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494 lines
17 KiB
494 lines
17 KiB
/** |
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* API that allows easy access to `User` persistent data and `UserID`s. |
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* Copyright 2020-2022 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 UserAPI extends AcediaObject |
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config(AcediaSystem); |
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var private config string userdataDBLink; |
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// Database where user's data (persistent data and user groups) is stored |
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var private Database persistentDatabase; |
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var private LoggerAPI.Definition warnNoPersistentDatabaseLink; |
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var private LoggerAPI.Definition errNoPersistentDatabase; |
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var private LoggerAPI.Definition errCannotCreateSkeletonFor; |
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var private LoggerAPI.Definition infoPersistentDatabaseLoaded; |
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protected function Constructor() |
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{ |
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SetupUserDataDatabase(); |
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} |
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// Loads persistent user database, specified by the AcediaCore's config and |
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// creates a basic skeleton for storing its data |
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private function SetupUserDataDatabase() |
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{ |
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local Text persistentDataLink; |
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local JSONPointer persistentDataPointer; |
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local HashTable skeleton, emptyObject; |
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if (persistentDatabase != none) { |
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return; |
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} |
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// Check if database was even specified |
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persistentDataLink = GetPersistentDataLink(); |
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if (persistentDataLink.IsEmpty()) |
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{ |
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_.logger.Auto(warnNoPersistentDatabaseLink); |
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persistentDataLink.FreeSelf(); |
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return; |
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} |
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// If link was specified - try loading database from it |
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persistentDatabase = _.db.Load(persistentDataLink); |
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if (persistentDatabase == none) |
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{ |
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_.logger.Auto(errNoPersistentDatabase).Arg(persistentDataLink); |
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persistentDataLink.FreeSelf(); |
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return; |
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} |
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// Write skeleton database's skeleton |
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skeleton = _.collections.EmptyHashTable(); |
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emptyObject = _.collections.EmptyHashTable(); |
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skeleton.SetItem(P("Groups"), emptyObject); |
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skeleton.SetItem(P("PerUserData"), emptyObject); |
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persistentDataPointer = _.db.GetPointer(persistentDataLink); |
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persistentDatabase |
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.IncrementData(persistentDataPointer, skeleton) |
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.connect = ReportSkeletonCreationResult; |
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skeleton.FreeSelf(); |
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emptyObject.FreeSelf(); |
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persistentDataLink.FreeSelf(); |
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_.memory.Free(persistentDataPointer); |
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} |
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private function ReportSkeletonCreationResult( |
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Database.DBQueryResult result, |
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Database source) |
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{ |
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local Text persistentDataLink; |
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persistentDataLink = GetPersistentDataLink(); |
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if (result == DBR_Success) { |
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_.logger.Auto(infoPersistentDatabaseLoaded).Arg(persistentDataLink); |
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} |
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else |
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{ |
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_.logger.Auto(errCannotCreateSkeletonFor).Arg(persistentDataLink); |
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_.memory.Free(persistentDatabase); |
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persistentDatabase = none; |
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} |
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_.memory.Free(persistentDataLink); |
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} |
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/** |
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* Returns reference to the database of user records that Acedia was |
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* set up to use. |
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* |
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* `UserDatabase` is for storing a set of users that joined the game during |
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* the session, for database that stores persistent user data |
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* @see `GetPersistentDatabase()`. |
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* |
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* @return Main `UserDatabase` that Acedia currently uses to load and |
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* store user information. Guaranteed to be a valid non-`none` reference. |
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*/ |
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public final function UserDatabase GetDatabase() |
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{ |
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return class'UserDatabase'.static.GetInstance(); |
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} |
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/** |
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* Returns reference to the database of user records that Acedia was |
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* set up to use. |
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* |
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* `Database` returned by this method stores persistent user data, for |
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* the database of users that joined during the current game session |
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* @see `GetDatabase()`. |
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* |
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* @return Main `UserDatabase` that Acedia currently uses to load and |
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* store user information. Guaranteed to be a valid non-`none` reference. |
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*/ |
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public final function Database GetPersistentDatabase() |
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{ |
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if (persistentDatabase != none) { |
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persistentDatabase.NewRef(); |
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} |
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return persistentDatabase; |
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} |
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/** |
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* Returns configured database link to the JSON object in which users' data |
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* is stored. |
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* |
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* @return Database link to the JSON object in which users' data is stored. |
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* Guaranteed to not be `none`. |
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*/ |
