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Refactor loading to init Acedia's server API faster

This change was mostly done in an attempt to create Acedia's server API
faster and, consecuently, load required `Feature`s faster as well. As a
byproduct - Acedia launcer's core settings (inside
`[AcediaLauncher.Packages]` serction) were moved to a separate `Object`,
accessible from all Acedia classes. This is also the cleaner way to do
it.
develop
Anton Tarasenko 2 years ago
parent
commit
1fd566b6ad
  1. 119
      sources/AcediaLauncherMut.uc
  2. 249
      sources/Packages.uc
  3. 156
      sources/StartUp.uc

119
sources/AcediaLauncherMut.uc

@ -0,0 +1,119 @@
/**
* Main and only Acedia mutator. Used for providing access to mutator
* events' calls and detecting server travel.
* Copyright 2020-2022 Anton Tarasenko
*------------------------------------------------------------------------------
* This file is part of Acedia.
*
* Acedia is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, version 3 of the License, or
* (at your option) any later version.
*
* Acedia is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with Acedia. If not, see <https://www.gnu.org/licenses/>.
*/
class AcediaLauncherMut extends Mutator;
// Acedia's reference to a `Global` object.
var private Global _;
// Responsible for setting up Acedia's game modes in current voting system
var private VotingHandlerAdapter votingAdapter;
var Mutator_OnMutate_Signal onMutateSignal;
var Mutator_OnModifyLogin_Signal onModifyLoginSignal;
var Mutator_OnCheckReplacement_Signal onCheckReplacementSignal;
simulated function PreBeginPlay()
{
local StartUp startUpActor;
if (level.netMode == NM_DedicatedServer)
{
foreach AllActors(class'StartUp', startUpActor)
{
votingAdapter = startUpActor.GetVotingHandlerAdapter();
startUpActor.Destroy();
break;
}
if (votingAdapter != none) {
votingAdapter.InjectIntoVotingHandler();
}
SetupMutatorSignals();
}
else
{
_ = class'Global'.static.GetInstance();
class'ClientLevelCore'.static.CreateLevelCore(self);
}
}
function ServerTraveling(string URL, bool bItems)
{
if (votingAdapter != none)
{
votingAdapter.PrepareForServerTravel();
votingAdapter.RestoreVotingHandlerConfigBackup();
_.memory.Free(votingAdapter);
votingAdapter = none;
}
_.environment.ShutDown();
if (nextMutator != none) {
nextMutator.ServerTraveling(URL, bItems);
}
Destroy();
}
// Fetches and sets up signals that `Mutator` needs to provide
private function SetupMutatorSignals()
{
local ServerUnrealService service;
service = ServerUnrealService(class'ServerUnrealService'.static.Require());
onMutateSignal = Mutator_OnMutate_Signal(
service.GetSignal(class'Mutator_OnMutate_Signal'));
onModifyLoginSignal = Mutator_OnModifyLogin_Signal(
service.GetSignal(class'Mutator_OnModifyLogin_Signal'));
onCheckReplacementSignal = Mutator_OnCheckReplacement_Signal(
service.GetSignal(class'Mutator_OnCheckReplacement_Signal'));
}
function bool CheckReplacement(Actor other, out byte isSuperRelevant)
{
if (onCheckReplacementSignal != none) {
return onCheckReplacementSignal.Emit(other, isSuperRelevant);
}
return true;
}
function Mutate(string command, PlayerController sendingController)
{
if (onMutateSignal != none) {
onMutateSignal.Emit(command, sendingController);
}
super.Mutate(command, sendingController);
}
function ModifyLogin(out string portal, out string options)
{
if (onModifyLoginSignal != none) {
onModifyLoginSignal.Emit(portal, options);
}
super.ModifyLogin(portal, options);
}
defaultproperties
{
remoteRole = ROLE_SimulatedProxy
bAlwaysRelevant = true
// Mutator description
GroupName = "Package loader"
FriendlyName = "Acedia loader"
Description = "Launcher for Acedia packages"
}

