UnrealScript library and basis for all Acedia Framework mods
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/**
* Object that is supposed to store a persistent data about the
* certain player. That is data that will be remembered even after player
* reconnects or server changes map/restarts.
* Copyright 2020-2022 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 User extends AcediaObject;
// Unique identifier for which this `User` stores it's data
var private UserID id;
// A numeric "key" assigned to this user for a session that can serve as
// an easy reference in console commands
var private int key;
// Database where user's persistent data is stored
var private Database persistentDatabase;
// Pointer to this user's "settings" data in particular
var private JSONPointer persistentSettingsPointer;
// Groups to which caller `User` belongs to.
// Every user always belongs to group "everyone", so it is never listed
// here.
// Local user groups are not available for modification and are only loaded
// from configs, so `userGroups` might duplicate groups from `localUserGroup`,
// allowing to add them to editable sources (database).
// Group names are stored in the lower register.
var private array<Text> userGroups; // user groups loaded from database
var private array<Text> localUserGroups; // user groups loaded from local files
var private LoggerAPI.Definition errNoUserDataDatabase;
protected function Finalizer()
{
if (id != none) {
id.FreeSelf();
}
if (persistentSettingsPointer != none) {
persistentSettingsPointer.FreeSelf();
}
id = none;
persistentSettingsPointer = none;
}
/**
* Initializes caller `User` with id and it's session key.
*
* Initialization should (and can) only be done once.
* Before a `Initialize()` call, any other method calls on such `User`
* must be considerate to have undefined behavior.
* DO NOT CALL THIS METHOD MANUALLY.
*/
public final function Initialize(UserID initID, int initKey)
{
id = initID;
key = initKey;
if (initID != none) {
initID.NewRef();
}
LoadLocalGroups();
}
/**
* Return id for which caller `User` stores data.
*
* @return `UserID` that caller `User` was initialized with.
*/
public final function UserID GetID()
{
if (id != none) {
id.NewRef();
}
return id;
}
/**
* Return session key of the caller `User`.
*
* @return Session key of the caller `User`.
*/
public final function int GetKey()
{
return key;
}
// Loads locally defined groups from the "AcediaUserGroups.ini" config
private final function LoadLocalGroups()
{
local int i, j;
local string mySteamID;
local UserGroup nextGroupConfig;
local array<string> nextUserArray;
local array<Text> availableGroups;
if (id == none) {
return;
}
class'UserGroup'.static.Initialize();
mySteamID = _.text.IntoString(id.GetSteamID64String());
availableGroups = class'UserGroup'.static.AvailableConfigs();
// Go over every group
for (i = 0; i < availableGroups.length; i += 1)
{
nextGroupConfig = UserGroup(
class'UserGroup'.static.GetConfigInstance(availableGroups[i]));
// Add group as local if it has our ID recorded
nextUserArray = nextGroupConfig.user;
for (j = 0; j < nextUserArray.length; j += 1)
{
if (nextUserArray[j] == mySteamID)
{
localUserGroups[localUserGroups.length] =
availableGroups[i].LowerCopy();
}
}
_.memory.Free(nextGroupConfig);
}
_.memory.FreeMany(availableGroups);
}
/**
* Adds caller user into new group, specified by `newGroup`.
* This group must exist for the method to succeed.
*
* @param newGroup Name of the group to add caller `User` into.
*/
public final function AddGroup(Text newGroup)
{
local int i;
if (newGroup == none) return;
if (class'UserGroup'.static.Exists(newGroup)) return;
for (i = 0; i < userGroups.length; i += 1)
{
if (newGroup.Compare(userGroups[i], SCASE_INSENSITIVE)) {
return;
}
}
userGroups[userGroups.length] = newGroup.LowerCopy();
}
/**
* Removes caller user from the given group `groupToRemove`.
*
* @param groupToRemove Name of the group to remove caller `User` from.
