UnrealScript library and basis for all Acedia Framework mods
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/**
* Provide interface for the connection to Avarice application.
* It's parameters are defined in Acedia's config.
* Class provides methods to obtain its configuration information
* (name, address, port), methods to check and change the status of connection,
* signals to handle arriving messages and ways to send messages back.
* 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 AvariceLink extends AcediaObject;
/**
* Objects of this class are supposed to be obtained via the
* `AvariceAPI.GetLink()` method. Available links are automatically initialized
* based on the configs and their parameters cannot be changed.
* It is also possible to spawn a link of your own by creating an object of
* this class (`AvariceLink`) and calling `Initialize()` method with
* appropriate parameters. To start the link then simply call `StartUp()`.
* But such links will not appear in the list of available links in
* `AvariceAPI`.
*/
// Actual work of dealing with network input/output is done in
// the `AvariceTcpStream` `Actor` class that is stored inside this reference
var private NativeActorRef tcpStream;
// `tcpStream` communicates with this class by informing it about specific
// events. This enum describes all of their types.
enum AvariceNetworkMessage
{
// Connection with Avarice established - can happen several times in case
// connection is interrupted
ANM_Connected,
// We have lost connection with Avarice, but normally will attempt to
// reconnect back
ANM_Disconnected,
// JSON message received
ANM_Message,
// Connection died: either was manually closed, host address could not
// be resolved or invalid data was received from Avarice
ANM_Death
};
// Name of this link, specified in the config
var private Text linkName;
// Host of the Avarice instance we are connecting to
var private Text linkHost;
// Port used by the Avarice instance we are connecting to
var private int linkPort;
var private SimpleSignal onConnectedSignal;
var private SimpleSignal onDisconnectedSignal;
var private SimpleSignal onDeathSignal;
// We want to have a separate signal for each message "service", since most
// users of `AvariceLink` would only care about one particular service.
// To achieve that we use this array as a "service name" <-> "signal" map.
var private HashTable serviceSignalMap;
var private const int TSERVICE_PREFIX, TTYPE_PREFIX;
var private const int TPARAMS_PREFIX, TMESSAGE_SUFFIX;
var private LoggerAPI.Definition fatalCannotSpawn;
protected function Constructor()
{
onConnectedSignal = SimpleSignal(_.memory.Allocate(class'SimpleSignal'));
onDisconnectedSignal = SimpleSignal(_.memory.Allocate(class'SimpleSignal'));
onDeathSignal = SimpleSignal(_.memory.Allocate(class'SimpleSignal'));
serviceSignalMap = _.collections.EmptyHashTable();
}
protected function Finalizer()
{
local Actor storedStream;
_.memory.Free(onConnectedSignal);
_.memory.Free(onDisconnectedSignal);
_.memory.Free(onDeathSignal);
_.memory.Free(serviceSignalMap);
_.memory.Free(linkName);
_.memory.Free(linkHost);
onConnectedSignal = none;
onDisconnectedSignal = none;
onDeathSignal = none;
serviceSignalMap = none;
linkName = none;
linkHost = none;
linkPort = 0;
if (tcpStream == none) {
return;
}
storedStream = tcpStream.Get();
if (storedStream != none) {
storedStream.Destroy();
}
tcpStream.FreeSelf();
tcpStream = none;
}
/**
* Initializes this caller `AvariceLink` with config data.
*
* Can only successfully (for that `name` and `host` must not be `none`)
* be called once.
*
* @param name Alias (case-insensitive) of caller `AvariceLink`.
* Must not be `none`.
* @param host Host of the Avarice instance that caller `AvariceLink` is
* connecting to. Must not be `none`.
* @param name Port used by the Avarice instance that caller `AvariceLink`
* is connecting to.
*/
public final function Initialize(BaseText name, BaseText host, int port)
{
if (tcpStream != none) return;
if (name == none) return;
if (host == none) return;
linkName = name.Copy();
linkHost = host.Copy();
linkPort = port;
tcpStream = _server.unreal.ActorRef(none);
}
/**
* Signal that will be emitted whenever caller `AvariceLink` connects to
* Avarice. This event can be emitted multiple times if case link temporarily
* loses it's TCP connection or if connection is killed off due to errors
* (or manually).
