UnrealScript library and basis for all Acedia Framework mods
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
 

837 lines
29 KiB

/**
* Feature for managing Acedia's user groups. Supports both config- and
* database-defined information about group sources. An instance of this
* feature is necessary for functioning of Acedia's `UserAPI` methods related
* to user groups.
* Copyright 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 Users_Feature extends Feature;
var private /*config*/ bool useDatabase;
var private /*config*/ string databaseLink;
var private /*config*/ array<string> availableUserGroups;
// List of all available user groups for current config
var private array<Text> loadedUserGroups;
// `HashTable` (with group name keys) that stores `HashTable`s used as
// a set data structure (has user id as keys and always `none` as a value).
var private HashTable loadedGroupToUsersMap;
protected function OnEnabled()
{
_.users._reloadFeature();
}
protected function OnDisabled()
{
_.users._reloadFeature();
}
protected function SwapConfig(FeatureConfig config)
{
local Users newConfig;
newConfig = Users(config);
if (newConfig == none) {
return;
}
useDatabase = newConfig.useDatabase;
databaseLink = newConfig.databaseLink;
availableUserGroups = newConfig.localUserGroup;
LoadLocalData();
}
private final function LoadLocalData()
{
LoadLocalGroupNames();
LoadLocalGroupToUserMap();
}
private final function LoadLocalGroupNames()
{
local int i, j;
local bool isDuplicate;
local Text nextUserGroup;
_.memory.FreeMany(loadedUserGroups);
loadedUserGroups.length = 0;
for (i = 0; i < availableUserGroups.length; i += 1)
{
isDuplicate = false;
nextUserGroup = _.text.FromString(availableUserGroups[i]);
for(j = 0; j < loadedUserGroups.length; j += 1)
{
if (loadedUserGroups[j].Compare(nextUserGroup, SCASE_INSENSITIVE))
{
isDuplicate = true;
break;
}
}
if (!isDuplicate)
{
loadedUserGroups[loadedUserGroups.length] =
nextUserGroup.LowerCopy();
}
nextUserGroup.FreeSelf();
}
}
private final function LoadLocalGroupToUserMap()
{
local int i, j;
local Text newSteamID;
local HashTable newPlayerSet;
local UserGroup nextGroupConfig;
local array<string> nextGroupUserArray;
_.memory.Free(loadedGroupToUsersMap);
loadedGroupToUsersMap = _.collections.EmptyHashTable();
class'UserGroup'.static.Initialize();
// Go over every group
for (i = 0; i < loadedUserGroups.length; i += 1)
{
nextGroupConfig = UserGroup(
class'UserGroup'.static.GetConfigInstance(loadedUserGroups[i]));
if (nextGroupConfig == none)
{
// !!! Log missing group
continue;
}
// Copy player IDs from `string` array into `HashTable`
// that is serving as a set data structure
newPlayerSet = _.collections.EmptyHashTable();
nextGroupUserArray = nextGroupConfig.user;
for (j = 0; j < nextGroupUserArray.length; j += 1)
{
newSteamID = _.text.FromString(nextGroupUserArray[j]);
newPlayerSet.SetItem(newSteamID, none);
newSteamID.FreeSelf();
}
loadedGroupToUsersMap.SetItem(loadedUserGroups[i], newPlayerSet);
newPlayerSet.FreeSelf();
nextGroupConfig.FreeSelf();
}
}
private final function SaveLocalData()
{
local Text nextGroup, activeConfigName;
local Users currentConfig;
local HashTableIterator iter;
if (useDatabase) return;
if (loadedGroupToUsersMap == none) return;
availableUserGroups.length = 0;
iter = HashTableIterator(loadedGroupToUsersMap.Iterate());
while (!iter.HasFinished())
{
nextGroup = Text(iter.GetKey());
if (nextGroup != none)
{
availableUserGroups[availableUserGroups.length] =
nextGroup.ToString();
nextGroup.FreeSelf();
}
iter.Next();
}
iter.FreeSelf();
activeConfigName = GetCurrentConfig();
if (activeConfigName != none)
{
currentConfig = Users(class'Users'.static
.GetConfigInstance(activeConfigName));
}
if (currentConfig != none)
{
currentConfig.localUserGroup = availableUserGroups;
// !!! save config !!!
