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144 lines
4.7 KiB
144 lines
4.7 KiB
/** |
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* Simple user database for Acedia. |
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* Only stores data for a session, map or server restarts will clear it. |
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* Copyright 2020 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 UserDatabase extends AcediaObject |
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config(Acedia); |
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// This is used as a global variable only (`default.activeDatabase`) to store |
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// a reference to main database for persistent data, used by Acedia. |
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var public UserDatabase activeDatabase; |
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// `User` records that were stored this session |
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var private array<User> sessionUsers; |
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// `UserID`s generated during this session. |
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// Instead of constantly creating new ones - just reuse already created. |
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// This array should not grow too large under normal circumstances. |
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var private array<UserID> storedUserIDs; |
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protected static function StaticFinalizer() |
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{ |
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default.activeDatabase = none; |
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} |
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/** |
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* Provides a reference to the database of user records that Acedia was |
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* set up to use. |
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* |
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* Provided reference is guaranteed to not change during one session. |
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* |
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* @return reference to the database of user records that Acedia was |
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* set up to use. |
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*/ |
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public final static function UserDatabase GetInstance() |
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{ |
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if (default.activeDatabase == none) |
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{ |
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default.activeDatabase = |
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UserDatabase(__().memory.Allocate(class'UserDatabase')); |
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} |
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return default.activeDatabase; |
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} |
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/** |
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* Converts `Text` representation of someone's id into appropriate |
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* `UserID` object. |
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* |
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* @param idHash `Text` representation of id hash, associated with |
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* a particular user. |
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* @return `UserID` associated with given `idHash`. Always returns the same |
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* object for the same `idHash`. Can return `none` if `UserID` cannot be |
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* correctly initialized with given `idHash` (guaranteed not to happen for |
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* any valid id hashes). |
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*/ |
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public final function UserID FetchUserID(Text idHash) |
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{ |
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local int i; |
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local UserID.SteamID steamID; |
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local UserID newUserID; |
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if (idHash == none) { |
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return none; |
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} |
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steamID = class'UserID'.static.GetSteamIDFromIDHash(idHash); |
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for (i = 0; i < storedUserIDs.length; i += 1) |
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{ |
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if (storedUserIDs[i].IsEqualToSteamID(steamID)) |
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{ |
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_.memory.Free(steamID.steamID64); |
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return storedUserIDs[i]; |
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} |
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} |
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newUserID = UserID(_.memory.Allocate(class'UserID')); |
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newUserID.InitializeWithSteamID(steamID); |
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if (newUserID.IsInitialized()) |
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{ |
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storedUserIDs[storedUserIDs.length] = newUserID; |
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return newUserID; |
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} |
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_.memory.Free(steamID.steamID64); |
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_.memory.Free(newUserID); |
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return none; |
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} |
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/** |
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* Fetches `User` object that stores persistent data for a given `userID`. |
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* |
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* @param userID ID for which to fetch a persistent data storage. |
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* @return `User` object for a given `UserID`. Guaranteed to be a valid |
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* non-`none` reference if passed `userID` is not `none` and initialized |
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* (which is guaranteed unless you manually created it). |
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*/ |
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public final function User FetchUser(UserID userID) |
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{ |
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local int i; |
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local User newUser; |
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for (i = 0; i < sessionUsers.length; i += 1) |
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{ |
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if (sessionUsers[i].GetID().IsEqualTo(userID)) { |
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return sessionUsers[i]; |
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} |
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} |
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newUser = User(__().memory.Allocate(class'User')); |
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newUser.Initialize(userID, sessionUsers.length + 1); |
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sessionUsers[sessionUsers.length] = newUser; |
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return newUser; |
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} |
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/** |
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* Fetches appropriate `User` object for a player, given his session key. |
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* |
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* @param userKey Key corresponding to a `User` method must to get. |
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* @return Corresponding `User` object. Guaranteed to be a valid non-`none` |
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* reference if `userKey` was actually assigned to any `User` during |
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* current playing session; `none` otherwise. |
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*/ |
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public final function User FetchUserByKey(int userKey) |
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{ |
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local int i; |
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for (i = 0; i < sessionUsers.length; i += 1) |
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{ |
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if (sessionUsers[i].GetKey() == userKey) { |
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return sessionUsers[i]; |
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} |
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} |
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return none; |
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} |
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defaultproperties |
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{ |
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} |