Browse Source

Move most files to other Acedia packages

develop
Anton Tarasenko 4 years ago
parent
commit
c42edfb88f
  1. 258
      config/Acedia.ini
  2. 165
      config/AcediaAliases_Colors.ini
  3. 17
      config/AcediaAliases_Tests.ini
  4. 547
      config/AcediaAliases_Weapons.ini
  5. 180
      config/AcediaSystem.ini
  6. 138
      docs/Aliases.md
  7. 16
      docs/Colors.md
  8. 45
      sources/Core/AcediaActor.uc
  9. 40
      sources/Core/AcediaObject.uc
  10. 32
      sources/Core/AcediaReplicationInfo.uc
  11. 218
      sources/Core/Aliases/AliasHash.uc
  12. 135
      sources/Core/Aliases/AliasService.uc
  13. 379
      sources/Core/Aliases/AliasSource.uc
  14. 142
      sources/Core/Aliases/Aliases.uc
  15. 233
      sources/Core/Aliases/AliasesAPI.uc
  16. 27
      sources/Core/Aliases/BuiltInSources/ColorAliasSource.uc
  17. 27
      sources/Core/Aliases/BuiltInSources/ColorAliases.uc
  18. 27
      sources/Core/Aliases/BuiltInSources/WeaponAliasSource.uc
  19. 27
      sources/Core/Aliases/BuiltInSources/WeaponAliases.uc
  20. 27
      sources/Core/Aliases/Tests/MockAliasSource.uc
  21. 27
      sources/Core/Aliases/Tests/MockAliases.uc
  22. 133
      sources/Core/Aliases/Tests/TEST_Aliases.uc
  23. 812
      sources/Core/Color/ColorAPI.uc
  24. 507
      sources/Core/Color/Tests/TEST_ColorAPI.uc
  25. 280
      sources/Core/Console/ConsoleAPI.uc
  26. 393
      sources/Core/Console/ConsoleBuffer.uc
  27. 373
      sources/Core/Console/ConsoleWriter.uc
  28. 351
      sources/Core/Data/JSON/JArray.uc
  29. 265
      sources/Core/Data/JSON/JObject.uc
  30. 84
      sources/Core/Data/JSON/JSON.uc
  31. 38
      sources/Core/Data/JSON/JSONAPI.uc
  32. 711
      sources/Core/Data/JSON/Tests/TEST_JSON.uc
  33. 142
      sources/Core/Events/Broadcast/BroadcastEvents.uc
  34. 197
      sources/Core/Events/Broadcast/BroadcastHandler.uc
  35. 120
      sources/Core/Events/Broadcast/BroadcastListenerBase.uc
  36. 159
      sources/Core/Events/Events.uc
  37. 59
      sources/Core/Events/Listener.uc
  38. 56
      sources/Core/Events/Mutator/MutatorEvents.uc
  39. 47
      sources/Core/Events/Mutator/MutatorListenerBase.uc
  40. 117
      sources/Core/Feature.uc
  41. 92
      sources/Core/Logger/LoggerAPI.uc
  42. 166
      sources/Core/Logger/LoggerService.uc
  43. 290
      sources/Core/Memory/MemoryAPI.uc
  44. 81
      sources/Core/Service.uc
  45. 104
      sources/Core/Singleton.uc
  46. 294
      sources/Core/Testing/IssueSummary.uc
  47. 66
      sources/Core/Testing/Service/TestingEvents.uc
  48. 253
      sources/Core/Testing/Service/TestingService.uc
  49. 226
      sources/Core/Testing/TestCase.uc
  50. 540
      sources/Core/Testing/TestCaseSummary.uc
  51. 1312
      sources/Core/Text/Parser.uc
  52. BIN
      sources/Core/Text/Tests/TEST_Parser.uc
  53. BIN
      sources/Core/Text/Tests/TEST_Text.uc
  54. BIN
      sources/Core/Text/Tests/TEST_TextAPI.uc
  55. 290
      sources/Core/Text/Text.uc
  56. 1281
      sources/Core/Text/TextAPI.uc
  57. 4320
      sources/Core/Text/UnicodeData.uc
  58. 85
      sources/Features/FixAmmoSelling/AmmoPickupStalker.uc
  59. 395
      sources/Features/FixAmmoSelling/FixAmmoSelling.uc
  60. 26
      sources/Features/FixAmmoSelling/FixedClasses/FixAmmoSellingClass_CamoM32Pickup.uc
  61. 26
      sources/Features/FixAmmoSelling/FixedClasses/FixAmmoSellingClass_CrossbowPickup.uc
  62. 26
      sources/Features/FixAmmoSelling/FixedClasses/FixAmmoSellingClass_GoldenM79Pickup.uc
  63. 26
      sources/Features/FixAmmoSelling/FixedClasses/FixAmmoSellingClass_LAWPickup.uc
  64. 26
