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Refactor map replacement to be done by separate object

pull/2/head
Anton Tarasenko 2 years ago
parent
commit
8c5a60dccd
  1. 187
      sources/MapList/MapTool.uc
  2. 132
      sources/VotingHandlerAdapter.uc

187
sources/MapList/MapTool.uc

@ -0,0 +1,187 @@
/**
* Copyright 2023 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 MapTool extends AcediaObject;
// Finding voting handler is not cheap, so only do it once and then store it.
var private NativeActorRef votingHandlerReference;
// Maps map pseudonims we've used in voting handler to real map names
var private HashTable pseudonimToMap;
var private array<VotingHandler.MapVoteMapList> outputMapList;
var private int gameModesSeen;
protected function Constructor() {
pseudonimToMap = _.collections.EmptyHashTable();
}
protected function Finalizer() {
_.memory.Free(votingHandlerReference);
_.memory.Free(pseudonimToMap);
votingHandlerReference = none;
pseudonimToMap = none;
outputMapList.length = 0;
gameModesSeen = 0;
}
public function bool Initialize(NativeActorRef initVotingHandlerReference) {
if (initVotingHandlerReference == none) return false;
if (XVotingHandler(initVotingHandlerReference.Get()) == none) return false;
initVotingHandlerReference.NewRef();
votingHandlerReference = initVotingHandlerReference;
return true;
}
public function string LoadGameModeMaps(GameMode gameMode) {
local int i;
local XVotingHandler votingHandler;
local ArrayList gameModeMaps;
local Text mapNameReal, mapNamePseudonim;
local VotingHandler.MapHistoryInfo nextMapInfo;
local VotingHandler.MapVoteMapList nextRecord;
local array<VotingHandler.MapVoteMapList> newMaps;
local string gameModePrefix;
votingHandler = GetVotingHandler();
if (votingHandler == none) {
return "!!!";
}
gameModePrefix = ("KF" $ gameModesSeen);
nextRecord.bEnabled = true;
gameModeMaps = GetAllGameModeMaps(gameMode);
for (i = 0; i < gameModeMaps.GetLength(); i += 1) {
// Make a pseudonim to map connection
mapNameReal = gameModeMaps.GetText(i);
mapNamePseudonim = MakeMapPseudonim(mapNameReal, gameModePrefix);
pseudonimToMap.SetItem(mapNamePseudonim, mapNameReal);
// Setup `VotingHandler.MapVoteMapList` struct for next map
nextRecord.mapName = mapNamePseudonim.ToString();
if (votingHandler.history != none) {
nextMapInfo = votingHandler.history.GetMapHistory(mapNameReal.ToString());
nextRecord.playCount = nextMapInfo.p;
nextRecord.sequence = nextMapInfo.s;
} else {
nextRecord.playCount = 0;
nextRecord.sequence = 0;
}
newMaps[newMaps.length] = nextRecord;
}
AppendMapsIntoHandler(newMaps);
gameModesSeen += 1;
return gameModePrefix;
}
private function Text MakeMapPseudonim(Text realName, string gameModePrefix) {
local Parser parser;
local MutableText prefix, nameBody;
local MutableText result;
result = _.text.FromStringM(gameModePrefix);
result.Append(P("-"));
parser = realName.Parse();
parser.MUntil(prefix, _.text.GetCharacter("-"));
parser.Match(P("-"));
if (parser.Ok()) {
nameBody = parser.GetRemainderM();
result.Append(nameBody);
}
else {
result.Append(realName);
}
_.memory.Free(nameBody);
_.memory.Free(prefix);
_.memory.Free(parser);
return result.IntoText();
}
private function ArrayList GetAllGameModeMaps(GameMode gameMode) {
local int i, j;
local HashTable uniqueMapSet;
local ArrayList result;
local array<Text> usedMapLists;
local MapList nextMapConfig;
local array<string> nextMapArray;
local Text nextMapName, lowerMapName;
uniqueMapSet = _.collections.EmptyHashTable(); // to quickly make sure we add each map only once
result = _.collections.EmptyArrayList();
usedMapLists = gameMode.GetIncludedMapLists();
for (i = 0; i < usedMapLists.length; i += 1) {
// Get maps from `MapList` config
nextMapConfig = MapList(class'MapList'.static.GetConfigInstance(usedMapLists[i]));
nextMapArray.length = 0;
if (nextMapConfig != none) {
nextMapArray = nextMapConfig.map;
} else {
//_.logger.Auto(warnMissingMapList).Arg(usedMapLists[i].Copy());
}
_.memory.Free(nextMapConfig);
// Add maps we haven't yet added from other lists
for (j = 0; j < nextMapArray.length; j += 1) {
nextMapName = _.text.FromString(nextMapArray[j]);
lowerMapName = nextMapName.LowerCopy();
if (!uniqueMapSet.HasKey(lowerMapName)) {
uniqueMapSet.SetItem(lowerMapName, none);
result.AddItem(nextMapName);
}
_.memory.Free(lowerMapName);
_.memory.Free(nextMapName);
}
}
_.memory.Free(uniqueMapSet);
_.memory.FreeMany(usedMapLists);
return result;
}
private function AppendMapsIntoHandler(array<VotingHandler.MapVoteMapList> newMaps) {
local int i;
local XVotingHandler votingHandler;
votingHandler = GetVotingHandler();
if (votingHandler == none) {
warn("votingHandler is none!");
return;
}
if (newMaps.length == 0) {
warn("newMaps.length is 0!");
return;
}
for (i = 0; i < newMaps.length; i += 1) {
outputMapList[outputMapList.length] = newMaps[i];
}
}
public final function InjectMaps() {
local XVotingHandler votingHandler;
votingHandler = GetVotingHandler();
if (votingHandler != none) {
votingHandler.mapList = outputMapList;
votingHandler.mapCount = outputMapList.length;
}
}
private function XVotingHandler GetVotingHandler() {
if (votingHandlerReference != none) {
return XVotingHandler(votingHandlerReference.Get());
}
return none;
}
defaultproperties {
}

