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1875 lines
68 KiB
1875 lines
68 KiB
/** |
|
* Feature for managing Acedia's user groups. Supports both config- and |
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* database-defined information about group sources. An instance of this |
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* feature is necessary for functioning of Acedia's `UserAPI` methods related |
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* to user groups. |
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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 Users_Feature extends Feature; |
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|
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var private /*config*/ bool useDatabase; |
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var private /*config*/ string databaseLink; |
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var private /*config*/ array<string> availableUserGroups; |
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|
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var private bool diskSaveScheduled; |
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|
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struct AnnotatedUserID |
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{ |
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var public UserID id; |
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var public Text annotation; |
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}; |
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|
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struct IDAnnotationPair |
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{ |
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var Text id, annotation; |
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}; |
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|
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// List of all available user groups for current config |
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var private array<Text> loadedUserGroups; |
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// `HashTable` (with group name keys) that stores `HashTable`s used as |
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// a set data structure (has user id as keys and always `none` as a value). |
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var private HashTable loadedGroupToUsersMap; |
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|
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var private LoggerAPI.Definition warnNoLocalGroup, errCannotCreateLocalGroup; |
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|
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protected function OnEnabled() |
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{ |
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local Commands_Feature feature; |
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|
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_.users._reloadFeature(); |
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feature = |
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Commands_Feature(class'Commands_Feature'.static.GetEnabledInstance()); |
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if (feature != none) |
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{ |
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feature.RegisterCommand(class'ACommandUserGroups'); |
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feature.FreeSelf(); |
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} |
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} |
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|
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protected function OnDisabled() |
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{ |
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local Commands_Feature feature; |
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|
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_.users._reloadFeature(); |
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feature = |
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Commands_Feature(class'Commands_Feature'.static.GetEnabledInstance()); |
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if (feature != none) |
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{ |
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feature.RemoveCommand(class'ACommandUserGroups'); |
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feature.FreeSelf(); |
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} |
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} |
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|
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protected function SwapConfig(FeatureConfig config) |
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{ |
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local Users newConfig; |
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|
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newConfig = Users(config); |
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if (newConfig == none) { |
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return; |
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} |
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useDatabase = newConfig.useDatabase; |
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databaseLink = newConfig.databaseLink; |
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availableUserGroups = newConfig.localUserGroup; |
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class'UserGroup'.static.Initialize(); |
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LoadLocalData(); |
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} |
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|
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private final function LoadLocalData() |
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{ |
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local int i, j; |
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local bool isDuplicate; |
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local Text nextUserGroup; |
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|
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_.memory.FreeMany(loadedUserGroups); |
