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409 lines
14 KiB
409 lines
14 KiB
/** |
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* This tool is for simplifying writing and reading persistent user data. |
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* All it requires is a setup of database + json pointer to data and it will |
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* take care of data caching and database connection. |
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* Copyright 2023 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 PersistentDataManager extends AcediaObject; |
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/** |
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* # `PersistentDataManager` |
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* |
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* This tool is for simplifying writing and reading persistent user data. |
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* All it requires is a setup of database + json pointer to data and it will |
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* take care of data caching and database connection. |
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* |
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* ## Usage |
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* |
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* Create an instance and use `Setup()` to connect to the database with |
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* persistent data. You can use `Setup()` again on the same object to setup |
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* a different database as a source. All data will be automatically reloaded. |
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* After that you can use `GetPersistentData()`/`SetPersistentData()` to |
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* read/write persistent data for the particular user. |
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* Since loading data from the database takes time, you don't have an |
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* immediate access to it. |
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* But you can use `_.users.OnPersistentDataAvailable()` signal to track |
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* whenever new user data from database becomes available. However, you can |
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* start writing persistent data (and reading what you've wrote) at any time it |
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* - these changes will be reapplied whenever data is actually loaded from |
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* database. |
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* |
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* ## Implementation |
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* |
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* Implementation consists of simply creating `DBConnection` for every user |
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* and storing them in the `HashTable` that maps user IDs into those |
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* `DBConnection`s. |
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* We also maintain a reverse map to figure out what `DBConnection` belongs |
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* to what user when connection signals an update. We borrow the signal that |
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* `UsersAPI` provides to inform everyone interested about which users |
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* have updated. |
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*/ |
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var private bool initialized; |
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var private Database database; |
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var private MutableJSONPointer rootPointer; |
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var private HashTable userToConnection, connectionToUser; |
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var private PersistentDataManager_OnPersistentDataReady_Signal onPersistentDataReadySignal; |
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protected function Constructor() |
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{ |
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_.players.OnNewPlayer(self).connect = ConnectPersistentData; |
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onPersistentDataReadySignal = _.users._getOnReadySignal(); |
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} |
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protected function Finalizer() |
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{ |
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Reset(); |
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_.players.OnNewPlayer(self).Disconnect(); |
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} |
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private final function Reset() |
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{ |
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_.memory.Free(database); |
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_.memory.Free(rootPointer); |
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_.memory.Free(userToConnection); |
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_.memory.Free(connectionToUser); |
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_.memory.Free(onPersistentDataReadySignal); |
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database = none; |
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rootPointer = none; |
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userToConnection = none; |
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connectionToUser = none; |
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onPersistentDataReadySignal = none; |
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initialized = false; |
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} |
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/** |
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* Sets up database and location inside it as a source of users' persistent |
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* data. |
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* |
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* Must be successfully called at least once for the caller |
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* `PersistentDataManager` to be usable. |
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* |
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* @param db Database inside which persistent data is stored. |
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* @param location Location inside specified database to the root of |
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* persistent data. |
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* @return `true` if setup was successful (requires both arguments to be not |
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* `none`) and `false` otherwise. |
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*/ |
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public final function bool Setup(Database db, BaseJSONPointer location) |
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{ |
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if (db == none) return false; |
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if (location == none) return false; |
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Reset(); |
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database = db; |
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database.NewRef(); |
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rootPointer = location.MutableCopy(); |
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userToConnection = _.collections.EmptyHashTable(); |
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connectionToUser = _.collections.EmptyHashTable(); |
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// Using `userToConnection` as an empty hash table, not related to its |
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// actual meaning |
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database.IncrementData(location, userToConnection); |
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initialized = true; |
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return true; |
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} |
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/** |
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* Reads specified named persistent data for the specified group. |
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* |
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* @param id ID of the user to read persistent data from. |
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* @param groupName Group to which this persistent data belongs to. |
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* Groups are used as namespaces to avoid duplicate persistent variables |
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* between mods. If your mod needs several subgroups, its recommended to |
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* use the same prefix for them, e.g. "MyAwesomeMod.economy" and |
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* "MyAwesomeMod.enemies". |
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* @param dataName Name of persistent data variable to read inside |
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* `groupName` persistent data group. Not `none` value must be provided. |
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* @param data Data to set as persistent value. Must be |
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* JSON-compatible. If `none` is passed, returns the all data for |
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* the given group. |
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* @return Data read from the persistent variable. `none` in case of any kind |
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* of failure. |
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*/ |
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public final function AcediaObject GetPersistentData( |