*
* [Signature]
* void <slot>()
*/
/* SIGNAL */
public final function SimpleSlot OnConnected(AcediaObject receiver)
{
return SimpleSlot(onConnectedSignal.NewSlot(receiver));
}
/**
* Signal that will be emitted whenever caller `AvariceLink` disconnects from
* Avarice. Disconnects can temporarily be cause by network issue and
* `AvariceLink` will attempt to restore it's connection. To detect when
* connection was permanently severed use `OnDeath` signal instead.
*
* [Signature]
* void <slot>()
*/
/* SIGNAL */
public final function SimpleSlot OnDisconnected(AcediaObject receiver)
{
return SimpleSlot(onDisconnectedSignal.NewSlot(receiver));
}
/**
* Signal that will be emitted whenever connection is closed and dropped:
* either due to bein unable to resolve host's address, receiving incorrect
* input from Avarice or someone manually closing it.
*
* [Signature]
* void <slot>()
*/
/* SIGNAL */
public final function SimpleSlot OnDeath(AcediaObject receiver)
{
return SimpleSlot(onDeathSignal.NewSlot(receiver));
}
/**
* Signal that will be emitted whenever caller `AvariceLink` disconnects from
* Avarice. Disconnects can temporarily be cause by network issue and
* `AvariceLink` will attempt to restore it's connection. To detect when
* connection was permanently severed use `OnDeath` signal instead.
*
* @param service Name of the service, whos messages one wants to receive.
* `none` will be treated as an empty `Text`.
*
* [Signature]
* void <slot>(AvariceLink link, AvariceMessage message)
* @param link Link that has received message.
* @param message Received message.
* Can be any JSON-compatible value (see `JSONAPI.IsCompatible()`
* for more information).
*/
/* SIGNAL */
public final function Avarice_OnMessage_Slot OnMessage(
AcediaObject receiver,
BaseText service)
{
return Avarice_OnMessage_Slot(GetServiceSignal(service).NewSlot(receiver));
}
private final function Avarice_OnMessage_Signal GetServiceSignal(
BaseText service)
{
local Avarice_OnMessage_Signal result;
if (service != none) {
service = service.Copy();
}
else {
service = Text(_.memory.Allocate(class'Text'));
}
result = Avarice_OnMessage_Signal(serviceSignalMap.GetItem(service));
if (result == none)
{
result = Avarice_OnMessage_Signal(
_.memory.Allocate(class'Avarice_OnMessage_Signal'));
serviceSignalMap.SetItem(service, result);
_.memory.Free(result);
}
else {
service.FreeSelf();
}
return result;
}
/**
* Starts caller `AvariceLink`, making it attempt to connect to the Avarice
* with parameters that should be first specified by the `Initialize()` call.
*
* Does nothing if the caller `AvariceLink` is either not initialized or
* is already active (`IsActive() == true`).
*/
public final function StartUp()
{
local AvariceTcpStream newStream;
local LevelCore core;
if (tcpStream == none) return;
if (tcpStream.Get() != none) return;
core = __level().GetLevelCore();
if (core == none) return;
newStream = AvariceTcpStream(core.Allocate(class'AvariceTcpStream'));
if (newStream == none)
{
// `linkName` has to be defined if `tcpStream` is defined
_.logger.Auto(fatalCannotSpawn).Arg(linkName.Copy());
return;
}
tcpStream.Set(newStream);
newStream.StartUp(self, class'Avarice_Feature'.static.GetReconnectTime());
}
/**
* Shuts down any connections related to the caller `AvariceLink`.
*
* Does nothing if the caller `AvariceLink` is either not initialized or
* is already inactive (`IsActive() == false`).
*/
public final function ShutDown()
{
local Actor storedStream;
if (tcpStream == none) return;
storedStream = tcpStream.Get();
if (storedStream == none) return;
storedStream.Destroy();
tcpStream.Set(none);
}
/**
* Checks whether caller `AvariceLink` is currently active: either connected or
* currently attempts to connect to Avarice.
*
* See also `IsConnected()`.
*
* @return `true` if caller `AvariceLink` is either connected or currently
* attempting to connect to Avarice. `false` otherwise.
*/
public final function bool IsActive()
{
if (tcpStream == none) {
return false;
}
return tcpStream.Get() != none;
}
/**
* Checks whether caller `AvariceLink` is currently connected or to Avarice.
*
* See also `IsActive()`.
*
* @return `true` iff caller `AvariceLink` is currently connected to Avarice.
