UnrealScript library and basis for all Acedia Framework mods
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/**
* Config object for `Avarice_Feature`.
* Copyright 2021 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 Avarice extends FeatureConfig
perobjectconfig
config(AcediaAvarice);
struct AvariceLinkRecord
{
var string name;
var string address;
};
// List all the names (and addresses) of all Avarice instances Acedia must
// connect to.
// `name` parameter is a useful (case-insensitive) identifier that
// can be used in other configs to point at each link.
// `address` must have form "host:port", where "host" is either ip or
// domain name and "port" is a numerical port value.
var public config array<AvariceLinkRecord> link;
// In case Avarice utility is launched after link started trying open
// the connection - that connection attempt will fail. To fix that link must
// try connecting again.
// This variable sets the time (in seconds), after which link will
// re-attempt opening connection. Setting value too low can prevent any
// connection from opening, setting it too high might make you wait for
// connection too long.
var public config float reconnectTime;
protected function AssociativeArray ToData()
{
local int i;
local AssociativeArray data;
local AssociativeArray linkData;
local DynamicArray linksArray;
data = __().collections.EmptyAssociativeArray();
data.SetFloat(P("reconnectTime"), reconnectTime, true);
linksArray = __().collections.EmptyDynamicArray();
data.SetItem(P("link"), linksArray);
for (i = 0; i < link.length; i += 1)
{
linkData = __().collections.EmptyAssociativeArray();
linkData.SetItem(P("name"), __().text.FromString(link[i].name));
linkData.SetItem(P("address"), __().text.FromString(link[i].address));
linksArray.AddItem(linkData);
}
return data;
}
protected function FromData(AssociativeArray source)
{
local int i;
local Text nextText;
local DynamicArray linksArray;
local AssociativeArray nextLink;
local AvariceLinkRecord nextRecord;
if (source == none) {
return;
}
reconnectTime = source.GetFloat(P("reconnectTime"));
link.length = 0;
linksArray = source.GetDynamicArray(P("link"));
if (linksArray == none) {
return;
}
for (i = 0; i < linksArray.GetLength(); i += 1)
{
nextLink = linksArray.GetAssociativeArray(i);
if (nextLink == none) {
continue;
}
nextText = nextLink.GetText(P("name"));
if (nextText != none) {
nextRecord.name = nextText.ToPlainString();
}
nextText = nextLink.GetText(P("address"));
if (nextText != none) {
nextRecord.address = nextText.ToPlainString();
}
link[i] = nextRecord;
}
}
protected function DefaultIt()
{
local AvariceLinkRecord defaultRecord;
reconnectTime = 10.0;
link.length = 0;
defaultRecord.name = "avarice";
defaultRecord.address = "127.0.0.1:1234";
link[0] = defaultRecord;
}
defaultproperties
{
configName = "AcediaAvarice"
}