UnrealScript library and basis for all Acedia Framework mods
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/**
* Simple user database for Acedia.
* Only stores data for a session, map or server restarts will clear it.
* Copyright 2020 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 UserDatabase extends AcediaObject
config(Acedia);
// This is used as a global variable only (`default.activeDatabase`) to store
// a reference to main database for persistent data, used by Acedia.
var public UserDatabase activeDatabase;
// `User` records that were stored this session
var private array<User> sessionUsers;
// `UserID`s generated during this session.
// Instead of constantly creating new ones - just reuse already created.
// This array should not grow too large under normal circumstances.
var private array<UserID> storedUserIDs;
protected static function StaticFinalizer()
{
default.activeDatabase = none;
}
/**
* Provides a reference to the database of user records that Acedia was
* set up to use.
*
* Provided reference is guaranteed to not change during one session.
*
* @return reference to the database of user records that Acedia was
* set up to use.
*/
public final static function UserDatabase GetInstance()
{
if (default.activeDatabase == none)
{
default.activeDatabase =
UserDatabase(__().memory.Allocate(class'UserDatabase'));
}
default.activeDatabase.NewRef();
return default.activeDatabase;
}
/**
* Converts `Text` representation of someone's id into appropriate
* `UserID` object.
*
* @param idHash `Text` representation of id hash, associated with
* a particular user.
* @return `UserID` associated with given `idHash`. Always returns the same
* object for the same `idHash`. Can return `none` if `UserID` cannot be
* correctly initialized with given `idHash` (guaranteed not to happen for
* any valid id hashes).
*/
public final function UserID FetchUserID(BaseText idHash)
{
local int i;
local UserID.SteamID steamID;
local UserID newUserID;
if (idHash == none) {
return none;
}
steamID = class'UserID'.static.GetSteamIDFromIDHash(idHash);
for (i = 0; i < storedUserIDs.length; i += 1)
{
if (storedUserIDs[i].IsEqualToSteamID(steamID))
{
_.memory.Free(steamID.steamID64);
storedUserIDs[i].NewRef();
return storedUserIDs[i];
}
}
newUserID = UserID(_.memory.Allocate(class'UserID'));
newUserID.InitializeWithSteamID(steamID);
if (newUserID.IsInitialized())
{
storedUserIDs[storedUserIDs.length] = newUserID;
newUserID.newRef();
return newUserID;
}
_.memory.Free(steamID.steamID64);
_.memory.Free(newUserID);
return none;
}
/**
* Fetches `User` object that stores persistent data for a given `userID`.
*
* @param userID ID for which to fetch a persistent data storage.
* @return `User` object for a given `UserID`. Guaranteed to be a valid
* non-`none` reference if passed `userID` is not `none` and initialized
* (which is guaranteed unless you manually created it).
*/
public final function User FetchUser(UserID userID)
{
local int i;
local User newUser;
for (i = 0; i < sessionUsers.length; i += 1)
{
if (sessionUsers[i].GetID().IsEqualTo(userID)) {
return sessionUsers[i];
}
}
newUser = User(__().memory.Allocate(class'User'));
newUser.Initialize(userID, sessionUsers.length + 1);
sessionUsers[sessionUsers.length] = newUser;
return newUser;
}
/**
* Fetches appropriate `User` object for a player, given his session key.
*
* @param userKey Key corresponding to a `User` method must to get.
* @return Corresponding `User` object. Guaranteed to be a valid non-`none`
* reference if `userKey` was actually assigned to any `User` during
* current playing session; `none` otherwise.
*/
public final function User FetchUserByKey(int userKey)
{
local int i;
for (i = 0; i < sessionUsers.length; i += 1)
{
if (sessionUsers[i].GetKey() == userKey) {
return sessionUsers[i];
}
}
return none;
}
defaultproperties
{
}