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778 lines
28 KiB
778 lines
28 KiB
/** |
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* API that allows easy access to `User` persistent data and `UserID`s. |
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* Copyright 2020-2022 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 UserAPI extends AcediaObject |
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config(AcediaSystem); |
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|
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var private config string userdataDBLink; |
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|
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// Active `Users_Feature`, remember it along with life version to avoid |
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// taking up a reference |
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var private int usersFeatureLifeVersion; |
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var private Users_Feature usersFeature; |
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|
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// Database where user's data (persistent data and user groups) is stored |
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var private Database persistentDatabase; |
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var private LoggerAPI.Definition warnNoPersistentDatabaseLink; |
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var private LoggerAPI.Definition errNoPersistentDatabase; |
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var private LoggerAPI.Definition errCannotCreateSkeletonFor; |
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var private LoggerAPI.Definition infoPersistentDatabaseLoaded; |
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|
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protected function Constructor() |
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{ |
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SetupUserDataDatabase(); |
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} |
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|
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// DO NOT CALL MANUALLY |
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public function _reloadFeature() |
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{ |
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if ( usersFeature != none |
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&& usersFeature.GetLifeVersion() == usersFeatureLifeVersion) |
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{ |
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usersFeature.FreeSelf(); |
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usersFeature = none; |
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} |
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usersFeature = |
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Users_Feature(class'Users_Feature'.static.GetEnabledInstance()); |
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if (usersFeature != none) { |
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usersFeatureLifeVersion = usersFeature.GetLifeVersion(); |
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} |
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_.memory.Free(usersFeature); |
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} |
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// Loads persistent user database, specified by the AcediaCore's config and |
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// creates a basic skeleton for storing its data |
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private function SetupUserDataDatabase() |
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{ |
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local Text persistentDataLink; |
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local JSONPointer persistentDataPointer; |
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local HashTable skeleton, emptyObject; |
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|
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if (persistentDatabase != none) { |
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return; |
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} |
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// Check if database was even specified |
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persistentDataLink = GetPersistentDataLink(); |
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if (persistentDataLink.IsEmpty()) |
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{ |
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_.logger.Auto(warnNoPersistentDatabaseLink); |
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persistentDataLink.FreeSelf(); |
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return; |
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} |
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// If link was specified - try loading database from it |
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persistentDatabase = _.db.Load(persistentDataLink); |
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if (persistentDatabase == none) |
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{ |
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_.logger.Auto(errNoPersistentDatabase).Arg(persistentDataLink); |
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persistentDataLink.FreeSelf(); |
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return; |
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} |
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// Write skeleton database's skeleton |
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skeleton = _.collections.EmptyHashTable(); |
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emptyObject = _.collections.EmptyHashTable(); |
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skeleton.SetItem(P("Groups"), emptyObject); |
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skeleton.SetItem(P("PerUserData"), emptyObject); |
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persistentDataPointer = _.db.GetPointer(persistentDataLink); |
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persistentDatabase |
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.IncrementData(persistentDataPointer, skeleton) |
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.connect = ReportSkeletonCreationResult; |
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skeleton.FreeSelf(); |
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emptyObject.FreeSelf(); |
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persistentDataLink.FreeSelf(); |
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_.memory.Free(persistentDataPointer); |
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} |
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private function ReportSkeletonCreationResult( |
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Database.DBQueryResult result, |
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Database source) |
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{ |
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local Text persistentDataLink; |
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persistentDataLink = GetPersistentDataLink(); |
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if (result == DBR_Success) { |