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loadedUserGroups.length = 0; |
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for (i = 0; i < availableUserGroups.length; i += 1) |
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{ |
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isDuplicate = false; |
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nextUserGroup = _.text.FromString(availableUserGroups[i]); |
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for(j = 0; j < loadedUserGroups.length; j += 1) |
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{ |
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if (loadedUserGroups[j].Compare(nextUserGroup, SCASE_INSENSITIVE)) |
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{ |
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isDuplicate = true; |
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break; |
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} |
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} |
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if (!isDuplicate) |
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{ |
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loadedUserGroups[loadedUserGroups.length] = |
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nextUserGroup.LowerCopy(); |
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} |
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nextUserGroup.FreeSelf(); |
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} |
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LoadLocalGroupToUserMap(); |
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} |
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|
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private final function LoadLocalGroupToUserMap() |
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{ |
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local int i; |
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|
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_.memory.Free(loadedGroupToUsersMap); |
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loadedGroupToUsersMap = _.collections.EmptyHashTable(); |
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class'UserGroup'.static.Initialize(); |
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// Go over every group |
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for (i = 0; i < loadedUserGroups.length; i += 1) { |
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LoadLocalGroup(loadedUserGroups[i], true); |
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} |
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} |
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|
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private final function bool LoadLocalGroup( |
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BaseText groupName, |
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optional bool localGroupIsExpected) |
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{ |
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local int i; |
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local Text lowerCaseGroupName; |
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local HashTable newPlayerSet; |
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local UserGroup groupConfig; |
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local IDAnnotationPair nextUserPair; |
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local array<string> groupUserArray; |
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|
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if (groupName == none) { |
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return false; |
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} |
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groupConfig = UserGroup( |
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class'UserGroup'.static.GetConfigInstance(groupName)); |
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if (groupConfig == none) |
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{ |
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if (localGroupIsExpected) |
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{ |
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_.logger.Auto(warnNoLocalGroup).Arg(groupName.Copy()); |
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return false; |
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} |
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class'UserGroup'.static.NewConfig(groupName); |
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groupConfig = UserGroup( |
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class'UserGroup'.static.GetConfigInstance(groupName)); |
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if (groupConfig == none) |
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{ |
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_.logger.Auto(errCannotCreateLocalGroup).Arg(groupName.Copy()); |
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return false; |
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} |
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} |
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// Copy player IDs from `string` array into `HashTable` |
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// that is serving as a set data structure |
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newPlayerSet = _.collections.EmptyHashTable(); |
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groupUserArray = groupConfig.user; |
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for (i = 0; i < groupUserArray.length; i += 1) |
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{ |
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nextUserPair = ParseConfigUserName(groupUserArray[i]); |
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newPlayerSet.SetItem(nextUserPair.id, nextUserPair.annotation); |
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_.memory.Free(nextUserPair.id); |
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_.memory.Free(nextUserPair.annotation); |
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} |
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lowerCaseGroupName = groupName.LowerCopy(); |
