UnrealScript library and basis for all Acedia Framework mods
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
 

365 lines
13 KiB

/**
* Acedia makes extensive use of `perobjectconfig` for storing information
* in ini config files. Their data is usually stored in ini config files as:
* "[<config_object_name> <data_class_name>]".
* Making a child class for `AcediaConfig` defines "<data_class_name>" and
* contents of appropriate section. Then any such class can have multiple
* records with different "<config_object_name>" values. The only requirement
* is that "<config_object_name>" must be considered *valid* by
* `BaseText.IsValidName()` standards.
* Copyright 2021-2022 Anton Tarasenko
*------------------------------------------------------------------------------
* This file is part of Acedia.
*
* Acedia is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, version 3 of the License, or
* (at your option) any later version.
*
* Acedia is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with Acedia. If not, see <https://www.gnu.org/licenses/>.
*/
class AcediaConfig extends AcediaObject
dependson(HashTable)
abstract;
/**
* # `AcediaConfig`
*
* This class deals with several issues related to use of such objects,
* stemming from the lack of documentation:
*
* 1. Not all `Object` names are a usable.
* [Beyond Unreal wiki](
* https://wiki.beyondunreal.com/Legacy:PerObjectConfig)
* lists a couple of limitations: whitespace and ']' character.
* However there are more, including '.'.
* We limit available character set to ASCII latin letters, digits and
* the dot ('.') / underscore ('_'). Dot is a forbidden character, but it
* is often used in class names and, therefore, was added via workaround:
* it is automatically converted into colon ':' character to allow its
* storage inside ini config files. It also will not lead to the name
* conflicts, since colon is a forbidden character for `AcediaConfig`.
* Unreal Engine also doesn't handle long object names very well:
* if it considers "[<config_object_name> <data_class_name>]" too long, it
* might cut some of the trailing letters of what is between brackets '['
* and ']' basically mangling class' name. Since such config header seems
* to be able to contain at least 100 character (at least in our tests),
* we deal with that issue by limiting name to 50 characters at most.
* Depending on the class' name it might still cause problems, so don't
* make them too long.
* 2. Behavior of loading `perobjectconfig`-objects a second time is wonky and
* is fixed by `AcediaConfig`: it provides concrete behavior guarantees
* for all of its config object-managing methods.
*/
// All config objects of a particular class only get loaded once
// per session (unless new one is created) and then accessed through this
// collection.
// This array stores `AcediaConfig` values with `Text` keys in
// a case-insensitive way (by converting keys into lower case).
// In case it has a `none` value stored under some key - it means that value
// was detected in config, but not yet loaded.
// Only its default value is ever used.
var private HashTable existingConfigs;
// TODO: comment and add static cleanup
var private array<AcediaConfig> clearQueue;
var private bool syncScheduled;
// Stores name of the config where settings are to be stored.
// Must correspond to value in `config(...)` modifier in class definition.
var protected const string configName;
// Set this to `true` if you implement `ToData()` / `FromData()` pair of
// methods.
// This will tell Acedia that your config can be converted into
// JSON-compatible types.
var public const bool supportsDataConversion;
/**
* These methods must be overloaded to store and load all the config
* variables inside an `HashTable` collection. How exactly to store
* them is up to each config class to decide, as long as it allows conversion
* into JSON (see `JSONAPI.IsCompatible()` for details).
* Note that `HashTable` reference `FromData()` receives is
* not necessarily the same one your `ToData()` method returns - any particular
* value boxes can be replaced with value references and vice versa.
* NOTE: DO NOT use `P()`, `C()`, `F()` or `T()` methods for keys or
* values in collections you return. All keys and values will be automatically
* deallocated when necessary, so these methods for creating `Text` values are
* not suitable.
*/
protected function HashTable ToData() { return none; }
protected function FromData(HashTable source) {}
/**
* This method must be overloaded to setup default values for all config
* variables. You should use it instead of the `defaultproperties` block.
*/
protected function DefaultIt() {}
/**
* This reads all of the `AcediaConfig`'s settings objects into internal
* storage. Must be called before any other methods. Actual loading might be
* postponed until a particular config is needed.
*/
public static function Initialize()
{
local int i;
local Text nextName, lowerName;
local array<string> names;
if (default.existingConfigs != none) {
return;
}
default.existingConfigs = __().collections.EmptyHashTable();
names = GetPerObjectNames( default.configName, string(default.class.name),
MaxInt);
for (i = 0; i < names.length; i += 1)
{
if (names[i] == "") {
continue;
}
nextName = __().text.FromString(NameToActualVersion(names[i]));
if (nextName.IsValidName())
{
lowerName = nextName.LowerCopy();
default.existingConfigs.SetItem(lowerName, none);
lowerName.FreeSelf();
}
nextName.FreeSelf();
}
}
private static function string NameToStorageVersion(string configObjectName)
{
return Repl(configObjectName, ".", ":");
}
private static function string NameToActualVersion(string configObjectName)
{
return Repl(configObjectName, ":", ".");
}
/**
* Creates a brand new config object with a given name.
*
* Fails if config object with that name already exists.
* Config name must be considered *valid* by `BaseText.IsValidName()`
* standards.
*
* Always writes new config inside the ini file on disk.
*
* @param name Name of the new config object.
* Must be considered *valid* by `BaseText.IsValidName()`
* standards, otherwise method will fail.
* @return `false` iff config object name `name` already exists
* or `name` is invalid for config object.