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_.logger.Auto(infoPersistentDatabaseLoaded).Arg(persistentDataLink); |
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} |
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else |
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{ |
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_.logger.Auto(errCannotCreateSkeletonFor).Arg(persistentDataLink); |
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_.memory.Free(persistentDatabase); |
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persistentDatabase = none; |
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} |
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_.memory.Free(persistentDataLink); |
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} |
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|
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/** |
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* Returns reference to the database of user records that Acedia was |
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* set up to use. |
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* |
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* `UserDatabase` is for storing a set of users that joined the game during |
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* the session, for database that stores persistent user data |
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* @see `GetPersistentDatabase()`. |
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* |
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* @return Main `UserDatabase` that Acedia currently uses to load and |
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* store user information. Guaranteed to be a valid non-`none` reference. |
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*/ |
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public final function UserDatabase GetDatabase() |
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{ |
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return class'UserDatabase'.static.GetInstance(); |
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} |
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|
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/** |
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* Returns reference to the database of user records that Acedia was |
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* set up to use. |
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* |
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* `Database` returned by this method stores persistent user data, for |
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* the database of users that joined during the current game session |
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* @see `GetDatabase()`. |
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* |
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* @return Main `UserDatabase` that Acedia currently uses to load and |
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* store user information. Guaranteed to be a valid non-`none` reference. |
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*/ |
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public final function Database GetPersistentDatabase() |
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{ |
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if (persistentDatabase != none) { |
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persistentDatabase.NewRef(); |
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} |
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return persistentDatabase; |
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} |
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|
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/** |
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* Returns configured database link to the JSON object in which users' data |
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* is stored. |
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* |
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* @return Database link to the JSON object in which users' data is stored. |
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* Guaranteed to not be `none`. |
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*/ |
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public final function Text GetPersistentDataLink() |
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{ |
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return _.text.FromString(userdataDBLink); |
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} |
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|
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/** |
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* Checks whether database setup to store users' persistent data was configured |
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* and actually exists. |
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* |
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* This does not check for whether that database is properly configured. |
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* If sub-object set to store users' data was not created inside it, then |
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* Acedia will not be able to make use of users' persistent storage. |
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* |
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* @return `true` if database for users' persistent data storage exists and |
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* `false` otherwise. |
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*/ |
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public final function bool PersistentStorageExists() |
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{ |
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return (persistentDatabase != none); |
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} |
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|
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/** |
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* Fetches `User` object that stores persistent data for a given `userID`. |
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* |
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* @param userID ID for which to fetch a persistent data storage. |
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* @return `User` object for a given `UserID`. Guaranteed to be a valid |
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* non-`none` reference if passed `userID` is not `none` and initialized |
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* (which is guaranteed unless you manually created it). |
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*/ |
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public final function User Fetch(UserID userID) |
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{ |
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local User result; |
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local UserDatabase userDB; |
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userDB = class'UserDatabase'.static.GetInstance(); |
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if (userDB == none) { |
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return none; |
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} |
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result = userDB.FetchUser(userID); |