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loadedGroupToUsersMap.SetItem(lowerCaseGroupName, newPlayerSet); |
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lowerCaseGroupName.FreeSelf(); |
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newPlayerSet.FreeSelf(); |
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groupConfig.FreeSelf(); |
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return true; |
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} |
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|
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private final function IDAnnotationPair ParseConfigUserName( |
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string configUserName) |
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{ |
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local Parser parser; |
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local MutableText parsingResult; |
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local IDAnnotationPair result; |
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local Text.Character slashSeparator; |
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|
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parser = _.text.ParseString(configUserName); |
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slashSeparator = _.text.GetCharacter("/"); |
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if (parser.MUntil(parsingResult, slashSeparator).Match(P("/")).Ok()) { |
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result.annotation = parser.GetRemainderM().IntoText(); |
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} |
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result.id = parsingResult.IntoText(); |
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if (result.annotation != none && result.annotation.IsEmpty()) |
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{ |
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result.annotation.FreeSelf(); |
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result.annotation = none; |
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} |
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parser.FreeSelf(); |
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return result; |
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} |
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|
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private final function SaveLocalData() |
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{ |
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local Text nextGroup, activeConfigName; |
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local Users currentConfig; |
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local HashTableIterator iter; |
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|
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if (useDatabase) return; |
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if (loadedGroupToUsersMap == none) return; |
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|
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availableUserGroups.length = 0; |
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iter = HashTableIterator(loadedGroupToUsersMap.Iterate()); |
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while (!iter.HasFinished()) |
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{ |
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nextGroup = Text(iter.GetKey()); |
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if (nextGroup != none) |
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{ |
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availableUserGroups[availableUserGroups.length] = |
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nextGroup.ToString(); |
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SaveLocalGroup(nextGroup); |
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nextGroup.FreeSelf(); |
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} |
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iter.Next(); |
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} |
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iter.FreeSelf(); |
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activeConfigName = GetCurrentConfig(); |
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if (activeConfigName != none) |
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{ |
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currentConfig = Users(class'Users'.static |
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.GetConfigInstance(activeConfigName)); |
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} |
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if (currentConfig != none) |
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{ |
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currentConfig.localUserGroup = availableUserGroups; |
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currentConfig.SaveConfig(); |
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} |
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_.memory.Free(currentConfig); |
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_.memory.Free(activeConfigName); |
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} |
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|
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private final function bool SaveLocalGroup(BaseText groupName) |
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{ |
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local string nextUserLine; |
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local int userLinesAdded; |
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local Text nextID, nextAnnotation; |
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local Text lowerCaseGroupName; |
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local UserGroup configEntry; |
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local HashTable playersSet; |
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local HashTableIterator iter; |
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|
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if (loadedGroupToUsersMap == none) return false; |
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if (groupName == none) return false; |
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|