      sources/Features/FixAmmoSelling/FixedClasses/FixAmmoSellingClass_M32Pickup.uc
  65. 26
      sources/Features/FixAmmoSelling/FixedClasses/FixAmmoSellingClass_M79Pickup.uc
  66. 26
      sources/Features/FixAmmoSelling/FixedClasses/FixAmmoSellingClass_PipeBombPickup.uc
  67. 27
      sources/Features/FixAmmoSelling/FixedClasses/FixAmmoSellingClass_SPGrenadePickup.uc
  68. 26
      sources/Features/FixAmmoSelling/FixedClasses/FixAmmoSellingClass_SealSquealPickup.uc
  69. 26
      sources/Features/FixAmmoSelling/FixedClasses/FixAmmoSellingClass_SeekerSixPickup.uc
  70. 97
      sources/Features/FixAmmoSelling/MutatorListener_FixAmmoSelling.uc
  71. 252
      sources/Features/FixDoshSpam/FixDoshSpam.uc
  72. 51
      sources/Features/FixDoshSpam/MutatorListener_FixDoshSpam.uc
  73. 45
      sources/Features/FixDualiesCost/DualiesCostRule.uc
  74. 454
      sources/Features/FixDualiesCost/FixDualiesCost.uc
  75. 43
      sources/Features/FixDualiesCost/MutatorListener_FixDualiesCost.uc
  76. 74
      sources/Features/FixFFHack/FFHackRule.uc
  77. 152
      sources/Features/FixFFHack/FixFFHack.uc
  78. 233
      sources/Features/FixInfiniteNades/FixInfiniteNades.uc
  79. 36
      sources/Features/FixInfiniteNades/FixedFragFire.uc
  80. 44
      sources/Features/FixInfiniteNades/MutatorListener_FixInfiniteNades.uc
  81. 225
      sources/Features/FixInventoryAbuse/FixInventoryAbuse.uc
  82. 51
      sources/Features/FixSpectatorCrash/BroadcastListener_FixSpectatorCrash.uc
  83. 291
      sources/Features/FixSpectatorCrash/FixSpectatorCrash.uc
  84. 188
      sources/Features/FixZedTimeLags/FixZedTimeLags.uc
  85. 51
      sources/Global.uc
  86. 55
      sources/Manifest.uc
  87. 76
      sources/Packages.uc
  88. 52
      sources/Services/Connection/ConnectionEvents.uc
  89. 34
      sources/Services/Connection/ConnectionListenerBase.uc
  90. 143
      sources/Services/Connection/ConnectionService.uc
  91. 53
      sources/Services/Connection/MutatorListener_Connection.uc
  92. 2
      sources/StartUp.uc
  93. 27
      sources/TestingListener_AcediaLauncher.uc

258
config/Acedia.ini

@ -1,255 +1,3 @@
[Acedia.FixDualiesCost]
; This feature fixes several issues, related to the selling price of both
; single and dual pistols, all originating from the existence of dual weapons.
; Most notable issue is the ability to "print" money by buying and
; selling pistols in a certain way.
;
; Fix only works with vanilla pistols, as it's unpredictable what
; custom ones can do and they can handle these issues on their own
; in a better way.
autoEnable=true
; Some issues involve possible decrease in pistols' price and
; don't lead to the exploit, but are still bugs and require fixing.
; If you have a Deagle in your inventory and then get another one
; (by either buying or picking it off the ground) - the price of resulting
; dual pistols will be set to the price of the last deagle,
; like the first one wasn't worth anything at all.
; In particular this means that (prices are off-perk for more clarity):
; 1. If you buy dual deagles (-1000 do$h) and then sell them at 75% of
; the cost (+750 do$h), you lose 250 do$h;
; 2. If you first buy a deagle (-500 do$h), then buy
; the second one (-500 do$h) and then sell them, you'll only get
; 75% of the cost of 1 deagle (+375 do$h), now losing 625 do$h;
; 3. So if you already have bought a deagle (-500 do$h),
; you can get a more expensive weapon by doing a stupid thing
; and first selling your Deagle (+375 do$h),
; then buying dual deagles (-1000 do$h).
; If you sell them after that, you'll gain 75% of the cost of
; dual deagles (+750 do$h), leaving you with losing only 375 do$h.
