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327 lines
12 KiB
327 lines
12 KiB
/** |
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* Acedia makes extensive use of `perobjectconfig` for storing information |
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* in ini config files. Their data is usually stored in ini config files as: |
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* "[<config_object_name> <data_class_name>]". |
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* Making a child class for `AcediaConfig` defines "<data_class_name>" and |
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* contents of appropriate section. Then any such class can have multiple |
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* records with different "<config_object_name>" values. The only requirement |
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* is that "<config_object_name>" must be considered *valid* by |
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* `BaseText.IsValidName()` standards. |
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* Copyright 2021-2022 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 AcediaConfig extends AcediaObject |
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dependson(HashTable) |
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abstract; |
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|
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/** |
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* # `AcediaConfig` |
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* |
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* This class deals with several issues related to use of such objects, |
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* stemming from the lack of documentation: |
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* |
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* 1. Not all `Object` names are a usable. |
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* [Beyond Unreal wiki]( |
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* https://wiki.beyondunreal.com/Legacy:PerObjectConfig) |
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* lists a couple of limitations: whitespace and ']' character. |
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* However there are more, including '.'. |
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* We limit available character set to ASCII latin letters, digits and |
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* the dot ('.') / underscore ('_'). Dot is a forbidden character, but it |
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* is often used in class names and, therefore, was added via workaround: |
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* it is automatically converted into colon ':' character to allow its |
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* storage inside ini config files. It also will not lead to the name |
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* conflicts, since colon is a forbidden character for `AcediaConfig`. |
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* Unreal Engine also doesn't handle long object names very well: |
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* if it considers "[<config_object_name> <data_class_name>]" too long, it |
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* might cut some of the trailing letters of what is between brackets '[' |
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* and ']' basically mangling class' name. Since such config header seems |
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* to be able to contain at least 100 character (at least in our tests), |
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* we deal with that issue by limiting name to 50 characters at most. |
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* Depending on the class' name it might still cause problems, so don't |
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* make them too long. |
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* 2. Behavior of loading `perobjectconfig`-objects a second time is wonky and |
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* is fixed by `AcediaConfig`: it provides concrete behavior guarantees |
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* for all of its config object-managing methods. |
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*/ |
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// All config objects of a particular class only get loaded once |
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// per session (unless new one is created) and then accessed through this |
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// collection. |
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// This array stores `AcediaConfig` values with `Text` keys in |
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// a case-insensitive way (by converting keys into lower case). |
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// In case it has a `none` value stored under some key - it means that value |
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// was detected in config, but not yet loaded. |
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// Only its default value is ever used. |
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var private HashTable existingConfigs; |
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// Stores name of the config where settings are to be stored. |
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// Must correspond to value in `config(...)` modifier in class definition. |
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var protected const string configName; |
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// Set this to `true` if you implement `ToData()` / `FromData()` pair of |
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// methods. |
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// This will tell Acedia that your config can be converted into |
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// JSON-compatible types. |
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var public const bool supportsDataConversion; |
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/** |
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* These methods must be overloaded to store and load all the config |
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* variables inside an `HashTable` collection. How exactly to store |
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* them is up to each config class to decide, as long as it allows conversion |
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* into JSON (see `JSONAPI.IsCompatible()` for details). |
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* Note that `HashTable` reference `FromData()` receives is |
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* not necessarily the same one your `ToData()` method returns - any particular |
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* value boxes can be replaced with value references and vice versa. |
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* NOTE: DO NOT use `P()`, `C()`, `F()` or `T()` methods for keys or |
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* values in collections you return. All keys and values will be automatically |
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* deallocated when necessary, so these methods for creating `Text` values are |
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* not suitable. |
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*/ |
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protected function HashTable ToData() { return none; } |
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protected function FromData(HashTable source) {} |
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/** |
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* This method must be overloaded to setup default values for all config |
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* variables. You should use it instead of the `defaultproperties` block. |
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*/ |
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protected function DefaultIt() {} |
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/** |
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* This reads all of the `AcediaConfig`'s settings objects into internal |
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* storage. Must be called before any other methods. Actual loading might be |
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* postponed until a particular config is needed. |
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*/ |
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public static function Initialize() |
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{ |
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local int i; |
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local Text nextName, lowerName; |
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local array<string> names; |
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if (default.existingConfigs != none) { |
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return; |
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} |
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default.existingConfigs = __().collections.EmptyHashTable(); |
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names = GetPerObjectNames( default.configName, string(default.class.name), |
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MaxInt); |
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for (i = 0; i < names.length; i += 1) |
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{ |
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if (names[i] == "") { |
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continue; |
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} |
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nextName = __().text.FromString(NameToActualVersion(names[i])); |
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if (nextName.IsValidName()) |
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{ |
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lowerName = nextName.LowerCopy(); |
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default.existingConfigs.SetItem(lowerName, none); |
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lowerName.FreeSelf(); |
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} |
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nextName.FreeSelf(); |
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} |
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} |
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private static function string NameToStorageVersion(string configObjectName) |
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{ |
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return Repl(configObjectName, ".", ":"); |
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} |
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private static function string NameToActualVersion(string configObjectName) |
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{ |
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return Repl(configObjectName, ":", "."); |
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} |
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/** |
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* Creates a brand new config object with a given name. |
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* |
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* Fails if config object with that name already exists. |
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* Config name must be considered *valid* by `BaseText.IsValidName()` |
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* standards. |
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* |
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* Always writes new config inside the ini file on disk. |
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* |
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* @param name Name of the new config object. |
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* Must be considered *valid* by `BaseText.IsValidName()` |
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* standards, otherwise method will fail. |
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* @return `false` iff config object name `name` already exists |
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* or `name` is invalid for config object. |
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*/ |
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public final static function bool NewConfig(BaseText name) |
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{ |
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local AcediaConfig newConfig; |