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// Create group if missing |
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class'UserGroup'.static.NewConfig(groupName); |
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configEntry = |
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UserGroup(class'UserGroup'.static.GetConfigInstance(groupName)); |
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if (configEntry == none) |
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{ |
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// Also add log for loading it |
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// Move these logs and checks into a separate method? |
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_.logger.Auto(errCannotCreateLocalGroup).Arg(groupName.Copy()); |
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return false; |
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} |
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configEntry.user.length = 0; |
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lowerCaseGroupName = groupName.LowerCopy(); |
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playersSet = loadedGroupToUsersMap.GetHashTable(lowerCaseGroupName); |
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lowerCaseGroupName.FreeSelf(); |
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|
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iter = HashTableIterator(playersSet.Iterate()); |
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while(!iter.HasFinished()) |
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{ |
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nextID = Text(iter.GetKey()); |
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nextAnnotation = Text(iter.Get()); |
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nextUserLine = nextID.ToString(); |
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if (nextAnnotation != none) { |
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nextUserLine = nextUserLine $ "/" $ nextAnnotation.ToString(); |
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} |
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configEntry.user[userLinesAdded] = nextUserLine; |
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userLinesAdded += 1; |
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iter.Next(); |
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_.memory.Free(nextID); |
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_.memory.Free(nextAnnotation); |
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} |
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iter.FreeSelf(); |
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configEntry.SyncSave(); |
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} |
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|
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private final function ScheduleConfigSave() |
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{ |
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if (diskSaveScheduled) { |
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return; |
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} |
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_.scheduler.RequestDiskAccess(self).connect = SaveLocalData; |
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diskSaveScheduled = false; |
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} |
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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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* 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. |
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* 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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* |
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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 int i; |
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local array<Text> result; |
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|
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for (i = 0; i < loadedUserGroups.length; i += 1) { |
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result[i] = loadedUserGroups[i].Copy(); |
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} |
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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. |
|
* |
|
* 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. |
|
* |
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* @return Array with names of all available groups. All array elements are |
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* guaranteed to be unique and in lower case. |
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*/ |
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public final /*unreal*/ function array<string> GetAvailableGroups_S() |
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{ |
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local int i; |
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local array<string> result; |
|
|
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for (i = 0; i < loadedUserGroups.length; i += 1) { |
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result[i] = loadedUserGroups[i].ToString(); |
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} |
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return result; |
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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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* 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. |
|
* |
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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 |
|
* 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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local Text lowerCaseGroupName; |
|
|
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if (groupName == none) { |
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return false; |
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} |
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lowerCaseGroupName = groupName.LowerCopy(); |
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if (loadedGroupToUsersMap.HasKey(lowerCaseGroupName)) |
