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1453 lines
56 KiB
1453 lines
56 KiB
/** |
|
* API that allows easy access to `User` persistent data and `UserID`s. |
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* Copyright 2020-2023 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 UserAPI extends AcediaObject |
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dependson(Users_Feature) |
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config(AcediaSystem); |
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|
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// Active `Users_Feature`, remember it along with life version to avoid |
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// taking up a reference |
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var private int usersFeatureLifeVersion; |
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var private Users_Feature usersFeature; |
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|
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var private int persistentDataLifeVersion; |
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var private PersistentDataManager persistentData; |
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|
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var private PersistentDataManager_OnPersistentDataReady_Signal onPersistentDataReadySignal; |
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|
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/** |
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* Signal that will be emitted whenever we get an update on connection status |
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* to the database, where persistent data for UserID is stored. This can |
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* be updated several times in cases like `Users_Feature` being rebooted or |
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* losing connection to the database. |
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* |
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* [Signature] |
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* void <slot>(UserID id, bool online) |
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* |
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* @param id ID of the user, for whom status of persistent data got |
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* updated. |
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* @param online Is connection to the database online? If this flag is set to |
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* `false` - an local, session-only storage will be used instead. |
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*/ |
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/* SIGNAL */ |
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public final function PersistentDataManager_OnPersistentDataReady_Slot OnEditResult( |
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AcediaObject receiver) |
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{ |
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return PersistentDataManager_OnPersistentDataReady_Slot( |
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onPersistentDataReadySignal.NewSlot(receiver)); |
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} |
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|
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// DO NOT CALL MANUALLY |
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public function PersistentDataManager_OnPersistentDataReady_Signal _getOnReadySignal() |
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{ |
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return onPersistentDataReadySignal; |
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} |
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|
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// DO NOT CALL MANUALLY |
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public function _reloadFeature() |
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{ |
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if ( usersFeature != none |
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&& usersFeature.GetLifeVersion() == usersFeatureLifeVersion) |
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{ |
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usersFeature.FreeSelf(); |
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usersFeature = none; |
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} |
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usersFeature = |
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Users_Feature(class'Users_Feature'.static.GetEnabledInstance()); |
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if (usersFeature != none) { |
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usersFeatureLifeVersion = usersFeature.GetLifeVersion(); |
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} |
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_.memory.Free(usersFeature); |
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} |
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|
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protected function Constructor() |
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{ |
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onPersistentDataReadySignal = |
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PersistentDataManager_OnPersistentDataReady_Signal( |
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_.memory.Allocate( |
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class'PersistentDataManager_OnPersistentDataReady_Signal') |
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); |
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} |
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|
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/** |
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* Checks whether database setup to store users' persistent data was configured |