*/
public final function bool IsConnected()
{
local AvariceTcpStream storedStream;
if (tcpStream == none) {
return false;
}
storedStream = AvariceTcpStream(tcpStream.Get());
return storedStream.linkState == STATE_Connected;
}
/**
* Returns name caller `AvariceLink` was initialized with.
* Defined through the config files.
*
* @return Name of the caller `AvariceLink`.
* `none` iff caller link was not yet initialized.
*/
public final function Text GetName()
{
if (linkName != none) {
return linkName.Copy();
}
// `linkName` cannot be `none` after `Initialize()` call
return none;
}
/**
* Returns host name (without port number) caller `AvariceLink` was
* initialized with. Defined through the config files.
*
* See `GetPort()` method for port number.
*
* @return Host name of the caller `AvariceLink`.
* `none` iff caller link was not yet initialized.
*/
public final function Text GetHost()
{
if (linkHost != none) {
return linkHost.Copy();
}
// `linkName` cannot be `none` after `Initialize()` call
return none;
}
/**
* Returns port number caller `AvariceLink` was initialized with.
* Defined through the config files.
*
* @return Host name of the caller `AvariceLink`.
* If caller link was not yet initialized, method makes no guarantees
* about returned number.
*/
public final function int GetPort()
{
return linkPort;
}
/**
* Send a message to the Avarice that caller `AvariceLink` is connected to.
*
* Message can only be set if caller `AvariceLink` was initialized and is
* currently connected (see `IsConnected()`) to Avarice.
*
* @param service Name of the service this message is addressed.
* As an example, to address a database one would specify its name,
* like "db". Cannot be `none`.
* @param type Name of this message. As an example, to address
* a database, one would specify here WHAT that database must do,
* like "get" to fetch some data. Cannot be `none`.
* @param parameters Parameters of the command. Can be any value that is
* JSON-compatible (see `JSONAPI.IsCompatible()` for details).
* @return `true` if message was successfully sent and `false` otherwise.
* Note that this method returning `true` does not necessarily mean that
* message has arrived (which is impossible to know at this moment),
* instead simply saying that network call to send data was successful.
* Avarice does not provide any mechanism to verify message arrival, so if
* you need that confirmation - it is necessary that service you are
* addressing make a reply.
*/
public final function bool SendMessage(
BaseText service,
BaseText type,
AcediaObject parameters)
{
local Mutabletext parametesAsJSON;
local MutableText message;
local AvariceTcpStream storedStream;
if (tcpStream == none) return false;
if (service == none) return false;
if (type == none) return false;
storedStream = AvariceTcpStream(tcpStream.Get());
if (storedStream == none) return false;
if (storedStream.linkState != STATE_Connected) return false;
parametesAsJSON = _.json.Print(parameters);
if (parametesAsJSON == none) return false;
message = _.text.Empty();
message.Append(T(TSERVICE_PREFIX))
.Append(_.json.Print(service))
.Append(T(TTYPE_PREFIX))
.Append(_.json.Print(type))
.Append(T(TPARAMS_PREFIX))
.Append(parametesAsJSON)
.Append(T(TMESSAGE_SUFFIX));
storedStream.SendMessage(message);
message.FreeSelf();
parametesAsJSON.FreeSelf();
return true;
}
// This is a public method, but it is not a part of
// `AvariceLink` interface.
// It is used as a communication channel with `AvariceTcpStream` and
// should not be called outside of that class.
public final function ReceiveNetworkMessage(
AvariceNetworkMessage message,
optional AvariceMessage avariceMessage)
{
if (message == ANM_Connected) {
onConnectedSignal.Emit();
}
else if (message == ANM_Disconnected) {
onDisconnectedSignal.Emit();
}
else if (message == ANM_Message && avariceMessage != none) {
GetServiceSignal(avariceMessage.service).Emit(self, avariceMessage);
}
else if (message == ANM_Death) {
onDeathSignal.Emit();
tcpStream.Set(none);
}
}
defaultproperties
{
TSERVICE_PREFIX = 0
stringConstants(0) = "&{\"s\":"
TTYPE_PREFIX = 1
stringConstants(1) = ",\"t\":"
TPARAMS_PREFIX = 2
stringConstants(2) = ",\"p\":"
TMESSAGE_SUFFIX = 3
stringConstants(3) = "&}"
fatalCannotSpawn = (l=LOG_Error,m="Cannot spawn new actor of class `AvariceTcpStream`, avarice link \"%1\" will not be created")
}