; Of course, situations described above are only relevant if you're planning
; to sell your weapons at some point and most players won't even
; notice these issues.
; But such an oversight still shouldn't exist in a game and we fix it by
; setting sell value of dualies as a sum of values of each pistol.
; Yet, fixing this issue leads to players having more expensive
; (while fairly priced) weapons than on vanilla, technically making
; the game easier. And some people might object to having that in
; a whitelisted bug-fixing feature.
; These people are, without a question, complete degenerates.
; But making mods for only non-mentally challenged isn't inclusive.
; So we add this option.
; Set it to 'false' if you only want to fix ammo printing
; and leave the rest of the bullshit as-is.
allowSellValueIncrease=true
[Acedia.FixAmmoSelling]
; This feature addressed an oversight in vanilla code that
; allows clients to sell weapon's ammunition.
; Due to the implementation of ammo selling, this allows cheaters to
; "print money" by buying and selling ammo over and over again.
autoEnable=true
; Due to how this fix works, players with level below 6 get charged less
; than necessary by the shop and this fix must take the rest of
; the cost by itself.
; The problem is, due to how ammo purchase is coded, low-level (<6 lvl)
; players can actually buy more ammo for "fixed" weapons than they can afford
; by filling ammo for one or all weapons.
; Setting this flag to 'true' will allow us to still take full cost
; from them, putting them in "debt" (having negative dosh amount).
; If you don't want to have players with negative dosh values on your server
; as a side-effect of this fix, then leave this flag as 'false',
; letting low level players buy ammo cheaper
; (but not cheaper than lvl6 could).
; NOTE: this issue doesn't affect level 6 players.
; NOTE #2: this fix does give players below level 6 some
; technical advantage compared to vanilla game, but this advantage
; cannot exceed benefits of having level 6.
allowNegativeDosh=false
[Acedia.FixInventoryAbuse]
; This feature addressed two issues with the inventory:
; 1. Players carrying amount of weapons that shouldn't be allowed by the
; weight limit.
; 2. Players carrying two variants of the same gun.
; For example carrying both M32 and camo M32.
; Single and dual version of the same weapon are also considered
; the same type of gun, so you shouldn't be able to carry
; both MK23 and dual MK23 or dual handcannons and golden handcannon.
; But cheaters do. But not with this fix.
autoEnable=true
; How often (in seconds) should we do inventory validation checks?
; You shouldn't really worry about performance, but there's also no need to
; do this check too often.
checkInterval=0.25
; For this fix to properly work, this array must contain an entry for
; every dual weapon in the game (like pistols, with single and dual versions).
; It's made configurable in case of custom dual weapons.
dualiesClasses=(single=class'KFMod.SinglePickup',dual=class'KFMod.DualiesPickup')
dualiesClasses=(single=class'KFMod.Magnum44Pickup',dual=class'KFMod.Dual44MagnumPickup')
dualiesClasses=(single=class'KFMod.MK23Pickup',dual=class'KFMod.DualMK23Pickup')
dualiesClasses=(single=class'KFMod.DeaglePickup',dual=class'KFMod.DualDeaglePickup')
dualiesClasses=(single=class'KFMod.GoldenDeaglePickup',dual=class'KFMod.GoldenDualDeaglePickup')
dualiesClasses=(single=class'KFMod.FlareRevolverPickup',dual=class'KFMod.DualFlareRevolverPickup')
[Acedia.FixInfiniteNades]
; This feature fixes a vulnerability in a code of 'Frag' that can allow
; player to throw grenades even when he no longer has any.
; There's also no cooldowns on the throw, which can lead to a server crash.
autoEnable=true
; Setting this flag to 'true' will allow to throw grenades by calling
; 'ServerThrow' directly, as long as player has necessary ammo.
; This can allow some players to throw grenades much quicker than intended,
; therefore it's suggested to keep this flag set to 'false'.
ignoreTossFlags=false
[Acedia.FixDoshSpam]
; This feature addressed two dosh-related issues:
; 1. Crashing servers by spamming 'CashPickup' actors with 'TossCash';
; 2. Breaking collision detection logic by stacking large amount of
; 'CashPickup' actors in one place, which allows one to either
; reach unintended locations or even instantly kill zeds.
;
; It fixes them by limiting speed, with which dosh can spawn, and
; allowing this limit to decrease when there's already too much dosh
; present on the map.
autoEnable=true
; Highest and lowest speed with which players can throw dosh wads.
; It'll be evenly spread between all players.
; For example, if speed is set to 6 and only one player will be spamming dosh,
; - he'll be able to throw 6 wads of dosh per second;
; but if all 6 players are spamming it, - each will throw only 1 per second.