249
sources/Packages.uc

@ -1,8 +1,7 @@
/**
* Main and only Acedia mutator used for loading Acedia packages
* and providing access to mutator events' calls.
* Name is chosen to make config files more readable.
* Copyright 2020-2022 Anton Tarasenko
* Object for storing launcher's core settings and defining types that will be
* used everywhere in this package.
* Copyright 2022 Anton Tarasenko
*------------------------------------------------------------------------------
* This file is part of Acedia.
*
@ -19,29 +18,15 @@
* 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
class Packages extends Object
config(AcediaLauncher);
// Acedia's reference to a `Global` object.
var private Global _;
var private ServerGlobal _server;
var private ClientGlobal _client;
// Load Acedia on the client as well? DON NOT TOUCH THIS
var private config bool clientside;
// Load Acedia on the client as well? DO NOT TOUCH THIS
var public config bool clientside;
// Array of predefined services that must be started along with Acedia mutator.
var private config array<string> package;
var public 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_OnModifyLogin_Signal onModifyLoginSignal;
var Mutator_OnCheckReplacement_Signal onCheckReplacementSignal;
var private LoggerAPI.Definition infoFeatureEnabled;
var private LoggerAPI.Definition errNoServerLevelCore, errorCannotRunTests;
var public config bool useGameModes;
struct FeatureConfigPair
{
@ -49,226 +34,8 @@ struct FeatureConfigPair
var public Text configName;
};
// "Constructor"
simulated function PreBeginPlay()
{
if (level.netMode == NM_DedicatedServer) {
InitializeServer();
}
else {
InitializeClient();
}
}
private simulated function InitializeClient()
{
_ = class'Global'.static.GetInstance();
class'ClientLevelCore'.static.CreateLevelCore(self);
}
private function InitializeServer()
{
local int i;
local LevelCore serverCore;
local GameMode currentGameMode;
local array<FeatureConfigPair> availableFeatures;
if (clientside) {
AddToPackageMap("AcediaLauncher");
}
CheckForGarbage();
// Launch and setup core Acedia
_ = class'Global'.static.GetInstance();
_server = class'ServerGlobal'.static.GetInstance();
_client = class'ClientGlobal'.static.GetInstance();
serverCore = class'ServerLevelCore'.static.CreateLevelCore(self);
for (i = 0; i < package.length; i += 1) {
_.environment.RegisterPackage_S(package[i]);
}
if (serverCore != none) {
_server.ConnectServerLevelCore();
}
else
{
_.logger.Auto(errNoServerLevelCore);
return;
}
if (class'TestingService'.default.runTestsOnStartUp) {
RunStartUpTests();
}
SetupMutatorSignals();
// Determine required features and launch them
availableFeatures = GetAutoConfigurationInfo();
if (useGameModes)
{
votingAdapter = VotingHandlerAdapter(
_.memory.Allocate(class'VotingHandlerAdapter'));
currentGameMode = votingAdapter.SetupGameModeAfterTravel();
if (currentGameMode != none) {
currentGameMode.UpdateFeatureArray(availableFeatures);
}
}
EnableFeatures(availableFeatures);
if (votingAdapter != none) {
votingAdapter.InjectIntoVotingHandler();
}
}
// "Finalizer"
function ServerTraveling(string URL, bool bItems)
{
if (votingAdapter != none)
{
votingAdapter.PrepareForServerTravel();
votingAdapter.RestoreVotingHandlerConfigBackup();
_.memory.Free(votingAdapter);
votingAdapter = none;
}
_.environment.ShutDown();
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;
local int leftoverActorAmount;
local int leftoverDBRAmount;
local AcediaObject nextObject;
local AcediaActor nextActor;
local DBRecord nextRecord;
foreach AllObjects(class'AcediaObject', nextObject) {
leftoverObjectAmount += 1;
}
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);
}
}
public final function array<FeatureConfigPair> GetAutoConfigurationInfo()
{
local int i;
local array< class<Feature> > availableFeatures;
local FeatureConfigPair nextPair;
local array<FeatureConfigPair> result;
availableFeatures = _.environment.GetAvailableFeatures();
for (i = 0; i < availableFeatures.length; i += 1)
{
nextPair.featureClass = availableFeatures[i];
nextPair.configName = availableFeatures[i].static
.GetAutoEnabledConfig();
result[result.length] = nextPair;
}
return result;
}
private function EnableFeatures(array<FeatureConfigPair> features)
{
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`
}
}
// Fetches and sets up signals that `Mutator` needs to provide
private function SetupMutatorSignals()
{
local ServerUnrealService service;
service = ServerUnrealService(class'ServerUnrealService'.static.Require());
onMutateSignal = Mutator_OnMutate_Signal(
service.GetSignal(class'Mutator_OnMutate_Signal'));
onModifyLoginSignal = Mutator_OnModifyLogin_Signal(
service.GetSignal(class'Mutator_OnModifyLogin_Signal'));
onCheckReplacementSignal = Mutator_OnCheckReplacement_Signal(
service.GetSignal(class'Mutator_OnCheckReplacement_Signal'));
}
private final function RunStartUpTests()
{
local TestingService testService;
testService = TestingService(class'TestingService'.static.Require());
testService.PrepareTests();
if (testService.filterTestsByName) {
testService.FilterByName(testService.requiredName);
}
if (testService.filterTestsByGroup) {
testService.FilterByGroup(testService.requiredGroup);
}
if (!testService.Run()) {
_.logger.Auto(errorCannotRunTests);
}
}
/**
* Below `Mutator` events are redirected into appropriate signals.
*/
function bool CheckReplacement(Actor other, out byte isSuperRelevant)
{
if (onCheckReplacementSignal != none) {
return onCheckReplacementSignal.Emit(other, isSuperRelevant);
}
return true;
}
function Mutate(string command, PlayerController sendingController)
{
if (onMutateSignal != none) {
onMutateSignal.Emit(command, sendingController);
}
super.Mutate(command, sendingController);
}
function ModifyLogin(out string portal, out string options)
{
if (onModifyLoginSignal != none) {
onModifyLoginSignal.Emit(portal, options);
}
super.ModifyLogin(portal, options);
}
defaultproperties
{
clientside = false
useGameModes = false
// This is a server-only mutator
remoteRole = ROLE_SimulatedProxy
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\".")
errNoServerLevelCore = (l=LOG_Error,m="Cannot create `ServerLevelCore`!")
errorCannotRunTests = (l=LOG_Error,m="Could not perform Acedia's tests.")
}