*/
public final static function bool NewConfig(BaseText name)
{
local AcediaConfig newConfig;
if (name == none) return false;
if (!name.IsValidName()) return false;
if (default.existingConfigs == none) return false;
name = name.LowerCopy();
if (default.existingConfigs.HasKey(name))
{
name.FreeSelf();
return false;
}
newConfig =
new(none, NameToStorageVersion(name.ToString())) default.class;
newConfig._ = __();
newConfig.DefaultIt();
newConfig.SyncSave();
default.existingConfigs.SetItem(name, newConfig);
name.FreeSelf();
return true;
}
/**
* Checks if a config object with a given name exists.
*
* @param name Name of the new config object.
* Must be considered *valid* by `BaseText.IsValidName()` standards.
* @return `true` iff new config object was created.
*/
public final static function bool Exists(BaseText name)
{
local bool result;
if (name == none) return false;
if (!name.IsValidName()) return false;
if (default.existingConfigs == none) return false;
name = name.LowerCopy();
result = default.existingConfigs.HasKey(name);
name.FreeSelf();
return result;
}
/**
* Deletes config object with a given name.
*
* If given config object exists, this method cannot fail.
* `Exists()` is guaranteed to return `false` after this method call.
*
* Always removes any present config entries from ini files.
*
* @param name Name of the config object to delete.
*/
public final static function DeleteConfig(BaseText name)
{
local AcediaConfig value;
if (name == none) return;
if (default.existingConfigs == none) return;
name = name.LowerCopy();
value = AcediaConfig(default.existingConfigs.TakeItem(name));
if (value != none)
{
__().scheduler.RequestDiskAccess(default.existingConfigs).connect =
HandleClearQueue;
default.clearQueue[default.clearQueue.length] = value;
}
__().memory.Free(name);
}
/**
* Returns array containing names of all available config objects.
*
* @return Array with names of all available config objects.
* Guaranteed to not contain `none` values.
*/
public static function array<Text> AvailableConfigs()
{
local array<Text> emptyResult;
if (default.existingConfigs != none) {
return default.existingConfigs.GetTextKeys();
}
return emptyResult;
}
/**
* Returns `AcediaConfig` of caller class with name `name`.
*
* @param name Name of the config object, whos settings data is to
* be loaded. Must be considered *valid* by `BaseText.IsValidName()`
* standards.
* @return `AcediaConfig` of caller class with name `name`.
* Returns `none` if config with given name doesn't exist.
*/
public final static function AcediaConfig GetConfigInstance(BaseText name)
{
local HashTable.Entry configEntry;
if (name == none) return none;
if (!name.IsValidName()) return none;
if (default.existingConfigs == none) return none;
name = name.LowerCopy();
configEntry = default.existingConfigs.GetEntry(name);
if (configEntry.value == none && configEntry.key != none)
{
configEntry.value =
new(none, NameToStorageVersion(name.ToString())) default.class;
configEntry.value._ = __();
default.existingConfigs.SetItem(configEntry.key, configEntry.value);
}
__().memory.Free(name);
// We return value, so do not deallocate it
__().memory.Free(configEntry.key);
return AcediaConfig(configEntry.value);
}
/**
* Loads Acedia's representation of settings data of a particular config
* object, given by the `name`.
*
* Should only be called if caller class has `supportsDataConversion` set to
* `true`.
*
* @param name Name of the config object, whos data is to be loaded.
* Name must be considered *valid* by `BaseText.IsValidName()` standards.
* @return Data of a particular config object, given by the `name`.
* Expected to be in format that allows for JSON serialization
* (see `JSONAPI.IsCompatible()` for details).
* Returns `none` if config with specified name is missing (or their class
* was not yet initialized: see `self.Initialize()` method).
*/
public final static function HashTable LoadData(BaseText name)
{
local HashTable result;
local AcediaConfig requiredConfig;
requiredConfig = GetConfigInstance(name);
if (requiredConfig != none) {
result = requiredConfig.ToData();
}
return result;
}
/**
* Saves Acedia's representation of settings data (`data`) for a particular
* config object, given by the `name`.
*
* Should only be called if caller class has `supportsDataConversion` set to
* `true`.
*
* @param name Name of the config object, whos data is to be modified.
* Name must be considered *valid* by `BaseText.IsValidName()` standards.
* @param data New data for config variables. Expected to be in format that
* allows for JSON deserialization (see `JSONAPI.IsCompatible()` for
* details).
*/
public final static function SaveData(BaseText name, HashTable data)
{
local AcediaConfig requiredConfig;
requiredConfig = GetConfigInstance(name);
if (requiredConfig != none)
{
requiredConfig.FromData(data);
requiredConfig.SyncSave();
}
}
/**
* Synchronizes current in-memory data by saving it onto the disk (into
* the config file). Can be performed asynchronously (actual saving can be
* postponed for performance reasons).
*/
public final function SyncSave()
{
if (syncScheduled) {
return;
}
syncScheduled = true;
__().scheduler.RequestDiskAccess(default.existingConfigs).connect = DoSync;
}
// Does actual saving
private final function DoSync()
{
syncScheduled = false;
SaveConfig();
}
private final static function HandleClearQueue()
{
if (default.clearQueue.length <= 0) {
return;
}
default.clearQueue[0].ClearConfig();
default.clearQueue.Remove(0, 1);
}
defaultproperties
{
supportsDataConversion = false
usesObjectPool = false
}