132
sources/VotingHandlerAdapter.uc

@ -66,9 +66,6 @@ var private NativeActorRef votingHandlerReference;
// otherwise Acedia will alter its config
var private array<VotingHandler.MapVoteGameConfig> backupVotingHandlerConfig;
// Maps map pseudonims we've used in voting handler to real map names
var private HashTable pseudonimToMap;
// Setting value of this flag to `true` indicates that map switching just
// occurred and we need to recover some information from the previous map.
var private config bool isServerTraveling;
@ -113,6 +110,7 @@ public final function InjectIntoVotingHandler()
local GameMode nextGameMode;
local XVotingHandler votingHandler;
local array<VotingHandler.MapVoteGameConfig> newVotingHandlerConfig;
local MapTool mapTool;
if (votingHandlerReference != none) {
return;
@ -124,17 +122,17 @@ public final function InjectIntoVotingHandler()
_.logger.Auto(fatNoXVotingHandler);
return;
}
pseudonimToMap = _.collections.EmptyHashTable();
votingHandlerReference = _server.unreal.ActorRef(votingHandler);
mapTool = MapTool(_.memory.Allocate(class'MapTool'));
mapTool.Initialize(votingHandlerReference); //TODO check return value
availableGameModes = class'GameMode'.static.AvailableConfigs();
votingHandler.mapCount = 0;
votingHandler.mapList.length = 0;
for (i = 0; i < availableGameModes.length; i += 1) {
nextGameModePrefix = "GM" $ i;
nextGameMode = GameMode(class'GameMode'.static
.GetConfigInstance(availableGameModes[i]));
nextGameModePrefix = mapTool.LoadGameModeMaps(nextGameMode);
newVotingHandlerConfig[i] = BuildVotingHandlerConfig(nextGameMode, nextGameModePrefix);
LoadGameModeMaps(nextGameMode, nextGameModePrefix, votingHandler);
// Setup proper game mode index
if (availableGameModes[i].ToString() == targetGameMode) {
votingHandler.currentGameConfig = i;
@ -142,128 +140,12 @@ public final function InjectIntoVotingHandler()
// Report omitted mutators / server options
nextGameMode.ReportBadMutatorNames();
nextGameMode.ReportBadOptions();
_.memory.Free(nextGameMode);
}
backupVotingHandlerConfig = votingHandler.gameConfig;
votingHandler.gameConfig = newVotingHandlerConfig;
}
private function LoadGameModeMaps(
GameMode gameMode,
string gameModePrefix,
XVotingHandler votingHandler
) {
local int i;
local ArrayList gameModeMaps;
local Text mapNameReal, mapNamePseudonim;
local VotingHandler.MapHistoryInfo nextMapInfo;
local VotingHandler.MapVoteMapList nextRecord;
local array<VotingHandler.MapVoteMapList> newMaps;
nextRecord.bEnabled = true;
gameModeMaps = GetAllGameModeMaps(gameMode);
for (i = 0; i < gameModeMaps.GetLength(); i += 1) {
// Make a pseudonim to map connection
mapNameReal = gameModeMaps.GetText(i);
mapNamePseudonim = MakeMapPseudonim(mapNameReal, gameModePrefix);
pseudonimToMap.SetItem(mapNamePseudonim, mapNameReal);
// Setup `VotingHandler.MapVoteMapList` struct for next map