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public final function Text GetPersistentDataLink() |
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{ |
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return _.text.FromString(userdataDBLink); |
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} |
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/** |
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* Checks whether database setup to store users' persistent data was configured |
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* and actually exists. |
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* |
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* This does not check for whether that database is properly configured. |
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* If sub-object set to store users' data was not created inside it, then |
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* Acedia will not be able to make use of users' persistent storage. |
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* |
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* @return `true` if database for users' persistent data storage exists and |
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* `false` otherwise. |
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*/ |
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public final function bool PersistentStorageExists() |
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{ |
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return (persistentDatabase != none); |
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} |
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/** |
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* Fetches `User` object that stores persistent data for a given `userID`. |
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* |
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* @param userID ID for which to fetch a persistent data storage. |
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* @return `User` object for a given `UserID`. Guaranteed to be a valid |
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* non-`none` reference if passed `userID` is not `none` and initialized |
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* (which is guaranteed unless you manually created it). |
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*/ |
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public final function User Fetch(UserID userID) |
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{ |
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local User result; |
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local UserDatabase userDB; |
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userDB = class'UserDatabase'.static.GetInstance(); |
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if (userDB == none) { |
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return none; |
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} |
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result = userDB.FetchUser(userID); |
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userDB.FreeSelf(); |
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return result; |
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} |
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/** |
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* Fetches appropriate `User` object for a player, given his id as a `Text`. |
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* |
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* @param idHash `Text` representation of someone's id. |
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* @return Corresponding `User` object. Guaranteed to be a valid non-`none` |
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* reference. |
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*/ |
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public final function User FetchByIDHash(BaseText idHash) |
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{ |
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local UserID userID; |
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local UserDatabase userDB; |
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local User result; |
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userDB = class'UserDatabase'.static.GetInstance(); |
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if (userDB == none) { |
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return none; |
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} |
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userID = userDB.FetchUserID(idHash); |
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userDB.FreeSelf(); |
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if (userID == none) { |
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return none; |
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} |
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result = userDB.FetchUser(userID); |
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userID.FreeSelf(); |
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return result; |
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} |
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/** |
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* Fetches appropriate `User` object for a player, given his session key. |
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* |
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* @param userKey Key corresponding to a `User` method must to get. |
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* @return Corresponding `User` object. Guaranteed to be a valid non-`none` |
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* reference if `userKey` was actually assigned to any `User` during |
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* current playing session; `none` otherwise. |
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*/ |
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public final function User FetchByKey(int userKey) |
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{ |
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local User result; |
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local UserDatabase userDB; |
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userDB = class'UserDatabase'.static.GetInstance(); |
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if (userDB != none) { |
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return none; |
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} |
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result = userDB.FetchUserByKey(userKey); |
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userDB.FreeSelf(); |
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return result; |
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} |
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/** |
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* Returns names of all groups available for the user with a SteamID given by |
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* `steamID`. |
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* |
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* In case active config of `Users_Feature` is set up to load user groups |
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* from a database (either local or remote), the returned value is a locally |
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* cached one. This helps us avoid having to query database each time we want |
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* to check something about user groups, but it also means we might have |
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* an outdated information. |
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* |
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* @see `GetGroupsForUserID()` / `GetGroupsForUser()`. |
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* |
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* @param steamID SteamID of the user. |
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* Must be specified in a SteamID64 format, e.g. "76561197960287930". |
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* @return Array with names of the groups of the specified user. |
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* All array elements are guaranteed to be not-`none`, unique and in |
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* lower case. |
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* If passed SteamID is `none` or data wasn't yet loaded - returns empty |
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* array. |
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*/ |
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public final /*unreal*/ function array<Text> GetGroupsForSteamID( |
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BaseText steamID) |
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{ |
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local Users_Feature usersFeature; |
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local array<Text> result; |
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usersFeature = Users_Feature(class'Users_Feature'.static |
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.GetEnabledInstance()); |
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if (usersFeature == none) { |
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return result; |
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} |
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result = usersFeature.GetGroupsForSteamID(steamID); |