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userDB.FreeSelf(); |
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return result; |
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} |
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|
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/** |
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* Fetches appropriate `User` object for a player, given his id as a `Text`. |
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* |
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* @param idHash `Text` representation of someone's id. |
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* @return Corresponding `User` object. Guaranteed to be a valid non-`none` |
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* reference. |
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*/ |
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public final function User FetchByIDHash(BaseText idHash) |
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{ |
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local UserID userID; |
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local UserDatabase userDB; |
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local User result; |
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userDB = class'UserDatabase'.static.GetInstance(); |
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if (userDB == none) { |
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return none; |
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} |
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userID = userDB.FetchUserID(idHash); |
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userDB.FreeSelf(); |
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if (userID == none) { |
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return none; |
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} |
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result = userDB.FetchUser(userID); |
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userID.FreeSelf(); |
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return result; |
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} |
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/** |
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* Fetches appropriate `User` object for a player, given his session key. |
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* |
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* @param userKey Key corresponding to a `User` method must to get. |
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* @return Corresponding `User` object. Guaranteed to be a valid non-`none` |
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* reference if `userKey` was actually assigned to any `User` during |
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* current playing session; `none` otherwise. |
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*/ |
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public final function User FetchByKey(int userKey) |
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{ |
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local User result; |
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local UserDatabase userDB; |
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userDB = class'UserDatabase'.static.GetInstance(); |
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if (userDB != none) { |
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return none; |
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} |
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result = userDB.FetchUserByKey(userKey); |
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userDB.FreeSelf(); |
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return result; |
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} |
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/** |
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* Returns names of all available groups that users can belong to. |
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* |
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* Will only work if `Users_Feature` is active. |
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* In case active config of `Users_Feature` is configured to load user |
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* groups from a database (either local or remote), the returned value is |
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* a locally cached one. This helps us avoid having to query database each time |
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* we want to check something about user groups, but it also means we might |
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* have an outdated information. |
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* |
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* @return Array with names of all available groups. |
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* All array elements are guaranteed to be not-`none`, unique and in |
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* lower case. |
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*/ |
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public final function array<Text> GetAvailableGroups() |
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{ |
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local array<Text> emptyResult; |
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if (usersFeature != none) { |
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return usersFeature.GetAvailableGroups(); |
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} |
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return emptyResult; |
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} |
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/** |
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* Adds a new user group. |
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* |
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* Will only work if `Users_Feature` is active. |
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* In case active config of `Users_Feature` is configured to load user |
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* groups from a database (either local or remote), the returned value is |
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* a locally cached one. This helps us avoid having to query database each time |
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* we want to check something about user groups, but it also means we might |
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* have an outdated information. |
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* Changes will always persist for the duration of the match, but writing |
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* them into the (non-config) source might fail, leading to changes being reset |
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* after the level switch. For non-database (config) sources changes will |
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* always be saved. |
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* |
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* @param groupName Name of the group to add. Case-insensitive. |
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* @return `true` if group was added and `false` otherwise (including if it |
