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107 lines
3.6 KiB
107 lines
3.6 KiB
/** |
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* Class for an object that will provide an access to a Acedia's |
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* client-specific functionality by giving a reference to this object to all |
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* Acedia's objects and actors, emulating a global API namespace. |
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* Copyright 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 ClientGlobal extends CoreGlobal; |
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// `Global` is expected to behave like a singleton and will store it's |
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// main instance in this variable's default value. |
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var protected ClientGlobal myself; |
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var public ClientUnrealAPI unreal; |
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var private LoggerAPI.Definition fatBadAdapterClass, errNoInteraction; |
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public function UnrealAPI unreal_api() |
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{ |
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return unreal; |
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} |
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public final static function ClientGlobal GetInstance() |
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{ |
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if (default.myself == none) |
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{ |
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// `...Global`s are special and exist outside main Acedia's |
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// object infrastructure, so we allocate it without using API methods. |
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default.myself = new class'ClientGlobal'; |
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} |
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return default.myself; |
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} |
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protected function Initialize() |
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{ |
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local Global _; |
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local PlayerController localPlayer; |
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local AcediaInteraction newInteraction; |
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local class<ClientAcediaAdapter> clientAdapterClass; |
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if (initialized) { |
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return; |
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} |
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super.Initialize(); |
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initialized = true; |
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clientAdapterClass = class<ClientAcediaAdapter>(adapterClass); |
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if (adapterClass != none && clientAdapterClass == none) |
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{ |
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class'Global'.static.GetInstance().logger |
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.Auto(fatBadAdapterClass) |
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.ArgClass(self.class); |
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return; |
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} |
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if (clientAdapterClass == none) { |
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return; |
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} |
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// Create APIs |
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_ = class'Global'.static.GetInstance(); |
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unreal = ClientUnrealAPI( |
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_.memory.Allocate(clientAdapterClass.default.clientUnrealAPIClass)); |
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unreal.Initialize(clientAdapterClass); |
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time.Initialize(unreal); |
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// Create `AcediaInteraction` |
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localPlayer = unreal.GetLocalPlayer(); |
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if (localPlayer != none) |
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{ |
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newInteraction = AcediaInteraction(unreal |
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.interaction |
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.AddInteraction_S("AcediaCore.AcediaInteraction")); |
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if (newInteraction != none) { |
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newInteraction.InitializeInteraction(); |
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} |
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else { |
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_.logger.Auto(errNoInteraction); |
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} |
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} |
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} |
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public final function bool ConnectClientLevelCore() |
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{ |
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if (class'ClientLevelCore'.static.GetInstance() == none) { |
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return false; |
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} |
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Initialize(); |
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return true; |
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} |
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defaultproperties |
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{ |
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adapterClass = class'ClientAcediaAdapter' |
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fatBadAdapterClass = (l=LOG_Fatal,m="Non-`ClientAcediaAdapter` class was specified as an adapter for `%1` level core class. This should not have happened. AcediaCore cannot properly function.") |
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errNoInteraction = (l=LOG_Error,m="Failed to create interaction \"AcediaCore.AcediaInteraction\". AcediaCore won't support most of its client-side functionality.") |
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} |