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* and actually exists. |
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* |
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* This does not check for whether that database is properly configured. |
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* If sub-object set to store users' data was not created inside it, then |
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* Acedia will not be able to make use of users' persistent storage. |
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* |
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* @return `true` if database for users' persistent data storage exists and |
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* `false` otherwise. |
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*/ |
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public final function bool IsPersistentStorageActive() |
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{ |
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if (usersFeature != none) { |
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return (usersFeature.BorrowPersistentDataManager() != none); |
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} |
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return false; |
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} |
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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 Fetch(UserID userID) |
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{ |
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local User result; |
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local UserDatabase userDB; |
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|
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userDB = class'UserDatabase'.static.GetInstance(); |
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if (userDB == none) { |
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return none; |
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} |
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result = userDB.FetchUser(userID); |
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userDB.FreeSelf(); |
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return result; |
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} |
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|
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/** |
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* Fetches appropriate `User` object for a player, given his id as a `Text`. |
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* |
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* @param idHash `Text` representation of someone's id. |
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* @return Corresponding `User` object. Guaranteed to be a valid non-`none` |
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* reference. |
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*/ |
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public final function User FetchByIDHash(BaseText idHash) |
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{ |
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local UserID userID; |
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local UserDatabase userDB; |
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local User result; |
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|
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userDB = class'UserDatabase'.static.GetInstance(); |
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if (userDB == none) { |
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return none; |
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} |
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userID = userDB.FetchUserID(idHash); |
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userDB.FreeSelf(); |
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if (userID == none) { |
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return none; |
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} |
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result = userDB.FetchUser(userID); |
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userID.FreeSelf(); |
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return result; |
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} |
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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 FetchByKey(int userKey) |
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{ |
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local User result; |
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local UserDatabase userDB; |
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|
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userDB = class'UserDatabase'.static.GetInstance(); |
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if (userDB != none) { |
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return none; |
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} |
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result = userDB.FetchUserByKey(userKey); |
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userDB.FreeSelf(); |
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return result; |
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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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* Will only work if `Users_Feature` is active. |
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* In case active config of `Users_Feature` is configured to load user |
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* 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 |
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* we want to check something about user groups, but it also means we might |
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* 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 array<Text> emptyResult; |
