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289 lines
11 KiB
289 lines
11 KiB
/** |
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* Author: dkanus |
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* Home repo: https://www.insultplayers.ru/git/AcediaFramework/AcediaCore |
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* License: GPL |
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* Copyright 2023 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 PlayerNotificationQueue extends AcediaObject |
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config(AcediaSystem); |
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//! Manages queue of notifications that should be displayed for a certain player. |
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//! |
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//! Pushes messages one-by-one, once its their time to be displayed and making sure that only up to |
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//! one message per channel is ever in queue. |
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//! |
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//! A channel is a way to group related notifications together. |
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//! Its purpose is to control the display of notifications in a more organized and efficient manner. |
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//! Each channel can only have one message in the queue at a time. |
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//! This ensures that only the most relevant or up-to-date message is displayed to the player. |
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/// Describes a single notification: title (optional, can be `none`) + message body, channel |
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/// and timeout. |
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struct Notification { |
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var Text title; |
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var Text body; |
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var float duration; |
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var Text channel; |
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}; |
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var private array<Notification> notificationQueue; |
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/// We need this variable to keep track of which channel the currently displayed message belongs to, |
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/// so that we can ensure that only one message is displayed at a time for each channel. |
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/// This variable allows us to easily check if a new message belongs to the same channel as |
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/// the currently displayed message, and if so, replace the currently displayed message with |
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/// the new one. |
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var private Text currentChannel; |
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/// Reference to the `PlayerController` for the player that owns this queue |
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var private NativeActorRef playerControllerRef; |
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/// Timer until next notification can be displayed |
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/// |
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/// `none` if queue currently doesn't display any notifications |
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var private Timer nextNotificationTimer; |
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/// Maximum time that a notification is allowed to be displayed on the player's screen |
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var private const config float maximumNotifyTime; |
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var private const int CODEPOINT_NEWLINE; |
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protected function Finalizer() { |
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local int i; |
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for (i = 0; i < notificationQueue.length; i += 1) { |
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_.memory.Free(notificationQueue[i].title); |
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_.memory.Free(notificationQueue[i].body); |
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} |
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notificationQueue.length = 0; |
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_.memory.Free(nextNotificationTimer); |
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_.memory.Free(playerControllerRef); |
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nextNotificationTimer = none; |
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playerControllerRef = none; |
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} |
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/// Set owner `PlayerController` for this queue |
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public final /*native*/ function SetupController(NativeActorRef newPlayerControllerRef) { |
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local PlayerController oldController, newController; |
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if (playerControllerRef != none) { |
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oldController = PlayerController(playerControllerRef.Get()); |
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} |
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if (newPlayerControllerRef != none) { |
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newController = PlayerController(newPlayerControllerRef.Get()); |
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} |
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if (oldController != newController) { |
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InterruptScheduling(); |
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_.memory.Free(playerControllerRef); |
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if (newPlayerControllerRef != none) { |
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newPlayerControllerRef.NewRef(); |
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playerControllerRef = newPlayerControllerRef; |
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SetupNextNotification(none); |
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} else { |
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playerControllerRef = none; |
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} |
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} |
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} |
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/// Sends a text message to notify the player about a particular event or situation, displayed |
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/// as a notification. |
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/// |
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/// While the header parameter is optional, it is recommended to provide a meaningful header |
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/// to give the player context about the notification. The duration parameter suggests the time |
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/// that the message should be displayed for, but the actual duration may be limited by the |
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/// implementation or server settings. |
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/// |
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/// The [`channel`] parameter (case-sensitive) allows you to group related notifications together by |
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/// assigning them to a specific channel. |
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/// Each channel can only have one message in the queue at any given time. |
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/// For instance, when conducting a vote, the old message about the vote's start can be quickly |
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/// replaced with a newer message about the vote's end. |
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/// Notifications without a channel `none` can have any number of messages queued up. |
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/// |
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/// Acedia uses "voting" channel for voting. |
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public final function AddNotification( |
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BaseText title, |
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BaseText body, |
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float duration, |
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BaseText channel |
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) { |
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local int i, newNotificationIndex; |
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local Notification newNotification; |
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if (body == none) { |
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return; |
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} |
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if (title != none) { |
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newNotification.title = title.Copy(); |
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} |
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if (channel != none) { |
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newNotification.channel = channel.Copy(); |
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} |
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newNotification.body = body.Copy(); |
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newNotification.duration = duration; |
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newNotificationIndex = notificationQueue.length; |
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// Make sure there is only one message per channel by replacing the old one |
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if (currentChannel != none && currentChannel.Compare(channel)) { |
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SetupNotification(/*take*/ newNotification); |
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return; |
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} |
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if (channel != none) { |
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for (i = 0; i < notificationQueue.length; i += 1) { |
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if (channel.Compare(notificationQueue[i].channel)) { |
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_.memory.Free3( |
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notificationQueue[i].title, |
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notificationQueue[i].body, |