}
_.memory.Free(currentConfig);
_.memory.Free(activeConfigName);
}
/**
* Returns names of all available groups that users can belong to.
*
* In case this feature is configured 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.
*
* @return Array with names of all available groups.
* All array elements are guaranteed to be not-`none`, unique and in
* lower case.
*/
public final function array<Text> GetAvailableGroups()
{
local int i;
local array<Text> result;
for (i = 0; i < loadedUserGroups.length; i += 1) {
result[i] = loadedUserGroups[i].Copy();
}
return result;
}
/**
* Adds a new user group.
*
* In case this feature is configured 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.
* Changes will always persist for the duration of the match, but writing
* them into the (non-config) source might fail, leading to changes being reset
* after the level switch. For non-database (config) sources changes will
* always be saved.
*
* @param groupName Name of the group to add. Case-insensitive.
* @return `true` if group was added and `false` otherwise (including if it
* already existed).
*/
public final function bool AddGroup(BaseText groupName)
{
local bool groupExists;
local Text lowerCaseGroupName;
local HashTable newUserSet;
if (groupName == none) {
return false;
}
lowerCaseGroupName = groupName.LowerCopy();
groupExists = loadedGroupToUsersMap.HasKey(lowerCaseGroupName);
if (!groupExists)
{
lowerCaseGroupName.FreeSelf();
return false;
}
loadedUserGroups[loadedUserGroups.length] = lowerCaseGroupName;
// Try loading local `UserGroup`?
newUserSet = _.collections.EmptyHashTable();
loadedGroupToUsersMap.SetItem(lowerCaseGroupName, newUserSet);
newUserSet.FreeSelf();
return true;
}
/**
* Removes existing user group.
*
* In case this feature is configured 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.
* Changes will always persist for the duration of the match, but writing
* them into the (non-config) source might fail, leading to changes being reset
* after the level switch. For non-database (config) sources changes will
* always be saved.
*
* @param groupName Name of the group to remove. Case-insensitive.
* @return `true` if group was removed and `false` otherwise (including if it
* didn't exist in the first place).
*/
public final function bool RemoveGroup(BaseText groupName)
{
local int i;
local bool groupExists;
local Text lowerCaseGroupName;
if (groupName == none) {
return false;
}
lowerCaseGroupName = groupName.LowerCopy();
groupExists = loadedGroupToUsersMap.HasKey(lowerCaseGroupName);
if (!groupExists)
{
lowerCaseGroupName.FreeSelf();
return false;
}
for (i = 0; i < loadedUserGroups.length; i += 1)
{
if (lowercaseGroupName.Compare(loadedUserGroups[i]))
{
loadedUserGroups.Remove(i, 1);
break;
}
}
// Try loading local `UserGroup`?
loadedGroupToUsersMap.RemoveItem(lowerCaseGroupName);
lowerCaseGroupName.FreeSelf();
return true;
}
/**
* Checks whether group with specified name exists.
*
* In case this feature is configured 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 to check existence of.
* Case-insensitive.
* @return `true` if group exists and `false` otherwise.
*/
public final function bool IsGroupExisting(BaseText groupName)
{
local bool result;
local Text lowerCaseGroupName;
if (groupName == none) {
return false;
}
lowerCaseGroupName = groupName.LowerCopy();
result = loadedGroupToUsersMap.HasKey(lowerCaseGroupName);
lowerCaseGroupName.FreeSelf();
return result;
}
/**
* Adds user with the given SteamID into the specified group.
*
* In case this 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 add to the group.
* @param groupName Name of the group to add user to. Case-insensitive.
* @return `true` if user was added to the group (including if her was already
* added to it) and `false` in any other case.
*/
public final function bool AddSteamIDToGroup(
BaseText steamID,
BaseText groupName)
{
local Text lowercaseGroupName;
local HashTable groupUsers;
if (loadedGroupToUsersMap == none) return false;
if (groupName == none) return false;
lowercaseGroupName = groupName.LowerCopy();
groupUsers = loadedGroupToUsersMap.GetHashTable(lowercaseGroupName);
lowercaseGroupName.FreeSelf();
// No specified group? Nothing to add!
if (groupUsers == none) {
return false;
}
groupUsers.SetItem(steamID, none);
groupUsers.FreeSelf();
return true;
}
/**
* Adds user with the given SteamID into the specified group.