156
sources/StartUp.uc

@ -1,5 +1,5 @@
/**
* This actor's role is to add Acedia mutator on listen and dedicated servers.
* This actor's role is to perform Acedia's server startup.
* Copyright 2019-2022 Anton Tarasenko
*------------------------------------------------------------------------------
* This file is part of Acedia.
@ -17,20 +17,168 @@
* You should have received a copy of the GNU General Public License
* along with Acedia. If not, see <https://www.gnu.org/licenses/>.
*/
class StartUp extends Actor
dependson(Packages);
class StartUp extends Actor;
// Acedia's reference to a `Global` object.
var private Global _;
var private ServerGlobal _server;
// Responsible for setting up Acedia's game modes in current voting system
var private VotingHandlerAdapter votingAdapter;
var private LoggerAPI.Definition infoFeatureEnabled;
var private LoggerAPI.Definition errNoServerLevelCore, errorCannotRunTests;
function PreBeginPlay()
{
super.PreBeginPlay();
InitializeServer();
if (level != none && level.game != none) {
level.game.AddMutator(string(class'Packages'));
level.game.AddMutator(string(class'AcediaLauncherMut'));
}
}
public function VotingHandlerAdapter GetVotingHandlerAdapter()
{
if (votingAdapter != none) {
votingAdapter.NewRef();
}
return votingAdapter;
}
private function InitializeServer()
{
local int i;
local LevelCore serverCore;
local GameMode currentGameMode;
local array<Packages.FeatureConfigPair> availableFeatures;
if (class'Packages'.default.clientside) {
AddToPackageMap("AcediaLauncher");
}
CheckForGarbage();
// Launch and setup core Acedia
_ = class'Global'.static.GetInstance();
_server = class'ServerGlobal'.static.GetInstance();
serverCore = class'ServerLevelCore'.static.CreateLevelCore(self);
for (i = 0; i < class'Packages'.default.package.length; i += 1) {
_.environment.RegisterPackage_S(class'Packages'.default.package[i]);
}
if (serverCore != none) {
_server.ConnectServerLevelCore();
}
else
{
_.logger.Auto(errNoServerLevelCore);
return;
}
if (class'TestingService'.default.runTestsOnStartUp) {
RunStartUpTests();
}
// Determine required features and launch them
availableFeatures = GetAutoConfigurationInfo();
if (class'Packages'.default.useGameModes)
{
votingAdapter = VotingHandlerAdapter(
_.memory.Allocate(class'VotingHandlerAdapter'));
currentGameMode = votingAdapter.SetupGameModeAfterTravel();
if (currentGameMode != none) {
currentGameMode.UpdateFeatureArray(availableFeatures);
}
}
EnableFeatures(availableFeatures);
}
// 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;
local int leftoverActorAmount;
local int leftoverDBRAmount;
local AcediaObject nextObject;
local AcediaActor nextActor;
local DBRecord nextRecord;
foreach AllObjects(class'AcediaObject', nextObject) {
leftoverObjectAmount += 1;
}
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);
}
}
public function array<Packages.FeatureConfigPair> GetAutoConfigurationInfo()
{
local int i;
local array< class<Feature> > availableFeatures;
local Packages.FeatureConfigPair nextPair;
local array<Packages.FeatureConfigPair> result;
availableFeatures = _.environment.GetAvailableFeatures();
for (i = 0; i < availableFeatures.length; i += 1)
{
nextPair.featureClass = availableFeatures[i];
nextPair.configName = availableFeatures[i].static
.GetAutoEnabledConfig();
result[result.length] = nextPair;
}
return result;
}
private function EnableFeatures(array<Packages.FeatureConfigPair> features)
{
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`
}
}
private final function RunStartUpTests()
{
local TestingService testService;
testService = TestingService(class'TestingService'.static.Require());
testService.PrepareTests();
if (testService.filterTestsByName) {
testService.FilterByName(testService.requiredName);
}
if (testService.filterTestsByGroup) {
testService.FilterByGroup(testService.requiredGroup);
}
if (!testService.Run()) {
_.logger.Auto(errorCannotRunTests);
}
Destroy();
}
defaultproperties
{
// This is a server-only actor
remoteRole = ROLE_None
infoFeatureEnabled = (l=LOG_Info,m="Feature `%1` enabled with config \"%2\".")
errNoServerLevelCore = (l=LOG_Error,m="Cannot create `ServerLevelCore`!")
errorCannotRunTests = (l=LOG_Error,m="Could not perform Acedia's tests.")
}
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