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* already existed). |
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*/ |
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public final function bool AddGroup(BaseText groupName) |
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{ |
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if (usersFeature != none) { |
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return usersFeature.AddGroup(groupName); |
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} |
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return false; |
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} |
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|
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/** |
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* Removes existing user group. |
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* |
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* Will only work if `Users_Feature` is active. |
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* In case active config of `Users_Feature` is configured to load user |
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* groups from a database (either local or remote), the returned value is |
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* a locally cached one. This helps us avoid having to query database each time |
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* we want to check something about user groups, but it also means we might |
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* have an outdated information. |
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* Changes will always persist for the duration of the match, but writing |
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* them into the (non-config) source might fail, leading to changes being reset |
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* after the level switch. For non-database (config) sources changes will |
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* always be saved. |
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* |
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* @param groupName Name of the group to remove. Case-insensitive. |
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* @return `true` if group was removed and `false` otherwise (including if it |
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* didn't exist in the first place). |
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*/ |
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public final function bool RemoveGroup(BaseText groupName) |
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{ |
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if (usersFeature != none) { |
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return usersFeature.RemoveGroup(groupName); |
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} |
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return false; |
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} |
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|
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/** |
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* Checks whether group with specified name exists. |
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* |
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* Will only work if `Users_Feature` is active. |
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* In case active config of `Users_Feature` is configured to load user |
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* groups from a database (either local or remote), the returned value is |
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* a locally cached one. This helps us avoid having to query database each time |
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* we want to check something about user groups, but it also means we might |
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* have an outdated information. |
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* |
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* @param groupName Name of the group to check existence of. |
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* Case-insensitive. |
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* @return `true` if group exists and `false` otherwise. |
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*/ |
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public final function bool IsGroupExisting(BaseText groupName) |
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{ |
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if (usersFeature != none) { |
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return usersFeature.IsGroupExisting(groupName); |
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} |
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return false; |
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} |
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|
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/** |
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* Adds user with the given SteamID into the specified group. |
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* |
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* Will only work if `Users_Feature` is active. |
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* In case active config of `Users_Feature` is configured to load user |
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* groups from a database (either local or remote), changes are guaranteed to |
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* be made to the locally cached copy that will persist for the duration of |
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* the game. Method will also attempt to change the database value, but that is |
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* not guaranteed to succeed, meaning that changes might not be saved for |
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* later matches. |
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* |
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* @param steamID SteamID of the user to add to the group. |
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* @param groupName Name of the group to add user to. Case-insensitive. |
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* @return `true` if user was added to the group (including if her was already |
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* added to it) and `false` in any other case. |
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*/ |
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public final function bool AddSteamIDToGroup( |
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BaseText steamID, |
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BaseText groupName) |
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{ |
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if (usersFeature != none) { |
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return usersFeature.AddSteamIDToGroup(steamID, groupName); |
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} |
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return false; |
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} |
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|
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/** |
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* Adds user with the given SteamID into the specified group. |