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{ |
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lowerCaseGroupName.FreeSelf(); |
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return false; |
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} |
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// Try loading local `UserGroup`? |
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if (LoadLocalGroup(lowerCaseGroupName)) |
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{ |
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// Move `lowerCaseGroupName` here, do NOT release the reference |
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loadedUserGroups[loadedUserGroups.length] = lowerCaseGroupName; |
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ScheduleConfigSave(); |
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return true; |
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} |
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// In case we couldn't load local group - we don't need it and |
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// can release the reference |
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lowerCaseGroupName.FreeSelf(); |
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return false; |
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} |
|
|
|
/** |
|
* 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 /*unreal*/ function bool AddGroup_S(string groupName) |
|
{ |
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local bool result; |
|
local MutableText wrapper; |
|
|
|
wrapper = _.text.FromStringM(groupName); |
|
result = AddGroup(wrapper); |
|
wrapper.FreeSelf(); |
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return result; |
|
} |
|
|
|
/** |
|
* 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) |
|
{ |
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lowerCaseGroupName.FreeSelf(); |
|
return false; |
|
} |
|
for (i = 0; i < loadedUserGroups.length; i += 1) |
|
{ |
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if (lowercaseGroupName.Compare(loadedUserGroups[i])) |
|
{ |
|
loadedUserGroups.Remove(i, 1); |
|
break; |
|
} |
|
} |
|
// Try loading local `UserGroup`? |
|
loadedGroupToUsersMap.RemoveItem(lowerCaseGroupName); |
|
lowerCaseGroupName.FreeSelf(); |
|
ScheduleConfigSave(); |
|
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 /*unreal*/ function bool RemoveGroup_S(string groupName) |
|
{ |
|
local bool result; |
|
local MutableText wrapper; |
|
|
|
wrapper = _.text.FromStringM(groupName); |
|
result = RemoveGroup(wrapper); |
|
wrapper.FreeSelf(); |
|
return result; |
|
} |
|
|
|
/** |
|
* 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; |
|
} |
|
|
|
/** |
|
* 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 /*unreal*/ function bool IsGroupExisting_S(string groupName) |
|
{ |
|
local bool result; |
|
local MutableText wrapper; |
|
|
|
wrapper = _.text.FromStringM(groupName); |
|
result = IsGroupExisting(wrapper); |
|
wrapper.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(); |
|
ScheduleConfigSave(); |
|
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.GetUniqueID(); |
|
if (steamID == none) return false; |
|
|
|
result = AddSteamIDToGroup(steamID, groupName); |
|
steamID.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 /*unreal*/ function bool AddUserIDToGroup_S( |
|
UserID id, |
|
string groupName) |
|
{ |
|
local bool result; |
|
local MutableText wrapper; |
|
|
|
wrapper = _.text.FromStringM(groupName); |
|
result = AddUserIDToGroup(id, wrapper); |
|
wrapper.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; |
|
} |
|
|
|
/** |
|
* 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 /*unreal*/ function bool AddUserToGroup_S( |
|
User user, |
|
string groupName) |
|
{ |
|
local bool result; |
|
local MutableText wrapper; |
|
|
|
wrapper = _.text.FromStringM(groupName); |
|
result = AddUserToGroup(user, wrapper); |
|
wrapper.FreeSelf(); |
|
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(); |
|
ScheduleConfigSave(); |
|
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.GetUniqueID(); |
|
if (steamID == none) return false; |
|
|
|
result = RemoveSteamIDFromGroup(steamID, groupName); |
|
steamID.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 /*unreal*/ function bool RemoveUserIDFromGroup_S( |
|
UserID id, |
|
string groupName) |
|
{ |
|
local bool result; |
|
local MutableText groupWrapper; |
|
|
|
groupWrapper = _.text.FromStringM(groupName); |
|
result = RemoveUserIDFromGroup(id, groupWrapper); |
|
groupWrapper.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; |
|
} |
|
|
|
/** |
|
* 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 /*unreal*/ function bool RemoveUserFromGroup_S( |
|
User user, |
|
string groupName) |
|
{ |
|
local bool result; |
|
local MutableText groupWrapper; |
|
|
|
groupWrapper = _.text.FromStringM(groupName); |
|
result = RemoveUserFromGroup(user, groupWrapper); |
|
groupWrapper.FreeSelf(); |
|
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); |
|
} |
|
iter.FreeSelf(); |
|
immutableSteamID.FreeSelf(); |
|
return result; |
|
} |
|
|
|
/** |
|
* Returns names of all groups available for the user with a given 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 unique and in lower case. |
|
* If data wasn't yet loaded - returns empty array. |
|
*/ |
|
public final /*unreal*/ function array<string> GetGroupsForSteamID_S( |
|
string steamID) |
|
{ |
|
local int i; |
|
local array<Text> wrapperResult; |
|
local array<string> result; |
|
local MutableText wrapper; |
|
|
|
wrapper = _.text.FromStringM(steamID); |
|
wrapperResult = GetGroupsForSteamID(wrapper); |
|
wrapper.FreeSelf(); |
|
for (i = 0; i < wrapperResult.length; i += 1) { |
|
result[i] = _.text.IntoString(wrapperResult[i]); |
|
} |
|
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.GetUniqueID(); |
|
if (steamID == none) return result; |
|
|
|
result = GetGroupsForSteamID(steamID); |
|
steamID.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 unique and in lower case. |
|
* If data wasn't yet loaded - returns empty array. |
|
*/ |
|
public final /*unreal*/ function array<string> GetGroupsForUserID_S(UserID id) |
|
{ |
|
local int i; |
|
local array<Text> wrapperResult; |
|
local array<string> result; |
|
|
|
wrapperResult = GetGroupsForUserID(id); |
|
for (i = 0; i < wrapperResult.length; i += 1) { |
|
result[i] = _.text.IntoString(wrapperResult[i]); |
|
} |
|