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|
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if (usersFeature != none) { |
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return usersFeature.GetAvailableGroups(); |
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} |
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return emptyResult; |
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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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* Will only work if `Users_Feature` is active. |
|
* In case active config of `Users_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 array<string> emptyResult; |
|
|
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if (usersFeature != none) { |
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return usersFeature.GetAvailableGroups_S(); |
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} |
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return emptyResult; |
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} |
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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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* Will only work if `Users_Feature` is active. |
|
* In case active config of `Users_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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* |
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* @param groupName Name of the group to add. Case-insensitive. |
|
* @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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if (usersFeature != none) { |
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return usersFeature.AddGroup(groupName); |
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} |
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return false; |
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} |
|
|
|
/** |
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* Adds a new user group. |
|
* |
|
* Will only work if `Users_Feature` is active. |
|
* In case active config of `Users_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). |
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*/ |
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public final /*unreal*/ function bool AddGroup_S(string groupName) |
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{ |
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if (usersFeature != none) { |
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return usersFeature.AddGroup_S(groupName); |
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} |
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return false; |
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} |
|
|
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/** |
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* Removes existing user group. |
|
* |
|
* Will only work if `Users_Feature` is active. |
|
* In case active config of `Users_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) |
|
{ |
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if (usersFeature != none) { |
|
return usersFeature.RemoveGroup(groupName); |
|
} |
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return false; |
|
} |
|
|
|
/** |
|
* Removes existing user group. |
|
* |
|
* Will only work if `Users_Feature` is active. |
|
* In case active config of `Users_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) |
|
{ |
|
if (usersFeature != none) { |
|
return usersFeature.RemoveGroup_S(groupName); |
|
} |
|
return false; |
|
} |
|
|
|
/** |
|
* Checks whether group with specified name exists. |
|
* |
|
* Will only work if `Users_Feature` is active. |
|
* In case active config of `Users_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) |
|
{ |
|
if (usersFeature != none) { |
|
return usersFeature.IsGroupExisting(groupName); |
|
} |
|
return false; |
|
} |
|
|
|
/** |
|
* Checks whether group with specified name exists. |
|
* |
|
* Will only work if `Users_Feature` is active. |
|
* In case active config of `Users_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) |
|
{ |
|
if (usersFeature != none) { |
|
return usersFeature.IsGroupExisting_S(groupName); |
|
} |
|
return false; |
|
} |
|
|
|
/** |
|
* Adds user with the given SteamID into the specified group. |
|
* |
|
* Will only work if `Users_Feature` is active. |
|
* In case active config of `Users_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) |
|
{ |
|
if (usersFeature != none) { |
|
return usersFeature.AddSteamIDToGroup(steamID, groupName); |
|
} |
|
return false; |
|
} |
|
|
|
/** |
|
* Adds user with the given SteamID into the specified group. |
|
* |
|
* Will only work if `Users_Feature` is active. |
|
* In case active config of `Users_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) |
|
{ |
|
if (usersFeature != none) { |
|
return usersFeature.AddSteamIDToGroup_S(steamID, groupName); |
|
} |
|
return false; |
|
} |
|
|
|
/** |
|
* Adds user (given by the `UserID`) into the specified group. |
|
* |
|
* Will only work if `Users_Feature` is active. |
|
* In case active config of `Users_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) |
|
{ |
|
if (usersFeature != none) { |
|
return usersFeature.AddUserIDToGroup(id, groupName); |
|
} |
|
return false; |
|
} |
|
|
|
/** |
|
* Adds user (given by the `UserID`) into the specified group. |
|
* |
|
* Will only work if `Users_Feature` is active. |
|
* In case active config of `Users_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) |
|
{ |
|
if (usersFeature != none) { |
|
return usersFeature.AddUserIDToGroup_S(id, groupName); |
|
} |
|
return false; |
|
} |
|
|
|
/** |
|
* Adds given user into the specified group. |
|
* |
|
* Will only work if `Users_Feature` is active. |
|
* In case active config of `Users_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) |
|
{ |
|
if (usersFeature != none) { |
|
return usersFeature.AddUserToGroup(user, groupName); |
|
} |
|
return false; |
|
} |
|
|
|
/** |
|