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notificationQueue[i].channel); |
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newNotificationIndex = i; |
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break; |
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} |
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} |
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} |
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notificationQueue[newNotificationIndex] = newNotification; |
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if (!IsUpdateScheduled()) { |
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SetupNextNotification(none); |
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} |
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} |
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// Sets up [`SetupNextNotification()`] to be called after [`timeUntilNextUpdate`] |
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private function ScheduleUpdate(float timeUntilNextUpdate) { |
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if (nextNotificationTimer == none) { |
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nextNotificationTimer = __level().time.StartRealTimer(timeUntilNextUpdate, false); |
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nextNotificationTimer.OnElapsed(nextNotificationTimer).connect = SetupNextNotification; |
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} else { |
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nextNotificationTimer.SetInterval(timeUntilNextUpdate); |
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nextNotificationTimer.Start(); |
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} |
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} |
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private function bool IsUpdateScheduled() { |
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return (nextNotificationTimer != none); |
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} |
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// Prevents scheduled [`SetupNextNotification()`] call from going off |
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private function InterruptScheduling() { |
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_.memory.Free(nextNotificationTimer); |
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nextNotificationTimer = none; |
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} |
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// Properly translates [`contents`] into a colored [`string`] before setting it up as |
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// a [`PlayerController`]'s progress message at the given line index. |
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private function SetupProgressLine( |
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int lineIndex, |
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BaseText contents, |
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PlayerController playerController |
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) { |
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local string contentsAsString; |
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local BaseText.Formatting startingFormatting; |
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if (contents == none) return; |
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if (playerController == none) return; |
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// Drop first colored tag, since we'll set first color through `playerController.progressColor` |
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contentsAsString = Mid(contents.ToColoredString(,, _.color.white), 4); |
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startingFormatting = contents.GetFormatting(0); |
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if (startingFormatting.isColored) { |
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playerController.SetProgressMessage(lineIndex, contentsAsString, startingFormatting.color); |
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} |
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else { |
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playerController.SetProgressMessage(lineIndex, contentsAsString, _.color.white); |
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} |
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} |
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// Prints [`notification`] on given lines, respecting line breaks inside it as much as possible |
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// (creates up to [`maxLines`], replacing the rest of line breaks with whitespaces) |
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private function PrintNotifcationAt( |
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PlayerController playerController, |
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BaseText notification, |
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int startingLine, |
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int maxLines |
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) { |
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local int i, j; |
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local MutableText lastLine; |
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local array<BaseText> lines; |
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if (notification == none) return; |
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if (startingLine < 0) return; |
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if (startingLine > 3) return; |
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lines = notification.SplitByCharacter(_.text.CharacterFromCodePoint(CODEPOINT_NEWLINE),, true); |
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for (i = 0; i < lines.length; i += 1) { |
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if (i + 1 < maxLines) { |
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SetupProgressLine(i + startingLine, lines[i], playerController); |
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} else { |
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lastLine = lines[i].MutableCopy(); |
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for (j = i + 1; j < lines.length; j += 1) { |
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lastLine.Append(P(" ")); |
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lastLine.Append(lines[j]); |
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} |
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SetupProgressLine(startingLine + maxLines - 1, lastLine, playerController); |
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_.memory.Free(lastLine); |
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break; |
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} |
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} |
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} |
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private function SetupNextNotification(Timer callerInstance) { |
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local Notification nextNotification; |
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if (notificationQueue.length <= 0) { |
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InterruptScheduling(); |
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return; |
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} |
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nextNotification = notificationQueue[0]; |
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notificationQueue.Remove(0, 1); |
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SetupNotification(/*take*/ nextNotification); |
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} |
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private function SetupNotification(/*take*/ Notification notification) { |
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local int titleShift; |
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local MutableText upperCaseTitle; |
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local PlayerController playerController; |
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// Get appropriate [`PlayerController`] and next notification |
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playerController = PlayerController(playerControllerRef.Get()); |
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if (playerController == none) { |
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_.memory.Free(playerControllerRef); |
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playerControllerRef = none; |
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InterruptScheduling(); |
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return; |
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} |
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_.memory.Free(currentChannel); |
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currentChannel = notification.channel; |
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notification.duration = FMin(notification.duration, maximumNotifyTime); |
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if (notification.duration <= 0) { |
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notification.duration = 10.0; |
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} |
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// And print |
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playerController.ClearProgressMessages(); |
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playerController.SetProgressTime(notification.duration); |
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if (notification.title != none) { |
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upperCaseTitle = notification.title.UpperMutableCopy(); |
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upperCaseTitle.ChangeDefaultColor(_.color.TextHeader); |
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PrintNotifcationAt(playerController, upperCaseTitle, 0, 1); |
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titleShift = 1; |
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_.memory.Free(upperCaseTitle); |
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} |
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PrintNotifcationAt(playerController, notification.body, titleShift, 4 - titleShift); |
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ScheduleUpdate(notification.duration); |
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// We moved channel's reference into `currentChannel` |
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_.memory.Free2(notification.title, notification.body); |
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} |
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defaultproperties { |
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CODEPOINT_NEWLINE = 10 |
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maximumNotifyTime = 20.0 |
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} |