Launcher mod for all Acedia Framework mods
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/**
* Main and only Acedia mutator used for loading Acedia packages
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* and providing access to mutator events' calls.
* Name is chosen to make config files more readable.
* Copyright 2020-2021 Anton Tarasenko
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*------------------------------------------------------------------------------
* 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 Packages extends Mutator
dependson(CoreService)
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config(Acedia);
// Default value of this variable will be used to store
// reference to the active Acedia mutator,
// as well as to ensure there's only one copy of it.
// We can't use 'Singleton' class for that,
// as we have to derive from 'Mutator'.
var private Packages selfReference;
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// Acedia's reference to a `Global` object.
var private Global _;
// Array of predefined services that must be started along with Acedia mutator.
var private config array<string> package;
// Set to `true` to activate Acedia's game modes system
var private config bool useGameModes;
// Responsible for setting up Acedia's game modes in current voting system
var VotingHandlerAdapter votingAdapter;
var Mutator_OnMutate_Signal onMutateSignal;
var Mutator_OnCheckReplacement_Signal onCheckReplacementSignal;
var private LoggerAPI.Definition infoFeatureEnabled;
static public final function Packages GetInstance()
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{
return default.selfReference;
}
// "Constructor"
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event PreBeginPlay()
{
local GameMode currentGameMode;
local array<CoreService.FeatureConfigPair> availableFeatures;
CheckForGarbage();
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// Enforce one copy rule and remember a reference to that copy
if (default.selfReference != none)
{
Destroy();
return;
}
default.selfReference = self;
// Launch and setup core Acedia
class'CoreService'.static.LaunchAcedia(self, package);
_ = class'Global'.static.GetInstance();
SetupMutatorSignals();
// Determine required features and launch them
availableFeatures = CoreService(class'CoreService'.static.GetInstance())
.GetAutoConfigurationInfo();
if (useGameModes)
{
votingAdapter = VotingHandlerAdapter(
_.memory.Allocate(class'VotingHandlerAdapter'));
votingAdapter.InjectIntoVotingHandler();
currentGameMode = votingAdapter.SetupGameModeAfterTravel();
if (currentGameMode != none) {
currentGameMode.UpdateFeatureArray(availableFeatures);
}
}
EnableFeatures(availableFeatures);
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}
// "Finalizer"
function ServerTraveling(string URL, bool bItems)
{
if (votingAdapter != none)
{
votingAdapter.PrepareForServerTravel();
votingAdapter.RestoreVotingHandlerConfigBackup();
_.memory.Free(votingAdapter);
votingAdapter = none;
}
default.selfReference = none;
CoreService(class'CoreService'.static.GetInstance()).ShutdownAcedia();
if (nextMutator != none) {
nextMutator.ServerTraveling(URL, bItems);
}
Destroy();
}
// Checks whether Acedia has left garbage after the previous map.
// This can lead to serious problems, so such diagnostic check is warranted.
private function CheckForGarbage()
{
local int leftoverObjectAmount, leftoverActorAmount, leftoverDBRAmount;
local AcediaObject nextObject;
local AcediaActor nextActor;
local DBRecord nextRecord;
foreach AllObjects(class'AcediaObject', nextObject) {
leftoverObjectAmount += 1;
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}
foreach AllActors(class'AcediaActor', nextActor) {
leftoverActorAmount += 1;
}
foreach AllObjects(class'DBRecord', nextRecord) {
leftoverDBRAmount += 1;
}
if ( leftoverObjectAmount == 0 && leftoverActorAmount == 0
&& leftoverDBRAmount == 0)
{
Log("Acedia garbage check: nothing was found.");
}
else
{
Log("Acedia garbage check: garbage was found." @
"This can cause problems, report it.");
Log("Leftover object:" @ leftoverObjectAmount);
Log("Leftover actors:" @ leftoverActorAmount);
Log("Leftover database records:" @ leftoverDBRAmount);
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}
}
private function EnableFeatures(array<CoreService.FeatureConfigPair> features)
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{
local int i;
for (i = 0; i < features.length; i += 1)
{
if (features[i].featureClass == none) continue;
if (features[i].configName == none) continue;
features[i].featureClass.static.EnableMe(features[i].configName);
_.logger.Auto(infoFeatureEnabled)
.Arg(_.text.FromString(string(features[i].featureClass)))
.Arg(features[i].configName); // consumes `configName`
}
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}
// Fetches and sets up signals that `Mutator` needs to provide
private function SetupMutatorSignals()
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{
local UnrealService service;
service = UnrealService(class'UnrealService'.static.Require());
onMutateSignal = Mutator_OnMutate_Signal(
service.GetSignal(class'Mutator_OnMutate_Signal'));
onCheckReplacementSignal = Mutator_OnCheckReplacement_Signal(
service.GetSignal(class'Mutator_OnCheckReplacement_Signal'));
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}
/**
* Below `Mutator` events are redirected into appropriate signals.
*/
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function bool CheckReplacement(Actor other, out byte isSuperRelevant)
{
if (onCheckReplacementSignal != none) {
return onCheckReplacementSignal.Emit(other, isSuperRelevant);
}
return true;
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}
function Mutate(string command, PlayerController sendingController)
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{
if (onMutateSignal != none) {
onMutateSignal.Emit(command, sendingController);
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}
super.Mutate(command, sendingController);
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}
defaultproperties
{
useGameModes = false
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// This is a server-only mutator
remoteRole = ROLE_None
bAlwaysRelevant = true
// Mutator description
GroupName = "Package loader"
FriendlyName = "Acedia loader"
Description = "Launcher for Acedia packages"
infoFeatureEnabled = (l=LOG_Info,m="Feature `%1` enabled with config \"%2\".")
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}