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UserID id, |
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BaseText groupName, |
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optional BaseText dataName) |
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{ |
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local AcediaObject result; |
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local Text textID; |
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local MutableJSONPointer location; |
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local DBConnection relevantConnection; |
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if (!initialized) return none; |
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if (id == none) return none; |
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if (groupName == none) return none; |
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textID = id.GetUniqueID(); |
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relevantConnection = DBConnection(userToConnection.GetItem(textID)); |
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textID.FreeSelf(); |
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if (relevantConnection != none) |
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{ |
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location = _.json.MutablePointer(); |
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location.Push(groupName); |
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if (dataName != none) { |
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location.Push(dataName); |
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} |
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result = relevantConnection.ReadDataByJSON(location); |
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relevantConnection.FreeSelf(); |
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location.FreeSelf(); |
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} |
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return result; |
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} |
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/** |
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* Writes specified named persistent data for the specified group. |
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* |
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* @param id ID of the user to change persistent data of. |
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* @param groupName Group to which this persistent data belongs to. |
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* Groups are used as namespaces to avoid duplicate persistent variables |
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* between mods. If your mod needs several subgroups, its recommended to |
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* use the same prefix for them, e.g. "MyAwesomeMod.economy" and |
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* "MyAwesomeMod.enemies". |
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* @param dataName Name of persistent data variable to change inside |
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* `groupName` persistent data group. |
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* @param data Data to set as persistent value. Must be |
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* JSON-compatible. |
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* @return `true` if change succeeded in local cached version of database with |
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* persistent values and `false` otherwise. Such local changes can |
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* potentially be not applied to the actual database. But successful local |
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* changes should persist for the game session. |
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*/ |
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public final function bool WritePersistentData( |
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UserID id, |
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BaseText groupName, |
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BaseText dataName, |
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AcediaObject data) |
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{ |
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local bool result; |
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local Text textID; |
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local MutableJSONPointer location; |
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local DBConnection relevantConnection; |
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local HashTable emptyObject; |
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if (!initialized) return false; |
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if (id == none) return false; |
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if (groupName == none) return false; |
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if (dataName == none) return false; |
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textID = id.GetUniqueID(); |
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relevantConnection = DBConnection(userToConnection.GetItem(textID)); |
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textID.FreeSelf(); |
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if (relevantConnection != none) |
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{ |
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emptyObject = _.collections.EmptyHashTable(); |
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location = _.json.MutablePointer(); |
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location.Push(groupName); |
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relevantConnection.IncrementDataByJSON(location, emptyObject); |
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location.Push(dataName); |
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result = relevantConnection.WriteDataByJSON(location, data); |
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relevantConnection.FreeSelf(); |
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location.FreeSelf(); |
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emptyObject.FreeSelf(); |
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} |
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return result; |
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} |
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/** |
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* Increments specified named persistent data for the specified group. |
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* |
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* @param id ID of the user to change persistent data of. |
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* @param groupName Group to which this persistent data belongs to. |
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* Groups are used as namespaces to avoid duplicate persistent variables |
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* between mods. If your mod needs several subgroups, its recommended to |
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* use the same prefix for them, e.g. "MyAwesomeMod.economy" and |
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* "MyAwesomeMod.enemies". |
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* @param dataName Name of persistent data variable to change inside |
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* `groupName` persistent data group. |
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* @param data Data by which to increment existing persistent value. |
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* Must be JSON-compatible. |
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* @return `true` if change succeeded in local cached version of database with |
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* persistent values and `false` otherwise. Such local changes can |
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* potentially be not applied to the actual database. But successful local |
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* changes should persist for the game session. |
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*/ |
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public final function bool IncrementPersistentData( |
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UserID id, |
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BaseText groupName, |
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BaseText dataName, |
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AcediaObject data) |
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{ |
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local bool result; |
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local Text textID; |
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local MutableJSONPointer location; |
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local DBConnection relevantConnection; |
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if (!initialized) return false; |
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if (id == none) return false; |
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if (groupName == none) return false; |
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if (dataName == none) return false; |
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textID = id.GetUniqueID(); |
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relevantConnection = DBConnection(userToConnection.GetItem(textID)); |
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textID.FreeSelf(); |
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if (relevantConnection != none) |
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{ |
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location = _.json.MutablePointer(); |
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location.Push(groupName); |
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location.Push(dataName); |
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result = relevantConnection.IncrementDataByJSON(location, data); |
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relevantConnection.FreeSelf(); |
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location.FreeSelf(); |