nextRecord.mapName = mapNamePseudonim.ToString();
if (votingHandler.history != none) {
nextMapInfo = votingHandler.history.GetMapHistory(nextRecord.mapName);
nextRecord.playCount = nextMapInfo.p;
nextRecord.sequence = nextMapInfo.s;
} else {
nextRecord.playCount = 0;
nextRecord.sequence = 0;
}
newMaps[newMaps.length] = nextRecord;
}
AppendMapsIntoHandler(votingHandler, newMaps);
}
private function Text MakeMapPseudonim(Text realName, string gameModePrefix) {
local Parser parser;
local MutableText prefix, nameBody;
local MutableText result;
result = _.text.FromStringM(gameModePrefix);
result.Append(P("-"));
parser = realName.Parse();
parser.MUntil(prefix, _.text.GetCharacter("-"));
parser.Match(P("-"));
if (parser.Ok()) {
nameBody = parser.GetRemainderM();
result.Append(nameBody);
}
else {
result.Append(realName);
}
_.memory.Free(nameBody);
_.memory.Free(prefix);
_.memory.Free(parser);
return result.IntoText();
}
private function ArrayList GetAllGameModeMaps(GameMode gameMode) {
local int i, j;
local HashTable uniqueMapSet;
local ArrayList result;
local array<Text> usedMapLists;
local MapList nextMapConfig;
local array<string> nextMapArray;
local Text nextMapName, lowerMapName;
uniqueMapSet = _.collections.EmptyHashTable(); // to quickly make sure we add each map only once
result = _.collections.EmptyArrayList();
usedMapLists = gameMode.GetIncludedMapLists();
for (i = 0; i < usedMapLists.length; i += 1) {
// Get maps from `MapList` config
nextMapConfig = MapList(class'MapList'.static.GetConfigInstance(usedMapLists[i]));
nextMapArray.length = 0;
if (nextMapConfig != none) {
nextMapArray = nextMapConfig.map;
} else {
_.logger.Auto(warnMissingMapList).Arg(usedMapLists[i].Copy());
}
_.memory.Free(nextMapConfig);
// Add maps we haven't yet added from other lists
for (j = 0; j < nextMapArray.length; j += 1) {
nextMapName = _.text.FromString(nextMapArray[j]);
lowerMapName = nextMapName.LowerCopy();
if (!uniqueMapSet.HasKey(lowerMapName)) {
uniqueMapSet.SetItem(lowerMapName, none);
result.AddItem(nextMapName);
}
_.memory.Free(lowerMapName);
_.memory.Free(nextMapName);
}
}
_.memory.Free(uniqueMapSet);
_.memory.FreeMany(usedMapLists);
return result;
}
private function AppendMapsIntoHandler(
XVotingHandler votingHandler,
array<VotingHandler.MapVoteMapList> newMaps
) {
local int i;
local array<VotingHandler.MapVoteMapList> mapListCopy;
if (votingHandler == none) {
warn("votingHandler is none!");
return;
}
if (newMaps.length == 0) {
warn("newMaps.length is 0!");
return;
}
mapListCopy = votingHandler.mapList;
for (i = 0; i < newMaps.length; i += 1) {
mapListCopy[mapListCopy.length] = newMaps[i];
}
votingHandler.mapList = mapListCopy;
votingHandler.mapCount += newMaps.length;
mapTool.InjectMaps();
_.memory.Free(mapTool);
}
private function VotingHandler.MapVoteGameConfig BuildVotingHandlerConfig(

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