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* |
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* Will only work if `Users_Feature` is active. |
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* In case active config of `Users_Feature` is configured to load user |
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* groups from a database (either local or remote), changes are guaranteed to |
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* be made to the locally cached copy that will persist for the duration of |
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* the game. Method will also attempt to change the database value, but that is |
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* not guaranteed to succeed, meaning that changes might not be saved for |
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* later matches. |
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* |
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* @param steamID SteamID of the user to add to the group. |
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* @param groupName Name of the group to add user to. Case-insensitive. |
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* @return `true` if user was added to the group (including if her was already |
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* added to it) and `false` in any other case. |
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*/ |
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public final /*unreal*/ function bool AddSteamIDToGroup_S( |
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string steamID, |
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string groupName) |
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{ |
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if (usersFeature != none) { |
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return usersFeature.AddSteamIDToGroup_S(steamID, groupName); |
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} |
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return false; |
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} |
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|
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/** |
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* Adds user (given by the `UserID`) into the specified group. |
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* |
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* Will only work if `Users_Feature` is active. |
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* In case active config of `Users_Feature` is configured to load user |
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* groups from a database (either local or remote), changes are guaranteed to |
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* be made to the locally cached copy that will persist for the duration of |
|
* the game. Method will also attempt to change the database value, but that is |
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* not guaranteed to succeed, meaning that changes might not be saved for |
|
* later matches. |
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* |
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* @param id `UserID` of the user to add to the group. |
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* @param groupName Name of the group to add user to. Case-insensitive. |
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* @return `true` if user was added to the group (including if her was already |
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* added to it) and `false` in any other case. |
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*/ |
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public final function bool AddUserIDToGroup( |
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UserID id, |
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BaseText groupName) |
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{ |
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if (usersFeature != none) { |
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return usersFeature.AddUserIDToGroup(id, groupName); |
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} |
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return false; |
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} |
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|
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/** |
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* Adds given user into the specified group. |
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* |
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* Will only work if `Users_Feature` is active. |
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* In case active config of `Users_Feature` is configured to load user |
|
* groups from a database (either local or remote), changes are guaranteed to |
|
* be made to the locally cached copy that will persist for the duration of |
|
* the game. Method will also attempt to change the database value, but that is |
|
* not guaranteed to succeed, meaning that changes might not be saved for |
|
* later matches. |
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* |
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* @param user User to add to the group. |
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* @param groupName Name of the group to add user to. Case-insensitive. |
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* @return `true` if user was added to the group (including if her was already |
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* added to it) and `false` in any other case. |
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*/ |
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public final function bool AddUserToGroup(User user, BaseText groupName) |
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{ |
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if (usersFeature != none) { |
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return usersFeature.AddUserToGroup(user, groupName); |
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} |
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return false; |
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} |
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|
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/** |
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* Removes user with the given SteamID from the specified group. |
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* |
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* Will only work if `Users_Feature` is active. |
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* In case active config of `Users_Feature` is configured to load user |
|
* groups from a database (either local or remote), changes are guaranteed to |
|
* be made to the locally cached copy that will persist for the duration of |
|
* the game. Method will also attempt to change the database value, but that is |
|
* not guaranteed to succeed, meaning that changes might not be saved for |
|
* later matches. |
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* |
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* @param steamID SteamID of the user to remove to the group. |
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* @param groupName Name of the group to remove user to. Case-insensitive. |
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* @return `true` if user was removed to the group (including if her was |