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 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 unique and in lower case. |
|
* If data wasn't yet loaded - returns empty array. |
|
*/ |
|
public final /*unreal*/ function array<string> GetGroupsForUser_S(User user) |
|
{ |
|
local int i; |
|
local array<Text> wrapperResult; |
|
local array<string> result; |
|
|
|
wrapperResult = GetGroupsForUser(user); |
|
for (i = 0; i < wrapperResult.length; i += 1) { |
|
result[i] = _.text.IntoString(wrapperResult[i]); |
|
} |
|
return result; |
|
} |
|
|
|
/** |
|
* Returns `UserID`s of all users that belong into the group named `groupName`. |
|
* |
|
* @see For more information alongside `UserID`s use |
|
* `GetAnnotatedGroupMembers()`. |
|
* |
|
* 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; |
|
} |
|
|
|
/** |
|
* Returns annotated `UserID`s of all users that belong into the group named |
|
* `groupName`. `UserID`s aren't necessarily human-readable (e.g. SteamID) |
|
* and to help organize configs they can be annotated with a `Text` name. |
|
* This method returns `UserID` alongside such annotation, if it exists. |
|
* NOTE: Same user can have different annotations in different groups. |
|
* |
|
* @see For just `UserID`s use `GetGroupMembers()`. |
|
* |
|
* 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. |
|
* WARNING: References in fields of the returned `struct`s must be freed. |
|
*/ |
|
public final function array<AnnotatedUserID> GetAnnotatedGroupMembers( |
|
BaseText groupName) |
|
{ |
|
local int i; |
|
local Text lowerCaseGroupName; |
|
local HashTable groupUsers; |
|
local array<Text> groupUsersNames; |
|
local AnnotatedUserID nextRecord; |
|
local array<AnnotatedUserID> 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(); |
|
} |
|
for (i = 0; i < groupUsersNames.length; i += 1) |
|
{ |
|
nextRecord.id = UserID(_.memory.Allocate(class'UserID')); |
|
nextRecord.id.Initialize(groupUsersNames[i]); |
|
if (nextRecord.id.IsInitialized()) |
|
{ |
|
nextRecord.annotation = groupUsers.GetText(groupUsersNames[i]); |
|
result[result.length] = nextRecord; |
|
} |
|
else |
|
{ |
|
nextRecord.id.FreeSelf(); |
|
nextRecord.id = none; |
|
} |
|
} |
|
_.memory.FreeMany(groupUsersNames); |
|
_.memory.Free(groupUsers); |
|
return result; |
|
} |
|
|
|
/** |
|
* Returns annotation for user given by SteamID inside the group named |
|
* `groupName`. `UserID`s that are used to store belonging users into groups |
|
* aren't necessarily human-readable (e.g. SteamID) and to help organize |
|
* configs they can be annotated with a `Text` name. |
|
* This method returns these annotations, if they exists. |
|
* NOTE: Same user can have different annotations in different groups. |
|
* |
|
* 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. |
|
* @param steamID ID of the user, in whose annotation we are interested. |
|
* @return Annotation for the specified user inside the specified group. |
|
* `none` if either group doesn't exist, user doesn't belong to it or it is |
|
* not annotated. |
|
* If data wasn't yet loaded - returns `none`. |
|
*/ |
|
public final function Text GetAnnotationForSteamID( |
|
BaseText groupName, |
|
BaseText steamID) |
|
{ |
|
local Text result; |
|
local Text lowerCaseGroupName; |
|
local HashTable groupUsers; |
|
|
|
if (loadedGroupToUsersMap == none) return result; |
|
if (groupName == none) return result; |
|
if (steamID == none) return result; |
|
|
|
lowerCaseGroupName = groupName.LowerCopy(); |
|
groupUsers = loadedGroupToUsersMap.GetHashTable(lowerCaseGroupName); |
|
lowerCaseGroupName.FreeSelf(); |
|
if (groupUsers != none) { |
|
result = groupUsers.GetText(steamID); |
|
} |
|
_.memory.Free(groupUsers); |
|
return result; |
|
} |
|
|
|
/** |
|
* Returns annotation for user given by SteamID inside the group named |
|
* `groupName`. `UserID`s that are used to store belonging users into groups |
|
* aren't necessarily human-readable (e.g. SteamID) and to help organize |
|
* configs they can be annotated with a `Text` name. |
|
* This method returns these annotations, if they exists. |
|
* NOTE: Same user can have different annotations in different groups. |
|
* |
|
* 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. |
|
* @param steamID ID of the user, in whose annotation we are interested. |
|
* @return Annotation for the specified user inside the specified group. |
|
* Empty `string` if either group doesn't exist, user doesn't belong to it |
|
* or it is not annotated. |
|
* If data wasn't yet loaded - returns empty `string`. |
|
*/ |
|
public final /*unreal*/ function string GetAnnotationForSteamID_S( |
|
string groupName, |
|
string steamID) |
|
{ |
|
local Text result; |
|
local MutableText groupWrapper, idWrapper; |
|
|
|
groupWrapper = _.text.FromStringM(steamID); |
|
idWrapper = _.text.FromStringM(steamID); |
|
result = GetAnnotationForSteamID(groupWrapper, idWrapper); |
|
groupWrapper.FreeSelf(); |
|
idWrapper.FreeSelf(); |
|
return _.text.IntoString(result); |
|
} |
|
|
|
/** |
|
* Returns annotation for user given by `UserID` inside the group named |
|
* `groupName`. `UserID`s that are used to store belonging users into groups |
|
* aren't necessarily human-readable (e.g. SteamID) and to help organize |
|
* configs they can be annotated with a `Text` name. |
|
* This method returns these annotations, if they exists. |
|
* NOTE: Same user can have different annotations in different groups. |
|
* |
|
* 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. |
|
* @param steamID ID of the user, in whose annotation we are interested. |
|
* @return Annotation for the specified user inside the specified group. |
|
* `none` if either group doesn't exist, user doesn't belong to it or it is |
|
* not annotated. |
|
* If data wasn't yet loaded - returns `none`. |
|
*/ |
|
public final function Text GetAnnotationForUserID(BaseText groupName, UserID id) |
|
{ |
|
local Text steamID; |
|
local Text result; |
|
|
|
if (id == none) return result; |
|
steamID = id.GetUniqueID(); |
|
if (steamID == none) return result; |
|
|
|
result = GetAnnotationForSteamID(groupName, steamID); |
|
steamID.FreeSelf(); |
|
return result; |
|
} |
|
|
|
/** |
|
* Returns annotation for user given by `UserID` inside the group named |
|
* `groupName`. `UserID`s that are used to store belonging users into groups |
|
* aren't necessarily human-readable (e.g. SteamID) and to help organize |
|
* configs they can be annotated with a `Text` name. |