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usersFeature.FreeSelf(); |
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return result; |
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} |
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/** |
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* Returns names of all groups available for the user with a SteamID given by |
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* `steamID`. |
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* |
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* In case active config of `Users_Feature` is set up to load user groups |
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* from a database (either local or remote), the returned value is a locally |
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* cached one. This helps us avoid having to query database each time we want |
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* to check something about user groups, but it also means we might have |
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* an outdated information. |
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* |
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* @see `GetGroupsForUserID()` / `GetGroupsForUser()`. |
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* |
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* @param steamID SteamID of the user. |
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* Must be specified in a SteamID64 format, e.g. "76561197960287930". |
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* @return Array with names of the groups of the specified user. |
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* All array elements are guaranteed to be not-`none`, unique and in |
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* lower case. |
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* If data wasn't yet loaded - returns empty array. |
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*/ |
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public final /*unreal*/ function array<Text> GetGroupsForSteamID_S( |
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string steamID) |
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{ |
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local Users_Feature usersFeature; |
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local array<Text> result; |
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usersFeature = Users_Feature(class'Users_Feature'.static |
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.GetEnabledInstance()); |
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if (usersFeature == none) { |
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return result; |
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} |
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result = usersFeature.GetGroupsForSteamID_S(steamID); |
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usersFeature.FreeSelf(); |
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return result; |
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} |
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/** |
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* Returns names of all groups available for the user with an ID given by `id`. |
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* |
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* In case active config of `Users_Feature` is set up to load user groups |
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* from a database (either local or remote), the returned value is a locally |
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* cached one. This helps us avoid having to query database each time we want |
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* to check something about user groups, but it also means we might have |
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* an outdated information. |
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* |
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* @see `GetGroupsForSteamID()` / `GetGroupsForUser()`. |
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* |
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* @param id ID of the user. |
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* @return Array with names of the groups of the specified user. |
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* All array elements are guaranteed to be not-`none`, unique and in |
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* lower case. |
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* If data wasn't yet loaded - returns empty array. |
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*/ |
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public final function array<Text> GetGroupsForUserID(UserID id) |
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{ |
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local Users_Feature usersFeature; |
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local array<Text> result; |
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usersFeature = Users_Feature(class'Users_Feature'.static |
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.GetEnabledInstance()); |
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if (usersFeature == none) { |
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return result; |
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} |
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result = usersFeature.GetGroupsForUserID(id); |
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usersFeature.FreeSelf(); |
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return result; |
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} |
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/** |
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* Returns names of all groups available for the user given by `user`. |
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* |
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* In case active config of `Users_Feature` is set up to load user groups |
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* from a database (either local or remote), the returned value is a locally |
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* cached one. This helps us avoid having to query database each time we want |
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* to check something about user groups, but it also means we might have |
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* an outdated information. |
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* |
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* @see `GetGroupsForSteamID()` / `GetGroupsForUserID()`. |
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* |
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* @param user Reference to `User` object that represent the user we are to |
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* find groups for. |
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* @return Array with names of the groups of the specified user. |
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* All array elements are guaranteed to be not-`none`, unique and in |
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* lower case. |
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* If data wasn't yet loaded - returns empty array. |
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*/ |
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public final function array<Text> GetGroupsForUser(User user) |
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{ |
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local Users_Feature usersFeature; |
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local array<Text> result; |
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usersFeature = Users_Feature(class'Users_Feature'.static |
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.GetEnabledInstance()); |
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if (usersFeature == none) { |
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return result; |
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} |
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result = usersFeature.GetGroupsForUser(user); |
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usersFeature.FreeSelf(); |
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return result; |
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} |
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/** |
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* Returns `UserID`s of all users that belong into the group named `groupName`. |
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* |
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* In case active config of `Users_Feature` is set up to load user groups |
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* from a database (either local or remote), the returned value is a locally |
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* cached one. This helps us avoid having to query database each time we want |
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* to check something about user groups, but it also means we might have |
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* an outdated information. |
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* |
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* @param groupName Name of the group. Case-insensitive. |
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* @return Array with `UserID`s for every user in the user group named |