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* already removed to it) and `false` in any other case. |
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*/ |
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public final function bool RemoveSteamIDFromGroup( |
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BaseText steamID, |
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BaseText groupName) |
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{ |
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if (usersFeature != none) { |
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return usersFeature.RemoveSteamIDFromGroup(steamID, groupName); |
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} |
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return false; |
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} |
|
|
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/** |
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* Removes user with the given SteamID from the specified group. |
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* |
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* Will only work if `Users_Feature` is active. |
|
* In case active config of `Users_Feature` is configured to load user |
|
* groups from a database (either local or remote), changes are guaranteed to |
|
* be made to the locally cached copy that will persist for the duration of |
|
* the game. Method will also attempt to change the database value, but that is |
|
* not guaranteed to succeed, meaning that changes might not be saved for |
|
* later matches. |
|
* |
|
* @param steamID SteamID of the user to remove to the group. |
|
* @param groupName Name of the group to remove user to. Case-insensitive. |
|
* @return `true` if user was removed to the group (including if her was |
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* already removed to it) and `false` in any other case. |
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*/ |
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public final /*unreal*/ function bool RemoveSteamIDFromGroup_S( |
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string steamID, |
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string groupName) |
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{ |
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if (usersFeature != none) { |
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return usersFeature.RemoveSteamIDFromGroup_S(steamID, groupName); |
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} |
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return false; |
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} |
|
|
|
/** |
|
* Removes user (given by the `UserID`) from the specified group. |
|
* |
|
* Will only work if `Users_Feature` is active. |
|
* In case active config of `Users_Feature` is configured to load user |
|
* groups from a database (either local or remote), changes are guaranteed to |
|
* be made to the locally cached copy that will persist for the duration of |
|
* the game. Method will also attempt to change the database value, but that is |
|
* not guaranteed to succeed, meaning that changes might not be saved for |
|
* later matches. |
|
* |
|
* @param id `UserID` of the user to remove to the group. |
|
* @param groupName Name of the group to remove user to. Case-insensitive. |
|
* @return `true` if user was removed to the group (including if her was |
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* already removed to it) and `false` in any other case. |
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*/ |
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public final function bool RemoveUserIDFromGroup( |
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UserID id, |
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BaseText groupName) |
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{ |
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if (usersFeature != none) { |
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return usersFeature.RemoveUserIDFromGroup(id, groupName); |
|
} |
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return false; |
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} |
|
|
|
/** |
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* Removes user from the specified group. |
|
* |
|
* Will only work if `Users_Feature` is active. |
|
* In case active config of `Users_Feature` is configured to load user |
|
* groups from a database (either local or remote), changes are guaranteed to |
|
* be made to the locally cached copy that will persist for the duration of |
|
* the game. Method will also attempt to change the database value, but that is |
|
* not guaranteed to succeed, meaning that changes might not be saved for |
|
* later matches. |
|
* |
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* @param user User to remove to the group. |
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* @param groupName Name of the group to remove user to. Case-insensitive. |
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* @return `true` if user was removed to the group (including if her was |
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* already removed to it) and `false` in any other case. |
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*/ |
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public final function bool RemoveUserFromGroup(User user, BaseText groupName) |
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{ |
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if (usersFeature != none) { |
|
return usersFeature.RemoveUserFromGroup(user, groupName); |
|
} |
|
return false; |
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} |
|
|
|
/** |
|
* Returns names of all groups available for the user given by the SteamID. |
|
* |
|
* Will only work if `Users_Feature` is active. |
|
* In case active config of `Users_Feature` is set up to load user groups |
|
* from a database (either local or remote), the returned value is a locally |
|
* cached one. This helps us avoid having to query database each time we want |
|
* to check something about user groups, but it also means we might have |
|
* an outdated information. |
|
* |
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* @see `GetGroupsForUserID()` / `GetGroupsForUser()`. |
|
* |
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* @param steamID SteamID of the user. |
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* Must be specified in a SteamID64 format, e.g. "76561197960287930". |
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* @return Array with names of the groups of the specified user. |
|
* All array elements are guaranteed to be not-`none`, unique and in |
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* lower case. |
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* If passed SteamID is `none` or data wasn't yet loaded - returns empty |
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* array. |
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*/ |
|
public final function array<Text> GetGroupsForSteamID( |
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BaseText steamID) |
|
{ |
|
local array<Text> emptyResult; |
|
|
|
if (usersFeature != none) { |
|
return usersFeature.GetGroupsForSteamID(steamID); |
|
} |
|
return emptyResult; |
|
} |
|
|
|
/** |
|
* Returns names of all groups available for the user given by the SteamID. |
|
* |
|
* Will only work if `Users_Feature` is active. |
|
