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135 lines
4.4 KiB
135 lines
4.4 KiB
/** |
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* Service that handles pending saving of aliases data into configs. |
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* Adding aliases into `AliasSource`s causes corresponding configs to update. |
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* This service allows to delay and spread config rewrites over time, |
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* which should help in case someone dynamically adds a lot of |
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* different aliases. |
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* Copyright 2020 Anton Tarasenko |
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*------------------------------------------------------------------------------ |
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* This file is part of Acedia. |
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* |
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* Acedia is free software: you can redistribute it and/or modify |
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* it under the terms of the GNU General Public License as published by |
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* the Free Software Foundation, version 3 of the License, or |
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* (at your option) any later version. |
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* |
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* Acedia is distributed in the hope that it will be useful, |
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* but WITHOUT ANY WARRANTY; without even the implied warranty of |
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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* GNU General Public License for more details. |
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* |
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* You should have received a copy of the GNU General Public License |
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* along with Acedia. If not, see <https://www.gnu.org/licenses/>. |
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*/ |
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class AliasService extends Service |
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config(AcediaSystem); |
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// Objects for which we are yet to write configs |
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var private array<AliasSource> sourcesPendingToSave; |
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var private array<Aliases> aliasesPendingToSave; |
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// How often should we do it. |
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// Negative or zero values would be reset to `0.05`. |
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var public config const float saveInterval; |
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// To avoid creating yet another object for aliases system we will |
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// keep config variable pointing to weapon, color, etc. `AliasSource` |
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// subclasses here. It's not the best regarding separation of responsibility, |
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// but should make config files less fragmented. |
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// Changing these allows you to change in what sources `AliasesAPI` |
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// looks for weapon and color aliases. |
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var public config const class<AliasSource> weaponAliasesSource; |
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var public config const class<AliasSource> colorAliasesSource; |
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protected function OnLaunch() |
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{ |
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local float actualInterval; |
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actualInterval = saveInterval; |
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if (actualInterval <= 0) |
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{ |
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actualInterval = 0.05; |
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} |
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SetTimer(actualInterval, true); |
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} |
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protected function OnShutdown() |
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{ |
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SaveAllPendingObjects(); |
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} |
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public final function PendingSaveSource(AliasSource sourceToSave) |
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{ |
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local int i; |
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if (sourceToSave == none) return; |
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// Starting searching from the end of an array will make situations when |
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// we add several aliases to a single source in a row more efficient. |
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for (i = sourcesPendingToSave.length - 1;i >= 0; i -= 1) { |
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if (sourcesPendingToSave[i] == sourceToSave) return; |
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} |
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sourcesPendingToSave[sourcesPendingToSave.length] = sourceToSave; |
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} |
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public final function PendingSaveObject(Aliases objectToSave) |
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{ |
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local int i; |
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if (objectToSave == none) return; |
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// Starting searching from the end of an array will make situations when |
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// we add several aliases to a single `Aliases` object in a row |
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// more efficient. |
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for (i = aliasesPendingToSave.length - 1;i >= 0; i -= 1) { |
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if (aliasesPendingToSave[i] == objectToSave) return; |
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} |
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aliasesPendingToSave[aliasesPendingToSave.length] = objectToSave; |
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} |
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/** |
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* Forces saving of the next object (either `AliasSource` or `Aliases`) |
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* in queue to the config file. |
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* |
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* Does not reset the timer until next saving. |
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*/ |
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private final function DoSaveNextPendingObject() |
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{ |
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if (sourcesPendingToSave.length > 0) |
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{ |
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if (sourcesPendingToSave[0] != none) { |
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sourcesPendingToSave[0].SaveConfig(); |
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} |
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sourcesPendingToSave.Remove(0, 1); |
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return; |
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} |
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if (aliasesPendingToSave.length > 0) |
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{ |
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aliasesPendingToSave[0].SaveOrClear(); |
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aliasesPendingToSave.Remove(0, 1); |
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} |
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} |
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/** |
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* Forces saving of all objects (both `AliasSource`s or `Aliases`s) in queue |
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* to their config files. |
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*/ |
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private final function SaveAllPendingObjects() |
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{ |
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local int i; |
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for (i = 0; i < sourcesPendingToSave.length; i += 1) { |
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if (sourcesPendingToSave[i] == none) continue; |
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sourcesPendingToSave[i].SaveConfig(); |
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} |
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for (i = 0; i < aliasesPendingToSave.length; i += 1) { |
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aliasesPendingToSave[i].SaveOrClear(); |
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} |
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sourcesPendingToSave.length = 0; |
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aliasesPendingToSave.length = 0; |
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} |
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event Timer() |
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{ |
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DoSaveNextPendingObject(); |
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} |
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defaultproperties |
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{ |
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saveInterval = 0.05 |
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weaponAliasesSource = class'WeaponAliasSource' |
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colorAliasesSource = class'ColorAliasSource' |
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} |