; NOTE: these speed values can be exceeded, since a player is guaranteed
; to be able to throw at least one wad of dosh, if he didn't do so in awhile.
; NOTE #2: if maximum value is less than minimum one,
; the lowest (maximum one) will be used.
doshPerSecondLimitMax=50
doshPerSecondLimitMin=5
; Amount of dosh pickups on the map at which we must set dosh per second
; to 'doshPerSecondLimitMin'.
; We use 'doshPerSecondLimitMax' when there's no dosh on the map and
; scale linearly between them as it's amount grows.
criticalDoshAmount=25
[Acedia.FixSpectatorCrash]
; This feature attempts to prevent server crashes caused by someone
; quickly switching between being spectator and an active player.
autoEnable=true
; This fix will try to kick any player that switches between active player
; and cooldown faster than time (in seconds) in this value.
; NOTE: raising this value past default value of '0.25'
; won't actually improve crash prevention, but might cause regular players to
; get accidentally kicked.
spectatorChangeTimeout=0.25
; [ADVANCED] Don't change this setting unless you know what you're doing.
; Allows you to turn off server blocking.
; Players that don't respect timeout will still be kicked.
; This might be needed if this fix conflicts with another mutator
; that also changes 'numPlayers'.
; This option is necessary to block aggressive enough server crash
; attempts, but can cause compatibility issues with some mutators.
; It's highly recommended to rewrite such a mutator to be compatible instead.
; NOTE: fix should be compatible with most faked players-type mutators,
; since this it remembers the difference between amount of
; real players and 'numPlayers'.
; After unblocking, it sets 'numPlayers' to
; the current amount of real players + that difference.
; So 4 players + 3 (=7 numPlayers) after kicking 1 player becomes
; 3 players + 3 (=6 numPlayers).
allowServerBlock=true
[Acedia.FixFFHack]
; This feature fixes a bug that can allow players to bypass server's
; friendly fire limitations and teamkill.
; Usual fixes apply friendly fire scale to suspicious damage themselves, which
; also disables some of the environmental damage.
; In oder to avoid that, this fix allows server owner to define precisely
; to what damage types to apply the friendly fire scaling.
; It should be all damage types related to projectiles.
autoEnable=true
; Defines a general rule for chosing whether or not to apply
; friendly fire scaling.
; This can be overwritten by exceptions ('alwaysScale' or 'neverScale').
; Enabling scaling by default without any exceptions in 'neverScale' will
; make this fix behave almost identically to Mutant's 'Explosives Fix Mutator'.
scaleByDefault=false
; Damage types, for which we should always reaaply friendly fire scaling.
alwaysScale=Class'KFMod.DamTypeCrossbuzzsawHeadShot'
alwaysScale=Class'KFMod.DamTypeCrossbuzzsaw'
alwaysScale=Class'KFMod.DamTypeFrag'
alwaysScale=Class'KFMod.DamTypePipeBomb'
alwaysScale=Class'KFMod.DamTypeM203Grenade'
alwaysScale=Class'KFMod.DamTypeM79Grenade'
alwaysScale=Class'KFMod.DamTypeM79GrenadeImpact'
alwaysScale=Class'KFMod.DamTypeM32Grenade'
alwaysScale=Class'KFMod.DamTypeLAW'
alwaysScale=Class'KFMod.DamTypeLawRocketImpact'
alwaysScale=Class'KFMod.DamTypeFlameNade'
alwaysScale=Class'KFMod.DamTypeFlareRevolver'
alwaysScale=Class'KFMod.DamTypeFlareProjectileImpact'
alwaysScale=Class'KFMod.DamTypeBurned'
alwaysScale=Class'KFMod.DamTypeTrenchgun'
alwaysScale=Class'KFMod.DamTypeHuskGun'
alwaysScale=Class'KFMod.DamTypeCrossbow'
alwaysScale=Class'KFMod.DamTypeCrossbowHeadShot'
alwaysScale=Class'KFMod.DamTypeM99SniperRifle'
alwaysScale=Class'KFMod.DamTypeM99HeadShot'
alwaysScale=Class'KFMod.DamTypeShotgun'
alwaysScale=Class'KFMod.DamTypeNailGun'
alwaysScale=Class'KFMod.DamTypeDBShotgun'
alwaysScale=Class'KFMod.DamTypeKSGShotgun'
alwaysScale=Class'KFMod.DamTypeBenelli'
alwaysScale=Class'KFMod.DamTypeSPGrenade'
alwaysScale=Class'KFMod.DamTypeSPGrenadeImpact'
alwaysScale=Class'KFMod.DamTypeSeekerSixRocket'
alwaysScale=Class'KFMod.DamTypeSeekerRocketImpact'
alwaysScale=Class'KFMod.DamTypeSealSquealExplosion'
alwaysScale=Class'KFMod.DamTypeRocketImpact'
alwaysScale=Class'KFMod.DamTypeBlowerThrower'
alwaysScale=Class'KFMod.DamTypeSPShotgun'
alwaysScale=Class'KFMod.DamTypeZEDGun'
alwaysScale=Class'KFMod.DamTypeZEDGunMKII'
alwaysScale=Class'KFMod.DamTypeZEDGunMKII'
; Damage types, for which we should never reaply friendly fire scaling.