|
* This method returns these annotations, if they exists. |
|
* NOTE: Same user can have different annotations in different groups. |
|
* |
|
* 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. |
|
* @param steamID ID of the user, in whose annotation we are interested. |
|
* @return Annotation for the specified user inside the specified group. |
|
* Empty `string` if either group doesn't exist, user doesn't belong to it |
|
* or it is not annotated. |
|
* If data wasn't yet loaded - returns empty `string`. |
|
*/ |
|
public final /*unreal*/ function string GetAnnotationForUserID_S( |
|
string groupName, |
|
UserID id) |
|
{ |
|
local Text result; |
|
local MutableText wrapper; |
|
|
|
if (id == none) { |
|
return ""; |
|
} |
|
wrapper = _.text.FromStringM(groupName); |
|
result = GetAnnotationForUserID(wrapper, id); |
|
wrapper.FreeSelf(); |
|
return _.text.IntoString(result); |
|
} |
|
|
|
/** |
|
* Returns annotation for user given by `User` inside the group named |
|
* `groupName`. `UserID`s that are used to store belonging users into groups |
|
* aren't necessarily human-readable (e.g. SteamID) and to help organize |
|
* configs they can be annotated with a `Text` name. |
|
* This method returns these annotations, if they exists. |
|
* NOTE: Same user can have different annotations in different groups. |
|
* |
|
* 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. |
|
* @param steamID ID of the user, in whose annotation we are interested. |
|
* @return Annotation for the specified user inside the specified group. |
|
* `none` if either group doesn't exist, user doesn't belong to it or it is |
|
* not annotated. |
|
* If data wasn't yet loaded - returns `none`. |
|
*/ |
|
public final function Text GetAnnotationForUser(BaseText groupName, User user) |
|
{ |
|
local UserID id; |
|
local Text result; |
|
|
|
if (user == none) { |
|
return result; |
|
} |
|
id = user.GetID(); |
|
result = GetAnnotationForUserID(groupName, id); |
|
_.memory.Free(id); |
|
return result; |
|
} |
|
|
|
/** |
|
* Returns annotation for user given by `User` inside the group named |
|
* `groupName`. `UserID`s that are used to store belonging users into groups |
|
* aren't necessarily human-readable (e.g. SteamID) and to help organize |
|
* configs they can be annotated with a `Text` name. |
|
* This method returns these annotations, if they exists. |
|
* NOTE: Same user can have different annotations in different groups. |
|
* |
|
* 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. |
|
* @param steamID ID of the user, in whose annotation we are interested. |
|
* @return Annotation for the specified user inside the specified group. |
|
* Empty `string` if either group doesn't exist, user doesn't belong to it |
|
* or it is not annotated. |
|
* If data wasn't yet loaded - returns empty `string`. |
|
*/ |
|
public final /*unreal*/ function string GetAnnotationForUser_S( |
|
string groupName, |
|
User user) |
|
{ |
|
local Text result; |
|
local MutableText wrapper; |
|
|
|
if (user == none) { |
|
return ""; |
|
} |
|
wrapper = _.text.FromStringM(groupName); |
|
result = GetAnnotationForUser(wrapper, user); |
|
wrapper.FreeSelf(); |
|
return _.text.IntoString(result); |
|
} |
|
|
|
/** |
|
* Changes annotation for user given by SteamID inside the group named |
|
* `groupName`. `UserID`s that are used to store belonging users into groups |
|
* aren't necessarily human-readable (e.g. SteamID) and to help organize |
|
* configs they can be annotated with a `Text` name. |
|
* This method allows to change these annotations. |
|
* NOTE: Same user can have different annotations in different groups. |
|
* |
|
* 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 groupName Name of the group. Case-insensitive. |
|
* @param steamID ID of the user, whose annotation we want to change. |
|
* @param annotation New annotation for the specified user. |
|
*/ |
|
public final function SetAnnotationForSteamID( |
|
BaseText groupName, |
|
BaseText steamID, |
|
BaseText annotation) |
|
{ |
|
local Text lowerCaseGroupName; |
|
local HashTable groupUsers; |
|
|
|
if (loadedGroupToUsersMap == none) return; |
|
if (groupName == none) return; |
|
if (steamID == none) return; |
|
|
|
lowerCaseGroupName = groupName.LowerCopy(); |
|
groupUsers = loadedGroupToUsersMap.GetHashTable(lowerCaseGroupName); |
|
lowerCaseGroupName.FreeSelf(); |
|
if (groupUsers != none && groupUsers.HasKey(steamID)) { |
|
groupUsers.SetItem(steamID, annotation); |
|
} |
|
_.memory.Free(groupUsers); |
|
} |
|
|
|
/** |
|
* Changes annotation for user given by SteamID inside the group named |
|
* `groupName`. `UserID`s that are used to store belonging users into groups |
|
* aren't necessarily human-readable (e.g. SteamID) and to help organize |
|
* configs they can be annotated with a `Text` name. |
|
* This method allows to change these annotations. |
|
* NOTE: Same user can have different annotations in different groups. |
|
* |
|
* 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 groupName Name of the group. Case-insensitive. |
|
* @param steamID ID of the user, whose annotation we want to change. |
|
* @param annotation New annotation for the specified user. Empty annotation |
|
* means simply removing any existing annotation. |
|
*/ |
|
public final /*unreal*/ function SetAnnotationForSteamID_S( |
|
string groupName, |
|
string steamID, |
|
string annotation) |
|
{ |
|
local MutableText groupWrapper; |
|
local MutableText idWrapper; |
|
local MutableText annotationWrapper; |
|
|
|
groupWrapper = _.text.FromStringM(groupName); |
|
idWrapper = _.text.FromStringM(steamID); |
|
// Leave `annotationWrapper` as `none` for empty annotations |
|
if (annotation != "") { |
|
annotationWrapper = _.text.FromStringM(annotation); |
|
} |
|
SetAnnotationForSteamID(groupWrapper, idWrapper, annotationWrapper); |
|
groupWrapper.FreeSelf(); |
|
idWrapper.FreeSelf(); |
|
_.memory.Free(annotationWrapper); |
|
} |
|
|
|
/** |
|
* Changes annotation for user given by `UserID` inside the group named |
|
* `groupName`. `UserID`s that are used to store belonging users into groups |
|
* aren't necessarily human-readable (e.g. SteamID) and to help organize |
|
* configs they can be annotated with a `Text` name. |
|
* This method allows to change these annotations. |
|
* NOTE: Same user can have different annotations in different groups. |
|
* |
|
* 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 groupName Name of the group. Case-insensitive. |