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if (name == none) return false; |
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if (!name.IsValidName()) return false; |
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if (default.existingConfigs == none) return false; |
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name = name.LowerCopy(); |
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if (default.existingConfigs.HasKey(name)) |
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{ |
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name.FreeSelf(); |
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return false; |
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} |
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newConfig = |
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new(none, NameToStorageVersion(name.ToString())) default.class; |
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newConfig._ = __(); |
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newConfig.DefaultIt(); |
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newConfig.SaveConfig(); |
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default.existingConfigs.SetItem(name, newConfig); |
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name.FreeSelf(); |
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return true; |
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} |
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/** |
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* Checks if a config object with a given name exists. |
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* |
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* @param name Name of the new config object. |
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* Must be considered *valid* by `BaseText.IsValidName()` standards. |
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* @return `true` iff new config object was created. |
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*/ |
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public final static function bool Exists(BaseText name) |
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{ |
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local bool result; |
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if (name == none) return false; |
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if (!name.IsValidName()) return false; |
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if (default.existingConfigs == none) return false; |
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name = name.LowerCopy(); |
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result = default.existingConfigs.HasKey(name); |
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name.FreeSelf(); |
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return result; |
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} |
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/** |
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* Deletes config object with a given name. |
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* |
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* If given config object exists, this method cannot fail. |
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* `Exists()` is guaranteed to return `false` after this method call. |
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* |
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* Always removes any present config entries from ini files. |
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* |
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* @param name Name of the config object to delete. |
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*/ |
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public final static function DeleteConfig(BaseText name) |
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{ |
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local AcediaObject value; |
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if (name == none) return; |
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if (default.existingConfigs == none) return; |
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name = name.LowerCopy(); |
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value = default.existingConfigs.TakeItem(name); |
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if (value != none) { |
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value.ClearConfig(); |
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} |
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__().memory.Free(name); |
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} |
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/** |
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* Returns array containing names of all available config objects. |
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* |
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* @return Array with names of all available config objects. |
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* Guaranteed to not contain `none` values. |
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*/ |
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public static function array<Text> AvailableConfigs() |
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{ |
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local array<Text> emptyResult; |
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if (default.existingConfigs != none) { |
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return default.existingConfigs.GetTextKeys(); |
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} |
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return emptyResult; |
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} |
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/** |
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* Returns `AcediaConfig` of caller class with name `name`. |
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* |
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* @param name Name of the config object, whos settings data is to |
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* be loaded. Must be considered *valid* by `BaseText.IsValidName()` |
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* standards. |
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* @return `AcediaConfig` of caller class with name `name`. |
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* Returns `none` if config with given name doesn't exist. |
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*/ |
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public final static function AcediaConfig GetConfigInstance(BaseText name) |
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{ |
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local HashTable.Entry configEntry; |
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if (name == none) return none; |
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if (!name.IsValidName()) return none; |
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if (default.existingConfigs == none) return none; |
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name = name.LowerCopy(); |
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configEntry = default.existingConfigs.GetEntry(name); |
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if (configEntry.value == none && configEntry.key != none) |
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{ |
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configEntry.value = |
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new(none, NameToStorageVersion(name.ToString())) default.class; |
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configEntry.value._ = __(); |
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default.existingConfigs.SetItem(configEntry.key, configEntry.value); |
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} |
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__().memory.Free(name); |
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// We return value, so do not deallocate it |
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__().memory.Free(configEntry.key); |
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return AcediaConfig(configEntry.value); |
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} |
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/** |
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* Loads Acedia's representation of settings data of a particular config |
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* object, given by the `name`. |
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* |
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* Should only be called if caller class has `supportsDataConversion` set to |
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* `true`. |
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* |
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* @param name Name of the config object, whos data is to be loaded. |
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* Name must be considered *valid* by `BaseText.IsValidName()` standards. |
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* @return Data of a particular config object, given by the `name`. |
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* Expected to be in format that allows for JSON serialization |
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* (see `JSONAPI.IsCompatible()` for details). |
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* Returns `none` if config with specified name is missing (or their class |
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* was not yet initialized: see `self.Initialize()` method). |
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*/ |
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public final static function HashTable LoadData(BaseText name) |
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{ |
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local HashTable result; |
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local AcediaConfig requiredConfig; |
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requiredConfig = GetConfigInstance(name); |
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if (requiredConfig != none) { |
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result = requiredConfig.ToData(); |
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} |
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return result; |
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} |
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/** |
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* Saves Acedia's representation of settings data (`data`) for a particular |
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* config object, given by the `name`. |
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* |
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* Should only be called if caller class has `supportsDataConversion` set to |
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* `true`. |
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* |
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* @param name Name of the config object, whos data is to be modified. |
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* Name must be considered *valid* by `BaseText.IsValidName()` standards. |
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* @param data New data for config variables. Expected to be in format that |
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* allows for JSON deserialization (see `JSONAPI.IsCompatible()` for |
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* details). |
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*/ |
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public final static function SaveData(BaseText name, HashTable data) |
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{ |
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local AcediaConfig requiredConfig; |
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requiredConfig = GetConfigInstance(name); |
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if (requiredConfig != none) |
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{ |
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requiredConfig.FromData(data); |
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requiredConfig.SaveConfig(); |
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} |
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} |
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defaultproperties |
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{ |
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supportsDataConversion = false |
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usesObjectPool = false |
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} |