* @return `true` if user was actually removed from the group and `false`
* otherwise (group doesn't exist or user didn't belong to it).
*/
public final function bool RemoveGroup(Text groupToRemove)
{
local int i;
if (groupToRemove == none) {
return false;
}
for (i = 0; i < userGroups.length; i += 1)
{
if (groupToRemove.Compare(userGroups[i], SCASE_INSENSITIVE))
{
userGroups[i].FreeSelf();
userGroups.Remove(i, 1);
return true;
}
}
return false;
}
/**
* Checks whether caller `User` belongs to the group specified by
* `groupToCheck`.
*
* @param groupToCheck Name of the group to check for whether caller `User`
* belongs to it.
* @return `true` if caller `User` belongs to the group `groupToCheck` and
* `false` otherwise.
*/
public final function bool IsInGroup(Text groupToCheck)
{
local int i;
if (groupToCheck == none) {
return false;
}
for (i = 0; i < userGroups.length; i += 1)
{
if (groupToCheck.Compare(userGroups[i], SCASE_INSENSITIVE)) {
return true;
}
}
return false;
}
/**
* Returns array with names of all groups to which caller user belongs to.
*
* @return Array of names of the groups that caller user belongs to.
* Guaranteed to not contain duplicates or `none` values.
*/
public final function array<Text> GetGroups()
{
local int i, j;
local bool duplicate;
local array<Text> result;
for (i = 0; i < localUserGroups.length; i += 1) {
result[result.length] = localUserGroups[i].Copy();
}
for (i = 0; i < userGroups.length; i += 1)
{
duplicate = false;
// Check `userGroups[i]` for being a duplicate from `localUserGroups`
for (j = 0; j < localUserGroups.length; j += 1)
{
// No need for `SCASE_INSENSITIVE`, since user group names
// are stored in lower case
if (userGroups[i].Compare(localUserGroups[j]))
{
duplicate = true;
break;
}
}
if (!duplicate) {
result[result.length] = userGroups[i].Copy();
}
}
return result;
}
/**
* Reads user's persistent data saved inside group `groupName`, saving it into
* a collection using mutable data types.
* Only should be used if `_.users.PersistentStorageExists()` returns `true`.
*
* @param groupName Name of the group these settings belong to.
* This exists to help reduce name collisions between different mods.
* Acedia stores all its settings under "Acedia" group. We suggest that you
* pick at least one name to use for your own mods.
* It should be unique enough to not get picked by others - "weapons" is
* a bad name, while "CoolModMastah79" is actually a good pick.
* @return Task object for reading specified persistent data from the database.
* For more info see `Database.ReadData()` method.
* Guaranteed to not be `none` iff
* `_.users.PersistentStorageExists() == true`.
*/
public final function DBReadTask ReadGroupOfPersistentData(BaseText groupName)
{
local DBReadTask task;
if (groupName == none) return none;
if (!SetupDatabaseVariables()) return none;
persistentSettingsPointer.Push(groupName);
task = persistentDatabase.ReadData(persistentSettingsPointer, true);
_.memory.Free(persistentSettingsPointer.Pop());
return task;
}
/**
* Reads user's persistent data saved under name `dataName`, saving it into
* a collection using mutable data types.
* Only should be used if `_.users.PersistentStorageExists()` returns `true`.
*
* @param groupName Name of the group these settings belong to.
* This exists to help reduce name collisions between different mods.
* Acedia stores all its settings under "Acedia" group. We suggest that you
* pick at least one name to use for your own mods.
* It should be unique enough to not get picked by others - "weapons" is
* a bad name, while "CoolModMastah79" is actually a good pick.
* @param dataName Any name, from under which settings you are interested
* (inside `groupName` group) should be read.
* @return Task object for reading specified persistent data from the database.
* For more info see `Database.ReadData()` method.
* Guaranteed to not be `none` iff
* `_.users.PersistentStorageExists() == true`.
