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/**
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* This actor's role is to perform Acedia's server startup.
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* Copyright 2019-2023 Anton Tarasenko
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* 2023 Shtoyan
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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 StartUp extends Actor
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dependson(Packages);
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// Acedia's reference to a `Global` object.
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var private Global _;
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var private ServerGlobal _server;
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// Responsible for setting up Acedia's game modes in current voting system
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var private VotingHandlerAdapter votingAdapter;
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var private LoggerAPI.Definition infoFeatureEnabled;
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var private LoggerAPI.Definition errorCannotRunTests;
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function PreBeginPlay()
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{
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super.PreBeginPlay();
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InitializeServer();
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if (level != none && level.game != none) {
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level.game.AddMutator(string(class'AcediaLauncherMut'));
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}
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}
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public function VotingHandlerAdapter GetVotingHandlerAdapter()
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{
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if (votingAdapter != none) {
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votingAdapter.NewRef();
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}
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return votingAdapter;
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}
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private function InitializeServer()
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{
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local int i;
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local GameMode currentGameMode;
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local array<Packages.FeatureConfigPair> availableFeatures;
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if (class'Packages'.default.clientside) {
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AddToPackageMap("AcediaLauncher");
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}
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CheckForGarbage();
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// Launch and setup core Acedia
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_ = class'Global'.static.GetInstance();
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_server = class'ServerGlobal'.static.GetInstance();
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class'ServerLevelCore'.static.CreateLevelCore(self);
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class'MapList'.static.Initialize();
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for (i = 0; i < class'Packages'.default.package.length; i += 1) {
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_.environment.RegisterPackage_S(class'Packages'.default.package[i]);
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}
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if (class'TestingService'.default.runTestsOnStartUp) {
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RunStartUpTests();
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}
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// Determine required features and launch them
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availableFeatures = GetAutoConfigurationInfo();
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if (class'Packages'.default.useGameModes)
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{
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class'GameMode'.static.Initialize();
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votingAdapter = VotingHandlerAdapter(
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_.memory.Allocate(class'VotingHandlerAdapter'));
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currentGameMode = votingAdapter.SetupGameModeAfterTravel();
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if (currentGameMode != none) {
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currentGameMode.UpdateFeatureArray(availableFeatures);
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}
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}
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EnableFeatures(availableFeatures);
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}
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// Checks whether Acedia has left garbage after the previous map.
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// This can lead to serious problems, so such diagnostic check is warranted.
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private function CheckForGarbage()
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{
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local int leftoverObjectAmount;
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local int leftoverActorAmount;
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local int leftoverDBRAmount;
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local AcediaObject nextObject;
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local AcediaActor nextActor;
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local DBRecord nextRecord;
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foreach AllObjects(class'AcediaObject', nextObject) {
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leftoverObjectAmount += 1;
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}
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foreach AllActors(class'AcediaActor', nextActor) {
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leftoverActorAmount += 1;
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}
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foreach AllObjects(class'DBRecord', nextRecord) {
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leftoverDBRAmount += 1;
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}
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if ( leftoverObjectAmount == 0 && leftoverActorAmount == 0
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&& leftoverDBRAmount == 0)
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{
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Log("Acedia garbage check: nothing was found.");
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}
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else
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{
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Log("Acedia garbage check: garbage was found." @
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"This can cause problems, report it.");
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Log("Leftover object:" @ leftoverObjectAmount);
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Log("Leftover actors:" @ leftoverActorAmount);
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Log("Leftover database records:" @ leftoverDBRAmount);
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}
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}
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public function array<Packages.FeatureConfigPair> GetAutoConfigurationInfo()
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{
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local int i;
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local Text autoConfig;
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local array< class<Feature> > availableFeatures;
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local Packages.FeatureConfigPair nextPair;
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local array<Packages.FeatureConfigPair> result;
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availableFeatures = _.environment.GetAvailableFeatures();
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for (i = 0; i < availableFeatures.length; i += 1)
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{
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autoConfig = availableFeatures[i].static.GetAutoEnabledConfig();
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if (autoConfig != none)
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{
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nextPair.featureClass = availableFeatures[i];
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nextPair.configName = autoConfig;
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result[result.length] = nextPair;
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}
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}
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return result;
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}
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private function EnableFeatures(array<Packages.FeatureConfigPair> features)
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{
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local int i;
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local Text defaultConfigName;
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local Text nextConfigName;
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defaultConfigName = _.text.FromString("default");
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for (i = 0; i < features.length; i += 1)
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{
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if (features[i].featureClass == none) {
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continue;
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}
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// `configName` being `none` here means that config name was not
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// specified through config and we should fallback to "default"
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if (features[i].configName == none) {
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nextConfigName = defaultConfigName.Copy();
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}
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else {
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nextConfigName = features[i].configName.Copy();
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}
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features[i].featureClass.static.EnableMe(nextConfigName);
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_.logger.Auto(infoFeatureEnabled)
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.Arg(_.text.FromString(string(features[i].featureClass)))
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.Arg(nextConfigName); // consumes `nextConfigName`
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}
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defaultConfigName.FreeSelf();
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}
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private final function RunStartUpTests()
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{
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local TestingService testService;
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testService = TestingService(class'TestingService'.static.Require());
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testService.PrepareTests();
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if (testService.filterTestsByName) {
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testService.FilterByName(testService.requiredName);
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}
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if (testService.filterTestsByGroup) {
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testService.FilterByGroup(testService.requiredGroup);
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}
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if (!testService.Run()) {
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_.logger.Auto(errorCannotRunTests);
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}
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}
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defaultproperties
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{
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// This is a server-only actor
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remoteRole = ROLE_None
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infoFeatureEnabled = (l=LOG_Info,m="Feature `%1` enabled with config \"%2\".")
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errorCannotRunTests = (l=LOG_Error,m="Could not perform Acedia's tests.")
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}
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