You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
157 lines
4.7 KiB
157 lines
4.7 KiB
/** |
|
* Provides Acedia with access to actors of a certain level (server, client or |
|
* even entry level). |
|
* 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 LevelCore extends AcediaActor |
|
abstract; |
|
|
|
/** |
|
* # `LevelCore` |
|
* |
|
* Since in UnrealScript mixing objects and actors (or, more precisely, storing |
|
* `Actor`s in non-actor `Object`s) is dangerous, `LevelCore`s are needed to |
|
* provide an access to a certain level and its `Actor`s. |
|
* |
|
* `LevelCore is a singleton, however this isn't a design choice, but |
|
* a side-effect of granting `Object`s safe access to an `Actor` through class |
|
* and `static` methods and `default` fields. |
|
* |
|
* ## Using `LevelCore`s |
|
* |
|
* `LevelCore` itself is `abstract` and cannot be instantiated, so to make use |
|
* of it, child classes must be declared. This allows one to specialize |
|
* `LevelCore`: for example, Acedia's `ServerLevelCore` checks that net mode of |
|
* the level it is created on is either `NM_DedicatedServer` or |
|
* `NM_ListenServer`. |
|
* Then Acedia's server API can only be created and used with such a level. |
|
* |
|
* To create you own `LevelCore`, extend simply this base class. |
|
* If you also want to specialize your level core, overload `CreateLevelCore()` |
|
* method to add your checks. |
|
*/ |
|
|
|
// Allows to force creation of `LevelCore` only through `CreateLevelCore()` |
|
// method |
|
var private bool blockSpawning; |
|
// Default value of this variable will store one and only existing version |
|
// `LevelCore` |
|
var private LevelCore activeInstance; |
|
|
|
var private SimpleSignal onShutdownSignal; |
|
|
|
protected function Constructor() |
|
{ |
|
onShutdownSignal = SimpleSignal(_.memory.Allocate(class'SimpleSignal')); |
|
} |
|
|
|
protected function Finalizer() |
|
{ |
|
_.memory.Free(onShutdownSignal); |
|
default.activeInstance = none; |
|
} |
|
|
|
/** |
|
* Signal that will be emitted when caller level core is shut down. |
|
* |
|
* [Signature] |
|
* void <slot>() |
|
*/ |
|
/* SIGNAL */ |
|
public final function SimpleSlot OnShutdown(AcediaObject receiver) |
|
{ |
|
return SimpleSlot(onShutdownSignal.NewSlot(receiver)); |
|
} |
|
|
|
public simulated static function LevelCore CreateLevelCore(Actor source) |
|
{ |
|
if (GetInstance() != none) return none; |
|
if (source == none) return none; |
|
|
|
default.blockSpawning = false; |
|
default.activeInstance = source.Spawn(default.class); |
|
default.blockSpawning = true; |
|
return default.activeInstance; |
|
} |
|
|
|
/** |
|
* Creates new `Actor` in the level as the caller `LevelCore`. |
|
* |
|
* For `AcediaActor`s calls their constructors. |
|
* |
|
* @param classToAllocate Class of the `Object` that this method will |
|
* create. Must not be subclass of `Actor`. |
|
* @return Newly created object. |
|
* Will only be `none` if `classToAllocate` is `none` or `classToAllocate` |
|
* is abstract. |
|
*/ |
|
public final function Actor Allocate(class<Actor> classToAllocate) |
|
{ |
|
local Actor allocatedActor; |
|
local class<AcediaActor> acediaClassToAllocate; |
|
|
|
if (classToAllocate == none) { |
|
return none; |
|
} |
|
acediaClassToAllocate = class<AcediaActor>(classToAllocate); |
|
allocatedActor = Spawn(classToAllocate); |
|
// Call constructor here, just in case, to make sure constructor is called |
|
// as soon as possible |
|
if (acediaClassToAllocate != none) { |
|
AcediaActor(allocatedActor)._constructor(); |
|
} |
|
return allocatedActor; |
|
} |
|
|
|
public final static function LevelCore GetInstance() |
|
{ |
|
local bool instanceExists; |
|
instanceExists = default.activeInstance != none |
|
&& !default.activeInstance.bPendingDelete; |
|
if (instanceExists) { |
|
return default.activeInstance; |
|
} |
|
return none; |
|
} |
|
|
|
// Make sure only one instance of 'LevelCore' exists at any point in time. |
|
event PreBeginPlay() |
|
{ |
|
if (default.blockSpawning || GetInstance() != none) |
|
{ |
|
Destroy(); |
|
return; |
|
} |
|
default.activeInstance = self; |
|
super.PreBeginPlay(); |
|
} |
|
|
|
// Clean up |
|
event Destroyed() |
|
{ |
|
onShutdownSignal.Emit(); |
|
if (self == default.activeInstance) { |
|
default.activeInstance = none; |
|
} |
|
super.Destroyed(); |
|
} |
|
|
|
defaultproperties |
|
{ |
|
blockSpawning = true |
|
} |