|
* @param steamID ID of the user, whose annotation we want to change. |
|
* @param annotation New annotation for the specified user. |
|
*/ |
|
public final function SetAnnotationForUserID( |
|
BaseText groupName, |
|
UserID id, |
|
BaseText annotation) |
|
{ |
|
local Text steamID; |
|
|
|
if (id == none) return; |
|
steamID = id.GetUniqueID(); |
|
if (steamID == none) return; |
|
|
|
SetAnnotationForSteamID(groupName, steamID, annotation); |
|
steamID.FreeSelf(); |
|
} |
|
|
|
/** |
|
* Changes annotation for user given by `UserID` inside the group named |
|
* `groupName`. `UserID`s that are used to store belonging users into groups |
|
* aren't necessarily human-readable (e.g. SteamID) and to help organize |
|
* configs they can be annotated with a `Text` name. |
|
* This method allows to change these annotations. |
|
* NOTE: Same user can have different annotations in different groups. |
|
* |
|
* 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 groupName Name of the group. Case-insensitive. |
|
* @param steamID ID of the user, whose annotation we want to change. |
|
* @param annotation New annotation for the specified user. Empty annotation |
|
* means simply removing any existing annotation. |
|
*/ |
|
public final /*unreal*/ function SetAnnotationForUserID_S( |
|
string groupName, |
|
UserID id, |
|
string annotation) |
|
{ |
|
local MutableText groupWrapper; |
|
local MutableText annotationWrapper; |
|
|
|
groupWrapper = _.text.FromStringM(groupName); |
|
// Leave `annotationWrapper` as `none` for empty annotations |
|
if (annotation != "") { |
|
annotationWrapper = _.text.FromStringM(annotation); |
|
} |
|
SetAnnotationForUserID(groupWrapper, id, annotationWrapper); |
|
groupWrapper.FreeSelf(); |
|
_.memory.Free(annotationWrapper); |
|
} |
|
|
|
/** |
|
* Changes annotation for user given by `User` inside the group named |
|
* `groupName`. `UserID`s that are used to store belonging users into groups |
|
* aren't necessarily human-readable (e.g. SteamID) and to help organize |
|
* configs they can be annotated with a `Text` name. |
|
* This method allows to change these annotations. |
|
* NOTE: Same user can have different annotations in different groups. |
|
* |
|
* 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 groupName Name of the group. Case-insensitive. |
|
* @param steamID ID of the user, whose annotation we want to change. |
|
* @param annotation New annotation for the specified user. |
|
*/ |
|
public final function SetAnnotationForUser( |
|
BaseText groupName, |
|
User user, |
|
BaseText annotation) |
|
{ |
|
local UserID id; |
|
|
|
if (user == none) { |
|
return; |
|
} |
|
id = user.GetID(); |
|
SetAnnotationForUserID(groupName, id, annotation); |
|
_.memory.Free(id); |
|
} |
|
|
|
/** |
|
* Changes annotation for user given by `User` inside the group named |
|
* `groupName`. `UserID`s that are used to store belonging users into groups |
|
* aren't necessarily human-readable (e.g. SteamID) and to help organize |
|
* configs they can be annotated with a `Text` name. |
|
* This method allows to change these annotations. |
|
* NOTE: Same user can have different annotations in different groups. |
|
* |
|
* 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 groupName Name of the group. Case-insensitive. |
|
* @param steamID ID of the user, whose annotation we want to change. |
|
* @param annotation New annotation for the specified user. Empty annotation |
|
* means simply removing any existing annotation. |
|
*/ |
|
public final /*unreal*/ function SetAnnotationForUser_S( |
|
string groupName, |
|
User user, |
|
string annotation) |
|
{ |
|
local MutableText groupWrapper; |
|
local MutableText annotationWrapper; |
|
|
|
groupWrapper = _.text.FromStringM(groupName); |
|
// Leave `annotationWrapper` as `none` for empty annotations |
|
if (annotation != "") { |
|
annotationWrapper = _.text.FromStringM(annotation); |
|
} |
|
SetAnnotationForUser(groupWrapper, user, annotationWrapper); |
|
groupWrapper.FreeSelf(); |
|
_.memory.Free(annotationWrapper); |
|
} |
|
|
|
/** |
|
* Checks whether user given by SteamID 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 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 IsSteamIDInGroup( |
|
BaseText steamID, |
|
BaseText groupName) |
|
{ |
|
local bool result; |
|
local Text lowerGroupName; |
|
local HashTable nextGroupUsers; |
|
|
|
if (loadedGroupToUsersMap == none) return false; |
|
if (groupName == none) return false; |
|
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 given by SteamID 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 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 IsSteamIDInGroup_S( |
|
string steamID, |
|
string groupName) |
|
{ |
|
local bool result; |
|
local MutableText idWrapper, groupWrapper; |
|
|
|
idWrapper = _.text.FromStringM(steamID); |
|
groupWrapper = _.text.FromStringM(groupName); |
|
result = IsSteamIDInGroup(idWrapper, groupWrapper); |
|
idWrapper.FreeSelf(); |
|
groupWrapper.FreeSelf(); |
|
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, BaseText groupName) |
|
{ |
|
local bool result; |
|
local Text steamID; |
|
|
|
if (groupName == none) return false; |
|
if (id == none) return false; |
|
steamID = id.GetUniqueID(); |
|
if (steamID == none) return false; |
|
|
|
result = IsSteamIDInGroup(steamID, groupName); |
|
steamID.FreeSelf(); |
|
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 /*unreal*/ function bool IsUserIDInGroup_S( |
|
UserID id, |
|
string groupName) |
|
{ |
|
local bool result; |
|
local MutableText wrapper; |
|
|
|
wrapper = _.text.FromStringM(groupName); |
|
result = IsUserIDInGroup(id, wrapper); |
|
wrapper.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, BaseText 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 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 /*unreal*/ function bool IsUserInGroup_S( |
|
User user, |
|
string groupName) |
|
{ |
|
local bool result; |
|
local MutableText wrapper; |
|
|
|
wrapper = _.text.FromStringM(groupName); |
|
result = IsUserInGroup(user, wrapper); |
|
wrapper.FreeSelf(); |
|
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' |
|
warnNoLocalGroup = (l=LOG_Warning,m="Expected config to contain `UserGroup` named \"%1\", but it is missing. \"AcediaUsers.ini\" might be misconfigured.") |
|
errCannotCreateLocalGroup = (l=LOG_Error,m="Failed to create config section for `UserGroup` named \"%1\".") |
|
} |