*/
public final function DBReadTask ReadPersistentData(
BaseText groupName,
BaseText dataName)
{
local DBReadTask task;
if (groupName == none) return none;
if (dataName == none) return none;
if (!SetupDatabaseVariables()) return none;
persistentSettingsPointer.Push(groupName).Push(dataName);
task = persistentDatabase.ReadData(persistentSettingsPointer, true);
_.memory.Free(persistentSettingsPointer.Pop());
_.memory.Free(persistentSettingsPointer.Pop());
return task;
}
/**
* Writes user's persistent data under name `dataName`.
* Only should be used if `_.users.PersistentStorageExists()` returns `true`.
*
* @param groupName Name of the group these settings belong to.
* This exists to help reduce name collisions between different mods.
* Acedia stores all its settings under "Acedia" group. We suggest that you
* pick at least one name to use for your own mods.
* It should be unique enough to not get picked by others - "weapons" is
* a bad name, while "CoolModMastah79" is actually a good pick.
* @param dataName Any name, under which settings you are interested
* (inside `groupName` group) should be written.
* @param data JSON-compatible (see `_.json.IsCompatible()`) data that
* should be written into database.
* @return Task object for writing specified persistent data into the database.
* For more info see `Database.WriteData()` method.
* Guarantee to not be `none` iff
* `_.users.PersistentStorageExists() == true`.
*/
public final function DBWriteTask WritePersistentData(
BaseText groupName,
BaseText dataName,
AcediaObject data)
{
local DBWriteTask task;
local HashTable emptyObject;
if (groupName == none) return none;
if (dataName == none) return none;
if (!SetupDatabaseVariables()) return none;
emptyObject = _.collections.EmptyHashTable();
persistentSettingsPointer.Push(groupName);
persistentDatabase.IncrementData(persistentSettingsPointer, emptyObject);
persistentSettingsPointer.Push(dataName);
task = persistentDatabase.WriteData(persistentSettingsPointer, data);
_.memory.Free(persistentSettingsPointer.Pop());
_.memory.Free(persistentSettingsPointer.Pop());
_.memory.Free(emptyObject);
return task;
}
// Setup database `persistentDatabase` and pointer to this user's data
// `persistentSettingsPointer`.
// Return `true` if these variables were setup (during this call or before)
// and `false` otherwise.
private function bool SetupDatabaseVariables()
{
local Text userDataLink;
local Text userTextID;
local HashTable emptyObject, skeletonObject;
if ( persistentDatabase != none && persistentSettingsPointer != none
&& persistentDatabase.IsAllocated())
{
return true;
}
if (id == none || !id.IsInitialized()) {
return false;
}
_.memory.Free(persistentSettingsPointer);
userDataLink = _.users.GetUserDataLink();
persistentDatabase = _.db.Load(userDataLink);
if (persistentDatabase == none)
{
_.logger.Auto(errNoUserDataDatabase).Arg(userDataLink);
return false;
}
persistentSettingsPointer = _.db.GetPointer(userDataLink);
userTextID = id.GetSteamID64String();
skeletonObject = _.collections.EmptyHashTable();
skeletonObject.SetItem(P("statistics"), _.collections.EmptyHashTable());
skeletonObject.SetItem(P("settings"), _.collections.EmptyHashTable());
emptyObject = _.collections.EmptyHashTable();
persistentDatabase.IncrementData(persistentSettingsPointer, emptyObject);
persistentSettingsPointer.Push(userTextID);
persistentDatabase.IncrementData(persistentSettingsPointer, skeletonObject);
persistentSettingsPointer.Push(P("settings"));
_.memory.Free(userTextID);
_.memory.Free(userDataLink);
_.memory.Free(skeletonObject);
_.memory.Free(emptyObject);
return true;
}
defaultproperties
{
errNoUserDataDatabase = (l=LOG_Error,m="Failed to load persistent user database instance given by link \"%1\".")
}