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} |
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return result; |
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} |
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/** |
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* Removes specified named persistent data for the specified group. |
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* |
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* @param id ID of the user to remove persistent data of. |
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* @param groupName Group to which this persistent data belongs to. |
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* Groups are used as namespaces to avoid duplicate persistent variables |
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* between mods. If your mod needs several subgroups, its recommended to |
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* use the same prefix for them, e.g. "MyAwesomeMod.economy" and |
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* "MyAwesomeMod.enemies". |
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* @param dataName Name of persistent data variable to remove inside |
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* `groupName` persistent data group. |
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* @return `true` if removal succeeded in local cached version of database with |
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* persistent values and `false` otherwise. Such local changes can |
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* potentially be not applied to the actual database. But successful local |
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* changes should persist for the game session. |
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*/ |
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public final function bool RemovePersistentData( |
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UserID id, |
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BaseText groupName, |
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BaseText dataName) |
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{ |
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local bool result; |
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local Text textID; |
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local MutableJSONPointer location; |
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local DBConnection relevantConnection; |
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if (!initialized) return false; |
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if (id == none) return false; |
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if (groupName == none) return false; |
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if (dataName == none) return false; |
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textID = id.GetUniqueID(); |
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relevantConnection = DBConnection(userToConnection.GetItem(textID)); |
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textID.FreeSelf(); |
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if (relevantConnection != none) |
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{ |
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location = _.json.MutablePointer(); |
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location.Push(groupName); |
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location.Push(dataName); |
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result = relevantConnection.RemoveDataByJSON(location); |
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relevantConnection.FreeSelf(); |
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location.FreeSelf(); |
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} |
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return result; |
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} |
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/** |
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* Connects and starts synchronizing persistent data for the given player. |
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* |
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* @param player Player to synchronize persistent data for. |
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*/ |
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public final function ConnectPersistentData(EPlayer player) |
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{ |
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local UserID playerID; |
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if (initialized && player != none) |
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{ |
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playerID = player.GetUserID(); |
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ConnectPersistentDataByID(playerID); |
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_.memory.Free(playerID); |
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} |
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} |
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/** |
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* Connects and starts synchronizing persistent data for the player given by |
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* their ID. |
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* |
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* @param id User ID for which to synchronize persistent data from |
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* the database. |
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*/ |
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public final function ConnectPersistentDataByID(UserID id) |
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{ |
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local Text textID; |
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local DBConnection newConnection; |
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if (!initialized) return; |
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if (id == none) return; |
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textID = id.GetUniqueID(); |
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if (userToConnection.HasKey(textID)) |
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{ |
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_.memory.Free(textID); |
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return; |
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} |
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rootPointer.Push(textID); |
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newConnection = DBConnection(_.memory.Allocate(class'DBConnection')); |
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newConnection.Initialize(database, rootPointer); |
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_.memory.Free(rootPointer.Pop()); |
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newConnection.Connect(); |
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userToConnection.SetItem(textID, newConnection); |
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connectionToUser.SetItem(newConnection, textID); |
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newConnection.OnStateChanged(self).connect = UserUpdated; |
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textID.FreeSelf(); |
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newConnection.FreeSelf(); |
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} |
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private final function UserUpdated( |
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DBConnection instance, |
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DBConnection.DBConnectionState oldState, |
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DBConnection.DBConnectionState newState) |
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{ |
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local UserID id; |
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if (!initialized) return; |
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if (newState == DBCS_Connecting) return; |
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if (onPersistentDataReadySignal == none) return; |
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if (!onPersistentDataReadySignal.IsAllocated()) return; |
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id = UserID(connectionToUser.GetItem(instance)); |
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if (id != none) |
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{ |
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onPersistentDataReadySignal.Emit(id, newState == DBCS_Connected); |
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id.FreeSelf(); |
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} |
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} |
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/** |
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* Attempts to start persistent data synchronization for all players currently |
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* on the server. |
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*/ |
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public final function LoadCurrentPlayers() |
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{ |
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local int i; |
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local array<EPlayer> currentPlayers; |
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if (initialized) |
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{ |
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currentPlayers = _.players.GetAll(); |
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for (i = 0; i < currentPlayers.length; i += 1) { |
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ConnectPersistentData(currentPlayers[i]); |
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} |
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_.memory.FreeMany(currentPlayers); |
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} |
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} |
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defaultproperties |
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{ |
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} |