* Adds given user into the specified group. |
|
* |
|
* Will only work if `Users_Feature` is active. |
|
* In case active config of `Users_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) |
|
{ |
|
if (usersFeature != none) { |
|
return usersFeature.AddUserToGroup_S(user, groupName); |
|
} |
|
return false; |
|
} |
|
|
|
/** |
|
* Removes user with the given SteamID from the specified group. |
|
* |
|
* Will only work if `Users_Feature` is active. |
|
* In case active config of `Users_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) |
|
{ |
|
if (usersFeature != none) { |
|
return usersFeature.RemoveSteamIDFromGroup(steamID, groupName); |
|
} |
|
return false; |
|
} |
|
|
|
/** |
|
* Removes user with the given SteamID from the specified group. |
|
* |
|
* Will only work if `Users_Feature` is active. |
|
* In case active config of `Users_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) |
|
{ |
|
if (usersFeature != none) { |
|
return usersFeature.RemoveSteamIDFromGroup_S(steamID, groupName); |
|
} |
|
return false; |
|
} |
|
|
|
/** |
|
* Removes user (given by the `UserID`) from the specified group. |
|
* |
|
* Will only work if `Users_Feature` is active. |
|
* In case active config of `Users_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) |
|
{ |
|
if (usersFeature != none) { |
|
return usersFeature.RemoveUserIDFromGroup(id, groupName); |
|
} |
|
return false; |
|
} |
|
|
|
/** |
|
* Removes user (given by the `UserID`) from the specified group. |
|
* |
|
* Will only work if `Users_Feature` is active. |
|
* In case active config of `Users_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) |
|
{ |
|
if (usersFeature != none) { |
|
return usersFeature.RemoveUserIDFromGroup_S(id, groupName); |
|
} |
|
return false; |
|
} |
|
|
|
/** |
|
* Removes user from the specified group. |
|
* |
|
* Will only work if `Users_Feature` is active. |
|
* In case active config of `Users_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) |
|
{ |
|
if (usersFeature != none) { |
|
return usersFeature.RemoveUserFromGroup(user, groupName); |
|
} |
|
return false; |
|
} |
|
|
|
/** |
|
* Removes user from the specified group. |
|
* |
|
* Will only work if `Users_Feature` is active. |
|
* In case active config of `Users_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) |
|
{ |
|
if (usersFeature != none) { |
|
return usersFeature.RemoveUserFromGroup_S(user, groupName); |
|
} |
|
return false; |
|
} |
|
|
|
/** |
|
* Returns names of all groups available for the user given by the SteamID. |
|
* |
|
* Will only work if `Users_Feature` is active. |
|
* In case active config of `Users_Feature` is set up 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 array<Text> emptyResult; |
|
|
|
if (usersFeature != none) { |
|
return usersFeature.GetGroupsForSteamID(steamID); |
|
} |
|
return emptyResult; |
|
} |
|
|
|
/** |
|
* Returns names of all groups available for the user given by the SteamID. |
|
* |
|
* Will only work if `Users_Feature` is active. |
|
* In case active config of `Users_Feature` is set up 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 array<string> emptyResult; |
|
|
|
if (usersFeature != none) { |
|
return usersFeature.GetGroupsForSteamID_S(steamID); |
|
} |
|
return emptyResult; |
|
} |
|
|
|
|
|
/** |
|
* Returns names of all groups available for the user given by the `UserID`. |
|
* |
|
* Will only work if `Users_Feature` is active. |
|
* In case active config of `Users_Feature` is set up 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 array<Text> emptyResult; |
|
|
|
if (usersFeature != none) { |
|
return usersFeature.GetGroupsForUserID(id); |
|
} |
|
return emptyResult; |
|
} |
|
|
|
/** |
|
* Returns names of all groups available for the user given by the `UserID`. |
|
* |
|
* Will only work if `Users_Feature` is active. |
|
* In case active config of `Users_Feature` is set up 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 array<string> emptyResult; |
|
|
|
if (usersFeature != none) { |
|
return usersFeature.GetGroupsForUserID_S(id); |
|
} |
|
return emptyResult; |
|
} |
|
|
|
/** |
|
* Returns names of all groups available for the user. |
|
* |
|
* Will only work if `Users_Feature` is active. |
|
* In case active config of `Users_Feature` is set up 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 array<Text> emptyResult; |
|
|
|
if (usersFeature != none) { |
|
return usersFeature.GetGroupsForUser(user); |
|
} |
|
return emptyResult; |
|
} |
|
|
|
/** |
|
* Returns names of all groups available for the user. |
|
* |
|
* Will only work if `Users_Feature` is active. |
|
* In case active config of `Users_Feature` is set up 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 array<string> emptyResult; |
|
|
|
if (usersFeature != none) { |
|
return usersFeature.GetGroupsForUser_S(user); |
|
} |
|
return emptyResult; |
|
} |
|
|
|
/** |
|
* Returns `UserID`s of all users that belong into the group named `groupName`. |
|
* |
|
* @see For more information alongside `UserID`s use |
|
* `GetAnnotatedGroupMembers()`. |
|
* |
|
* Will only work if `Users_Feature` is active. |
|
* In case active config of `Users_Feature` is set up 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 array<UserID> emptyResult; |
|
|
|
if (usersFeature != none) { |
|
return usersFeature.GetGroupMembers(groupName); |
|
} |
|
return emptyResult; |
|
} |
|
|
|
/** |
|
* 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()`. |
|
* |
|
* Will only work if `Users_Feature` is active. |
|
* In case active config of `Users_Feature` is set up 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<Users_Feature.AnnotatedUserID> GetAnnotatedGroupMembers( |
|
BaseText groupName) |
|
{ |
|
local array<Users_Feature.AnnotatedUserID> emptyResult; |
|
|
|
if (usersFeature != none) { |
|
return usersFeature.GetAnnotatedGroupMembers(groupName); |
|
} |
|
return emptyResult; |
|
} |
|
|
|
/** |
|
* 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. |
|
* |
|
* Will only work if `Users_Feature` is active. |
|
* In case active config of `Users_Feature` is set up 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) |