* In case active config of `Users_Feature` is set up to load user groups |
|
* from a database (either local or remote), the returned value is a locally |
|
* cached one. This helps us avoid having to query database each time we want |
|
* to check something about user groups, but it also means we might have |
|
* an outdated information. |
|
* |
|
* @see `GetGroupsForUserID()` / `GetGroupsForUser()`. |
|
* |
|
* @param steamID SteamID of the user. |
|
* Must be specified in a SteamID64 format, e.g. "76561197960287930". |
|
* @return Array with names of the groups of the specified user. |
|
* All array elements are guaranteed to be not-`none`, unique and in |
|
* lower case. |
|
* If data wasn't yet loaded - returns empty array. |
|
*/ |
|
public final /*unreal*/ function array<Text> GetGroupsForSteamID_S( |
|
string steamID) |
|
{ |
|
local array<Text> emptyResult; |
|
|
|
if (usersFeature != none) { |
|
return usersFeature.GetGroupsForSteamID_S(steamID); |
|
} |
|
return emptyResult; |
|
} |
|
|
|
|
|
/** |
|
* Returns names of all groups available for the user given by the `UserID`. |
|
* |
|
* Will only work if `Users_Feature` is active. |
|
* In case active config of `Users_Feature` is set up to load user groups |
|
* from a database (either local or remote), the returned value is a locally |
|
* cached one. This helps us avoid having to query database each time we want |
|
* to check something about user groups, but it also means we might have |
|
* an outdated information. |
|
* |
|
* @see `GetGroupsForSteamID()` / `GetGroupsForUser()`. |
|
* |
|
* @param id ID of the user. |
|
* @return Array with names of the groups of the specified user. |
|
* All array elements are guaranteed to be not-`none`, unique and in |
|
* lower case. |
|
* If data wasn't yet loaded - returns empty array. |
|
*/ |
|
public final function array<Text> GetGroupsForUserID(UserID id) |
|
{ |
|
local array<Text> emptyResult; |
|
|
|
if (usersFeature != none) { |
|
return usersFeature.GetGroupsForUserID(id); |
|
} |
|
return emptyResult; |
|
} |
|
|
|
/** |
|
* Returns names of all groups available for the user. |
|
* |
|
* Will only work if `Users_Feature` is active. |
|
* In case active config of `Users_Feature` is set up to load user groups |
|
* from a database (either local or remote), the returned value is a locally |
|
* cached one. This helps us avoid having to query database each time we want |
|
* to check something about user groups, but it also means we might have |
|
* an outdated information. |
|
* |
|
* @see `GetGroupsForSteamID()` / `GetGroupsForUserID()`. |
|
* |
|
* @param user Reference to `User` object that represent the user we are to |
|
* find groups for. |
|
* @return Array with names of the groups of the specified user. |
|
* All array elements are guaranteed to be not-`none`, unique and in |
|
* lower case. |
|
* If data wasn't yet loaded - returns empty array. |
|
*/ |
|
public final function array<Text> GetGroupsForUser(User user) |
|
{ |
|
local array<Text> emptyResult; |
|
|
|
if (usersFeature != none) { |
|
return usersFeature.GetGroupsForUser(user); |
|
} |
|
return emptyResult; |
|
} |
|
|
|
/** |
|
* Returns `UserID`s of all users that belong into the group named `groupName`. |
|
* |
|
* Will only work if `Users_Feature` is active. |
|
* In case active config of `Users_Feature` is set up to load user groups |
|
* from a database (either local or remote), the returned value is a locally |
|
* cached one. This helps us avoid having to query database each time we want |
|
* to check something about user groups, but it also means we might have |
|
* an outdated information. |
|
* |
|
* @param groupName Name of the group. Case-insensitive. |
|
* @return Array with `UserID`s for every user in the user group named |
|
* `groupName`. All array elements are guaranteed to be not-`none` and |
|
* correspond to unique players. |
|
* If data wasn't yet loaded - returns empty array. |
|
*/ |
|
public final function array<UserID> GetGroupMembers(BaseText groupName) |
|
{ |
|
local array<UserID> emptyResult; |
|
|
|
if (usersFeature != none) { |
|
return usersFeature.GetGroupMembers(groupName); |
|
} |
|
return emptyResult; |
|
} |
|
|
|
/** |
|
* Checks whether user given by the `UserID` belongs to the group named |
|
* `groupName`. |
|
* |
|
* Will only work if `Users_Feature` is active. |
|
* In case active config of `Users_Feature` is set up to load user groups |
|
* from a database (either local or remote), the returned value is a locally |
|
* cached one. This helps us avoid having to query database each time we want |
|
* to check something about user groups, but it also means we might have |
|
* an outdated information. |
|
* |
|
* @param id ID of the user to check. |
|
* @param groupName Name of the group. Case-insensitive. |
|
* @return `true` if user with an ID given by `id` belongs to the group named |
|
* `groupName` and false if: it does not, either of the parameters is |
|
* invalid or group data wasn't yet properly loaded. |
|
*/ |
|
public final function bool IsUserIDInGroup(UserID id, Text groupName) |
|
{ |
|
if (usersFeature != none) { |
|
return usersFeature.IsUserIDInGroup(id, groupName); |
|
} |
|
return false; |
|
} |
|
|
|
/** |
|
* Checks whether user belongs to the given group. |
|
* |
|
* Will only work if `Users_Feature` is active. |
|
* In case active config of `Users_Feature` is set up to load user groups |
|
* from a database (either local or remote), the returned value is a locally |
|
* cached one. This helps us avoid having to query database each time we want |
|
* to check something about user groups, but it also means we might have |
|
* an outdated information. |
|
* |
|
* @param user Reference to `User` object that represent the user we are to |
|
* check for belonging to the group. |
|
* @param groupName Name of the group. Case-insensitive. |
|
* @return `true` if user with an ID given by `id` belongs to the group named |
|
* `groupName` and false if: it does not, either of the parameters is |
|
* invalid or group data wasn't yet properly loaded. |
|
*/ |
|
public final function bool IsUserInGroup(User user, Text groupName) |
|
{ |
|
if (usersFeature != none) { |
|
return usersFeature.IsUserInGroup(user, groupName); |
|
} |
|
return false; |
|
} |
|
|
|
/** |
|
* Checks whether user groups' data was already loaded from the source |
|
* (either config file or local/remote database). |
|
* |
|
* Will only work if `Users_Feature` is active. |
|
* Data loaded once is cached and this method returning `true` does not |
|
* guarantee that is isn't outdated. Additional, asynchronous queries must be |
|
* made to check for that. |
|
* |
|
* @return `true` if user groups' data was loaded and `false` otherwise. |
|
*/ |
|
public final function bool IsUserGroupDataLoaded() |
|
{ |
|
if (usersFeature != none) { |
|
return usersFeature.IsUserGroupDataLoaded(); |
|
} |
|
return false; |
|
} |
|
|
|
defaultproperties |
|
{ |
|
userdataDBLink = "[local]database:/users" |
|
warnNoPersistentDatabaseLink = (l=LOG_Warning,m="No persistent user database link is setup. No persistent user data or user groups will be available. Setup `userDataDBLink` inside \"AcediaSystem.ini\".") |
|
errCannotCreateSkeletonFor = (l=LOG_Error,m="Failed to create persistent database skeleton for connected database with link \"%1\". User data functionality won't function properly.") |
|
errNoPersistentDatabase = (l=LOG_Error,m="Failed to connect to persistent user database with link \"%1\").") |
|
infoPersistentDatabaseLoaded = (l=LOG_Info,m="Connected to persistent user database with link \"%1\".") |
|
} |