrentConfig() |
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{ |
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local Text configNameCopy; |
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local Feature myInstance; |
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myInstance = GetEnabledInstance(); |
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if (myInstance == none) return none; |
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if (myInstance.currentConfigName == none) return none; |
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configNameCopy = myInstance.currentConfigName.Copy(); |
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__().memory.Free(myInstance); |
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return configNameCopy; |
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} |
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/** |
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* Checks whether caller `Feature` is currently enabled. |
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* |
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* @return `true` if caller `Feature` is currently enabled and |
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* `false` otherwise. |
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*/ |
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public static final function bool IsEnabled() |
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{ |
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return __().environment.IsFeatureClassEnabled(default.class); |
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} |
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/** |
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* Enables the feature and returns it's active instance. |
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* |
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* Any checks on whether it's appropriate to enable `Feature` must be done |
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* separately, before calling this method. |
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* |
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* If `Feature` is already enabled - changes its config to `configName`. |
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* |
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* @param configName Name of the config to use for this `Feature`. |
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* Passing `none` will make caller `Feature` use "default" config. |
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* @return Active instance of the caller `Feature` class. |
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*/ |
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public static final function Feature EnableMe(BaseText configName) |
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{ |
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local Feature myInstance; |
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DisableMe(); |
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myInstance = Feature(__().memory.Allocate(default.class)); |
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__().environment.EnableFeature(myInstance, configName); |
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return myInstance; |
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} |
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/** |
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* Disables this feature in case it is enabled. Does nothing otherwise. |
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* |
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* @return `true` if `Feature` in question was enabled at th moment of |
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* the call and `false` otherwise. |
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*/ |
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public static final function bool DisableMe() |
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{ |
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local Feature myInstance; |
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myInstance = GetEnabledInstance(); |
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if (myInstance != none) |
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{ |
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__().environment.DisableFeature(myInstance); |
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__().memory.Free(myInstance); |
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return true; |
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} |
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return false; |
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} |
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/** |
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* When using proper methods for enabling a `Feature`, |
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* this method is guaranteed to be called right after it is enabled. |
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* |
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* AVOID MANUALLY CALLING IT. |
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*/ |
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protected function OnEnabled(){} |
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/** |
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* When using proper methods for enabling a `Feature`, |
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* this method is guaranteed to be called right after it is disabled. |
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* |
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* AVOID MANUALLY CALLING IT. |
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*/ |
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protected function OnDisabled(){} |
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/** |
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* Will be called whenever caller `Feature` class must change it's config parameters. |
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* It is guaranteed that `Feature` will be disabled during this call. |
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* |
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* @param newConfigData New config that caller `Feature`'s class must use. |
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* We pass `FeatureConfig` value for performance and simplicity reasons, |
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* but to keep Acedia working correctly and in an expected way you |
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* MUST AVOID MODIFYING THIS VALUE IN ANY WAY WHATSOEVER. |
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* Guaranteed to not be `none`. |
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* |
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* AVOID MANUALLY CALLING THIS METHOD. |
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*/ |
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protected function SwapConfig(FeatureConfig newConfig){} |
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defaultproperties |
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{ |
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configClass = none |
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serviceClass = none |
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errorBadConfigData = (l=LOG_Error,m="Bad config value was provided for `%1`. Falling back to the \"default\".") |
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} |