UnrealScript library and basis for all Acedia Framework mods
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/**
* This feature provides a mechanism to define commands that automatically
* parse their arguments into standard Acedia collection. It also allows to
* manage them (and specify limitation on how they can be called) in a
* centralized manner.
* Copyright 2022 Anton Tarasenko
*------------------------------------------------------------------------------
* This file is part of Acedia.
*
* Acedia is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, version 3 of the License, or
* (at your option) any later version.
*
* Acedia is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with Acedia. If not, see <https://www.gnu.org/licenses/>.
*/
class Aliases_Feature extends Feature
dependson(Aliases);
struct ClassSourcePair
{
var class<AliasSource> class;
var AliasSource source;
};
// We don't want to reload `AliasSource`s several times when this feature is
// disabled and re-enabled or its config is swapped, so we keep all loaded
// sources here at all times and look them up from here
var private array<ClassSourcePair> loadedSources;
// Loaded `AliasSource`s
var private AliasSource weaponAliasSource;
var private AliasSource colorAliasSource;
var private AliasSource featureAliasSource;
var private AliasSource entityAliasSource;
var private AliasSource commandAliasSource;
// Everything else
var private HashTable customSources;
var private LoggerAPI.Definition errCannotLoadAliasSource, errEmptyName;
var private LoggerAPI.Definition errDuplicateCustomSource;
protected function OnEnabled()
{
_.alias._reloadSources();
}
protected function OnDisabled()
{
DropSources();
_.alias._reloadSources();
}
private function DropSources()
{
_.memory.Free(weaponAliasSource);
weaponAliasSource = none;
_.memory.Free(colorAliasSource);
colorAliasSource = none;
_.memory.Free(featureAliasSource);
featureAliasSource = none;
_.memory.Free(entityAliasSource);
entityAliasSource = none;
_.memory.Free(commandAliasSource);
commandAliasSource = none;
_.memory.Free(customSources);
customSources = none;
}
// Create each `AliasSource` instance only once to avoid any possible
// nonsense with loading named objects several times: alias sources don't use
// `AcediaConfig`s, so they don't automatically avoid named config reloading
private function AliasSource GetSource(class<AliasSource> sourceClass)
{
local int i;
local AliasSource newSource;
local ClassSourcePair newPair;
if (sourceClass == none) {
return none;
}
for (i = 0; i < loadedSources.length; i += 1)
{
if (loadedSources[i].class == sourceClass) {
return loadedSources[i].source;
}
}
newSource = AliasSource(_.memory.Allocate(sourceClass));
if (newSource != none)
{
newPair.class = sourceClass;
newPair.source = newSource;
// One reference we store, one we return
newSource.NewRef();
}
else {
_.logger.Auto(errCannotLoadAliasSource).ArgClass(sourceClass);
}
return newSource;
}
protected function SwapConfig(FeatureConfig config)
{
local Aliases newConfig;
newConfig = Aliases(config);
if (newConfig == none) {
return;
}
weaponAliasSource = GetSource(newConfig.weaponAliasSource);
colorAliasSource = GetSource(newConfig.colorAliasSource);
featureAliasSource = GetSource(newConfig.featureAliasSource);
entityAliasSource = GetSource(newConfig.entityAliasSource);
commandAliasSource = GetSource(newConfig.commandAliasSource);
LoadCustomSources(newConfig.customSource);
}
private function LoadCustomSources(
array<Aliases.CustomSourceRecord> configCustomSources)
{
local int i;
local bool reportedEmptyName;
local Text nextKey;
local AliasSource nextSource, conflictingSource;
_.memory.Free(customSources);
customSources = _.collections.EmptyHashTable();
for (i = 0; i < configCustomSources.length; i += 1)
{
if (configCustomSources[i].name == "" && !reportedEmptyName)
{
reportedEmptyName = true;
_.logger.Auto(errEmptyName);
}
nextKey = _.text.FromString(configCustomSources[i].name);
// We only store `AliasSource`s
conflictingSource = AliasSource(customSources.GetItem(nextKey));
if (conflictingSource != none)
{
_.logger.Auto(errDuplicateCustomSource)
.ArgClass(conflictingSource.class)
.Arg(nextKey) // Releases `nextKey`
.ArgClass(configCustomSources[i].source);
conflictingSource.FreeSelf();
continue;
}
nextSource = GetSource(configCustomSources[i].source);
if (nextSource != none)
{
customSources.SetItem(nextKey, nextSource);
nextSource.FreeSelf();
}
nextKey.FreeSelf();
}
}
/**
* Returns `AliasSource` for weapon aliases.
*
* @return `AliasSource`, configured to store weapon aliases.
*/
public function AliasSource GetWeaponSource()
{
if (weaponAliasSource != none) {
weaponAliasSource.Newref();
}
return weaponAliasSource;
}
/**
* Returns `AliasSource` for color aliases.
*
* @return `AliasSource`, configured to store color aliases.
*/
public function AliasSource GetColorSource()
{
if (colorAliasSource != none) {
colorAliasSource.Newref();
}
return colorAliasSource;
}
/**
* Returns `AliasSource` for feature aliases.
*
* @return `AliasSource`, configured to store feature aliases.
*/
public function AliasSource GetFeatureSource()
{
if (featureAliasSource != none) {
featureAliasSource.Newref();
}
return featureAliasSource;
}
/**
* Returns `AliasSource` for entity aliases.
*
* @return `AliasSource`, configured to store entity aliases.
*/
public function AliasSource GetEntitySource()
{
if (entityAliasSource != none) {
entityAliasSource.Newref();
}
return entityAliasSource;
}
/**
* Returns `AliasSource` for command aliases.
*
* @return `AliasSource`, configured to store command aliases.
*/
public function AliasSource GetCommandSource()
{
if (commandAliasSource != none) {
commandAliasSource.Newref();
}
return commandAliasSource;
}
/**
* Returns custom `AliasSource` with a given name.
*
* @return Custom `AliasSource`, configured with a given name `sourceName`.
*/
public function AliasSource GetCustomSource(BaseText sourceName)
{
if (sourceName == none) {
return none;
}
// We only store `AliasSource`s
return AliasSource(customSources.GetItem(sourceName));
}
/**
* Returns custom `AliasSource` with a given name `sourceName.
*
* @return Custom `AliasSource`, configured with a given name `sourceName`.
*/
public function AliasSource GetCustomSource_S(string sourceName)
{
local Text wrapper;
local AliasSource result;
wrapper = _.text.FromString(sourceName);
result = GetCustomSource(wrapper);
wrapper.FreeSelf();
return result;
}
defaultproperties
{
configClass = class'Aliases'
errEmptyName = (l=LOG_Error,m="Empty name provided for the custom alias source. This is likely due to an erroneous config.")
errCannotLoadAliasSource = (l=LOG_Error,m="Failed to load alias source class `%1`.")
errDuplicateCustomSource = (l=LOG_Error,m="Custom alias source `%1` is already registered with name '%2'. Alias source `%3` with the same name will be ignored.")
}