*
* In case this 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 add to the group.
* @param groupName Name of the group to add user to. Case-insensitive.
* @return `true` if user was added to the group (including if her was already
* added to it) and `false` in any other case.
*/
public final /*unreal*/ function bool AddSteamIDToGroup_S(
string steamID,
string groupName)
{
local bool result;
local MutableText idWrapper, groupWrapper;
idWrapper = _.text.FromStringM(steamID);
groupWrapper = _.text.FromStringM(groupName);
result = AddSteamIDToGroup(idWrapper, groupWrapper);
idWrapper.FreeSelf();
groupWrapper.FreeSelf();
return result;
}
/**
* Adds user (given by the `UserID`) into the specified group.
*
* In case this 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 add to the group.
* @param groupName Name of the group to add user to. Case-insensitive.
* @return `true` if user was added to the group (including if her was already
* added to it) and `false` in any other case.
*/
public final function bool AddUserIDToGroup(
UserID id,
BaseText groupName)
{
local bool result;
local Text steamID;
if (groupName == none) return false;
if (id == none) return false;
steamID = id.GetSteamID64String();
if (steamID == none) return false;
result = AddSteamIDToGroup(steamID, groupName);
steamID.FreeSelf();
return result;
}
/**
* Adds given user into the specified group.
*
* In case this 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 user User to add to the group.
* @param groupName Name of the group to add user to. Case-insensitive.
* @return `true` if user was added to the group (including if her was already
* added to it) and `false` in any other case.
*/
public final function bool AddUserToGroup(User user, BaseText groupName)
{
local bool result;
local UserID id;
if (groupName == none) return false;
if (user == none) return false;
id = user.GetID();
result = AddUserIDToGroup(id, groupName);
_.memory.Free(id);
return result;
}
/**
* Removes user with the given SteamID from the specified group.
*
* In case this 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
* already removed to it) and `false` in any other case.
*/
public final function bool RemoveSteamIDFromGroup(
BaseText steamID,
BaseText groupName)
{
local bool hadUser;
local Text lowercaseGroupName;
local HashTable groupUsers;
if (groupName == none) return false;
if (loadedGroupToUsersMap == none) return false;
lowercaseGroupName = groupName.LowerCopy();
groupUsers = loadedGroupToUsersMap.GetHashTable(lowercaseGroupName);
lowercaseGroupName.FreeSelf();
if (groupUsers == none) {
return false;
}
hadUser = groupUsers.HasKey(steamID);
groupUsers.RemoveItem(steamID);
groupUsers.FreeSelf();
return hadUser;
}
/**
* Removes user with the given SteamID from the specified group.
*
* In case this 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
* already removed to it) and `false` in any other case.
*/
public final /*unreal*/ function bool RemoveSteamIDFromGroup_S(
string steamID,
string groupName)
{
local bool result;
local MutableText idWrapper, groupWrapper;
idWrapper = _.text.FromStringM(steamID);
groupWrapper = _.text.FromStringM(groupName);
result = RemoveSteamIDFromGroup(idWrapper, groupWrapper);
idWrapper.FreeSelf();
groupWrapper.FreeSelf();
return result;
}
/**
* Removes user (given by the `UserID`) from the specified group.
*
* In case this 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
* already removed to it) and `false` in any other case.
*/
public final function bool RemoveUserIDFromGroup(
UserID id,
BaseText groupName)
{
local bool result;
local Text steamID;
if (groupName == none) return false;
if (id == none) return false;
steamID = id.GetSteamID64String();
if (steamID == none) return false;
result = RemoveSteamIDFromGroup(steamID, groupName);
steamID.FreeSelf();
return result;
}
/**
* Removes user from the specified group.
*
* In case this 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 user 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
* already removed to it) and `false` in any other case.
*/
public final function bool RemoveUserFromGroup(User user, BaseText groupName)
{
local bool result;
local UserID id;
if (groupName == none) return false;
if (user == none) return false;
id = user.GetID();
result = RemoveUserIDFromGroup(id, groupName);
_.memory.Free(id);
return result;
}
/**
* Returns names of all groups available for the user given by SteamID.