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* `groupName`. All array elements are guaranteed to be not-`none` and |
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* correspond to unique players. |
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* If data wasn't yet loaded - returns empty array. |
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*/ |
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public final function array<UserID> GetGroupMembers(Text groupName) |
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{ |
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local Users_Feature usersFeature; |
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local array<UserID> result; |
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usersFeature = Users_Feature(class'Users_Feature'.static |
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.GetEnabledInstance()); |
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if (usersFeature == none) { |
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return result; |
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} |
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result = usersFeature.GetGroupMembers(groupName); |
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usersFeature.FreeSelf(); |
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return result; |
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} |
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/** |
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* Checks whether user with an ID given by `id` belongs to the group named |
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* `groupName`. |
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* |
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* In case active config of `Users_Feature` is set up to load user groups |
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* from a database (either local or remote), the returned value is a locally |
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* cached one. This helps us avoid having to query database each time we want |
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* to check something about user groups, but it also means we might have |
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* an outdated information. |
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* |
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* @param id ID of the user. |
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* @param groupName Name of the group. Case-insensitive. |
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* @return `true` if user with an ID given by `id` belongs to the group named |
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* `groupName` and false if: it does not, either of the parameters is |
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* invalid or group data wasn't yet properly loaded. |
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*/ |
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public final function bool IsUserIDInGroup(UserID id, Text groupName) |
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{ |
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local Users_Feature usersFeature; |
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local bool result; |
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usersFeature = Users_Feature(class'Users_Feature'.static |
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.GetEnabledInstance()); |
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if (usersFeature == none) { |
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return result; |
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} |
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result = usersFeature.IsUserIDInGroup(id, groupName); |
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usersFeature.FreeSelf(); |
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return result; |
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} |
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/** |
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* Checks whether user given by `user` belongs to the group named `groupName`. |
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* |
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* In case active config of `Users_Feature` is set up to load user groups |
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* from a database (either local or remote), the returned value is a locally |
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* cached one. This helps us avoid having to query database each time we want |
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* to check something about user groups, but it also means we might have |
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* an outdated information. |
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* |
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* @param user Reference to `User` object that represent the user we are to |
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* check for belonging to the group. |
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* @param groupName Name of the group. Case-insensitive. |
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* @return `true` if user with an ID given by `id` belongs to the group named |
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* `groupName` and false if: it does not, either of the parameters is |
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* invalid or group data wasn't yet properly loaded. |
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*/ |
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public final function bool IsUserInGroup(User user, Text groupName) |
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{ |
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local Users_Feature usersFeature; |
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local bool result; |
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usersFeature = Users_Feature(class'Users_Feature'.static |
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.GetEnabledInstance()); |
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if (usersFeature == none) { |
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return result; |
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} |
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result = usersFeature.IsUserInGroup(user, groupName); |
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usersFeature.FreeSelf(); |
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return result; |
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} |
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/** |
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* Checks whether user groups' data was already loaded from the source |
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* (either config file or local/remote database). |
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* |
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* Data loaded once is cached and this method returning `true` does not |
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* guarantee that is isn't outdated. Additional, asynchronous queries must be |
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* made to check for that. |
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* |
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* @return `true` if user groups' data was loaded and `false` otherwise. |
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*/ |
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public final function bool IsUserGroupDataLoaded() |
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{ |
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local Users_Feature usersFeature; |
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local bool result; |
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usersFeature = Users_Feature(class'Users_Feature'.static |
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.GetEnabledInstance()); |
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if (usersFeature == none) { |
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return result; |
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} |
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result = usersFeature.IsUserGroupDataLoaded(); |
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usersFeature.FreeSelf(); |
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return result; |
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} |
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defaultproperties |
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{ |
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userdataDBLink = "[local]database:/users" |
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warnNoPersistentDatabaseLink = (l=LOG_Warning,m="No persistent user database link is setup. No persistent user data or user groups will be available. Setup `userDataDBLink` inside \"AcediaSystem.ini\".") |
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errCannotCreateSkeletonFor = (l=LOG_Error,m="Failed to create persistent database skeleton for connected database with link \"%1\". User data functionality won't function properly.") |
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errNoPersistentDatabase = (l=LOG_Error,m="Failed to connect to persistent user database with link \"%1\").") |
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infoPersistentDatabaseLoaded = (l=LOG_Info,m="Connected to persistent user database with link \"%1\".") |
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} |