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