*
* In case this feature is configured 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 passed SteamID is `none` or data wasn't yet loaded - returns empty
* array.
*/
public final function array<Text> GetGroupsForSteamID(BaseText steamID)
{
local Text immutableSteamID;
local array<Text> result;
local HashTableIterator iter;
local Text nextGroup;
local HashTable nextGroupUsers;
if (loadedGroupToUsersMap == none) return result;
if (steamID == none) return result;
immutableSteamID = steamID.LowerCopy();
iter = HashTableIterator(loadedGroupToUsersMap.Iterate());
while (!iter.HasFinished())
{
nextGroup = Text(iter.GetKey());
nextGroupUsers = HashTable(iter.Get());
if ( nextGroup != none && nextGroupUsers != none
&& nextGroupUsers.HasKey(steamID))
{
result[result.length] = nextGroup.Copy();
}
iter.Next();
_.memory.Free(nextGroup);
_.memory.Free(nextGroupUsers);
}
immutableSteamID.FreeSelf();
return result;
}
/**
* Returns names of all groups available for the user with a SteamID given by
* `UserID`.
*
* In case this feature is configured 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> result;
local MutableText wrapper;
wrapper = _.text.FromStringM(steamID);
result = GetGroupsForSteamID(wrapper);
wrapper.FreeSelf();
return result;
}
/**
* Returns names of all groups available for the user given by `UserID`.
*
* In case this feature is configured 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 Text steamID;
local array<Text> result;
if (id == none) return result;
steamID = id.GetSteamID64String();
if (steamID == none) return result;
result = GetGroupsForSteamID(steamID);
steamID.FreeSelf();
return result;
}
/**
* Returns names of all groups available for the user.
*
* In case this feature is configured 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 UserID id;
local array<Text> result;
if (user == none) {
return result;
}
id = user.GetID();
result = GetGroupsForUserID(id);
_.memory.Free(id);
return result;
}
/**
* Returns `UserID`s of all users that belong into the group named `groupName`.
*
* In case this feature is configured 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 int i;
local Text lowerCaseGroupName;
local HashTable groupUsers;
local array<Text> groupUsersNames;
local UserID nextUserID;
local array<UserID> result;
if (loadedGroupToUsersMap == none) return result;
if (groupName == none) return result;
lowerCaseGroupName = groupName.LowerCopy();
groupUsers = loadedGroupToUsersMap.GetHashTable(lowerCaseGroupName);
lowerCaseGroupName.FreeSelf();
if (groupUsers == none) {
groupUsersNames = groupUsers.GetTextKeys();
}
_.memory.Free(groupUsers);
for (i = 0; i < groupUsersNames.length; i += 1)
{
nextUserID = UserID(_.memory.Allocate(class'UserID'));
nextUserID.Initialize(groupUsersNames[i]);
if (nextUserID.IsInitialized()) {
result[result.length] = nextUserID;
}
else {
nextUserID.FreeSelf();
}
}
_.memory.FreeMany(groupUsersNames);
return result;
}
/**
* Checks whether user given by `UserID` belongs to the group named
* `groupName`.
*
* In case this feature is configured 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)
{
local bool result;
local Text steamID;
local Text lowerGroupName;
local HashTable nextGroupUsers;
if (loadedGroupToUsersMap == none) return false;
if (groupName == none) return false;
if (id == none) return false;
steamID = id.GetSteamID64String();
if (steamID == none) return false;
lowerGroupName = groupName.LowerCopy();
nextGroupUsers = loadedGroupToUsersMap.GetHashTable(lowerGroupName);
lowerGroupName.FreeSelf();
if (nextGroupUsers != none) {
result = nextGroupUsers.HasKey(steamID);
}
_.memory.Free(nextGroupUsers);
steamID.FreeSelf();
return result;
}
/**
* Checks whether user belongs to the specified group.
*
* In case this feature is configured 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)
{
local UserID id;
local bool result;
if (user == none) {
return false;
}
id = user.GetID();
result = IsUserIDInGroup(id, groupName);
_.memory.Free(id);
return result;
}
/**
* Checks whether user groups' data was already loaded from the source
* (either config file or local/remote database).
*
* 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()
{
return true;
}
defaultproperties
{
configClass = class'Users'
}