|
{ |
|
if (usersFeature != none) { |
|
return usersFeature.GetAnnotationForSteamID(groupName, steamID); |
|
} |
|
return none; |
|
} |
|
|
|
/** |
|
* 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. |
|
* |
|
* Will only work if `Users_Feature` is active. |
|
* In case active config of `Users_Feature` is set up 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) |
|
{ |
|
if (usersFeature != none) { |
|
return usersFeature.GetAnnotationForSteamID_S(groupName, steamID); |
|
} |
|
return ""; |
|
} |
|
|
|
/** |
|
* 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. |
|
* |
|
* Will only work if `Users_Feature` is active. |
|
* In case active config of `Users_Feature` is set up 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) |
|
{ |
|
if (usersFeature != none) { |
|
return usersFeature.GetAnnotationForUserID(groupName, id); |
|
} |
|
return none; |
|
} |
|
|
|
/** |
|
* 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. |
|
* |
|
* Will only work if `Users_Feature` is active. |
|
* In case active config of `Users_Feature` is set up 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) |
|
{ |
|
if (usersFeature != none) { |
|
return usersFeature.GetAnnotationForUserID_S(groupName, id); |
|
} |
|
return ""; |
|
} |
|
|
|
/** |
|
* 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. |
|
* |
|
* Will only work if `Users_Feature` is active. |
|
* In case active config of `Users_Feature` is set up 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) |
|
{ |
|
if (usersFeature != none) { |
|
return usersFeature.GetAnnotationForUser(groupName, user); |
|
} |
|
return none; |
|
} |
|
|
|
/** |
|
* 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. |
|
* |
|
* Will only work if `Users_Feature` is active. |
|
* In case active config of `Users_Feature` is set up 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) |
|
{ |
|
if (usersFeature != none) { |
|
return usersFeature.GetAnnotationForUser_S(groupName, user); |
|
} |
|
return ""; |
|
} |
|
|
|
/** |
|
* 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) |
|
{ |
|
if (usersFeature != none) { |
|
usersFeature.SetAnnotationForSteamID(groupName, steamID, annotation); |
|
} |
|
} |
|
|
|
/** |
|
* 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) |
|
{ |
|
if (usersFeature != none) { |
|
usersFeature.SetAnnotationForSteamID_S(groupName, steamID, annotation); |
|
} |
|
} |
|
|
|
/** |
|
* 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) |
|
{ |
|
if (usersFeature != none) { |
|
usersFeature.SetAnnotationForUserID(groupName, id, annotation); |
|
} |
|
} |
|
|
|
/** |
|
* 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) |
|
{ |
|
if (usersFeature != none) { |
|
usersFeature.SetAnnotationForUserID_S(groupName, id, annotation); |
|
} |
|
} |
|
|
|
/** |
|
* 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) |
|
{ |
|
if (usersFeature != none) { |
|
usersFeature.SetAnnotationForUser(groupName, user, annotation); |
|
} |
|
} |
|
|
|
/** |
|
* 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) |
|
{ |
|
if (usersFeature != none) { |
|
usersFeature.SetAnnotationForUser_S(groupName, user, annotation); |
|
} |
|
} |
|
|
|
/** |
|
* Checks whether user given by SteamID belongs to the group named `groupName`. |
|
* |
|
* Will only work if `Users_Feature` is active. |
|
* In case active config of `Users_Feature` is set up 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 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 IsSteamIDInGroup( |
|
BaseText steamID, |
|
BaseText groupName) |
|
{ |
|
if (usersFeature != none) { |
|
return usersFeature.IsSteamIDInGroup(steamID, groupName); |
|
} |
|
return false; |
|
} |
|
|
|
/** |
|
* Checks whether user given by SteamID belongs to the group named `groupName`. |
|
* |
|
* Will only work if `Users_Feature` is active. |
|
* In case active config of `Users_Feature` is set up 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 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 IsSteamIDInGroup_S( |
|
string id, |
|
string groupName) |
|
{ |
|
if (usersFeature != none) { |
|
return usersFeature.IsSteamIDInGroup_S(id, groupName); |
|
} |
|
return false; |
|
} |
|
|
|
/** |
|
* Checks whether user given by the `UserID` belongs to the group named |
|
* `groupName`. |
|
* |
|
* Will only work if `Users_Feature` is active. |
|
* In case active config of `Users_Feature` is set up 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) |
|
{ |
|
if (usersFeature != none) { |
|
return usersFeature.IsUserIDInGroup(id, groupName); |
|
} |
|
return false; |
|
} |
|
|
|
/** |
|
* Checks whether user given by the `UserID` belongs to the group named |
|
* `groupName`. |
|
* |
|
* Will only work if `Users_Feature` is active. |
|
* In case active config of `Users_Feature` is set up 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) |
|
{ |
|
if (usersFeature != none) { |
|
return usersFeature.IsUserIDInGroup_S(id, groupName); |
|
} |
|
return false; |
|
} |
|
|
|
/** |
|
* Checks whether user belongs to the given group. |
|
* |
|
* Will only work if `Users_Feature` is active. |
|
* In case active config of `Users_Feature` is set up 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) |
|
{ |
|
if (usersFeature != none) { |
|
return usersFeature.IsUserInGroup(user, groupName); |
|
} |
|
return false; |
|
} |
|
|
|
/** |
|
* Checks whether user belongs to the given group. |
|
* |
|
* Will only work if `Users_Feature` is active. |
|
* In case active config of `Users_Feature` is set up 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) |
|
{ |
|
if (usersFeature != none) { |
|
return usersFeature.IsUserInGroup_S(user, groupName); |
|
} |
|
return false; |
|
} |
|
|
|
/** |
|
* Checks whether user groups' data was already loaded from the source |
|
* (either config file or local/remote database). |
|
* |
|
* Will only work if `Users_Feature` is active. |
|
* 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() |
|
{ |
|
if (usersFeature != none) { |
|
return usersFeature.IsUserGroupDataLoaded(); |
|
} |
|
return false; |
|
} |
|
|
|
defaultproperties |
|
{ |
|
} |