;neverScale=Class'KFMod.???'
[Acedia.FixZedTimeLags]
; When zed time activates, game speed is immediately set to
; 'zedTimeSlomoScale' (0.2 by default), defined, like all other variables,
; in 'KFGameType'. Zed time lasts 'zedTimeDuration' seconds (3.0 by default),
; but during last 'zedTimeDuration * 0.166' seconds (by default 0.498)
; it starts to speed back up, causing game speed to update every tick.
; This makes animations look more smooth when exiting zed-time.
; However, updating speed every tick for that purpose seems like
; an overkill and, combined with things like
; increased tick rate, certain open maps and increased zed limit,
; it can lead to noticable lags at the end of the zed time.
; This fix limits amount of actual game speed updates, alleviating the issue.
;
; As a side effect it also fixes an issue where during zed time speed up
; 'zedTimeSlomoScale' was assumed to be default value of '0.2'.
; Now zed time will behave correctly with mods that change 'zedTimeSlomoScale'.
autoEnable=true
; Maximum amount of game speed updates upon leaving zed time.
; 2 or 3 seem to provide a good enough result that,
; i.e. it should be hard to notice difference with vanilla game behavior.
; 1 is a smallest possible value, resulting in effectively removing any
; smooting via speed up, simply changing speed from
; the slowest (0.2) to the highest.
; For the reference: on servers with default 30 tick rate there's usually
; about 13 updates total (without this fix).
maxGameSpeedUpdatesAmount=3
; [ADVANCED] Don't change this setting unless you know what you're doing.
; Compatibility setting that allows to keep 'GameInfo' 's 'Tick' event
; from being disabled.
; Useful when running Acedia along with custom 'GameInfo'
; (that isn't 'KFGameType') that relies on 'Tick' event.
; Note, however, that in order to keep this fix working properly,
; it's on you to make sure 'KFGameType.Tick()' logic isn't executed.
disableTick=true
[Acedia.Packages]
corePackage="AcediaCore_0_2"
package="AcediaFixes"

165
config/AcediaAliases_Colors.ini

@ -1,165 +0,0 @@
[Acedia.ColorAliasSource]
; System colors
record=(alias="text_default",value="rgb(255,255,255)")
record=(alias="text_subtle",value="rgb(128,128,128)")
record=(alias="text_emphasis",value="rgb(0,128,255)")
record=(alias="text_ok",value="rgb(0,255,0)")
record=(alias="text_warning",value="rgb(255,128,0)")
record=(alias="text_failure",value="rgb(255,0,0)")
record=(alias="type_number",value="rgb(181,137,0)")
record=(alias="type_boolean",value="rgb(38,139,210)")
record=(alias="type_string",value="rgb(211,54,130)")
record=(alias="type_literal",value="rgb(42,161,152)")
record=(alias="type_class",value="rgb(108,113,196)")
; Pink colors
record=(alias="Pink",value="rgb(255,192,203)")
record=(alias="LightPink",value="rgb(255,182,193)")
record=(alias="HotPink",value="rgb(255,105,180)")
record=(alias="DeepPink",value="rgb(255,20,147)")
record=(alias="PaleVioletRed",value="rgb(219,112,147)")
record=(alias="MediumVioletRed",value="rgb(199,21,133)")
; Red colors
record=(alias="LightSalmon",value="rgb(255,160,122)")
record=(alias="Salmon",value="rgb(250,128,114)")
record=(alias="DarkSalmon",value="rgb(233,150,122)")
record=(alias="LightCoral",value="rgb(240,128,128)")
record=(alias="IndianRed",value="rgb(205,92,92)")
record=(alias="Crimson",value="rgb(220,20,60)")
record=(alias="Firebrick",value="rgb(178,34,34)")
record=(alias="DarkRed",value="rgb(139,0,0)")
record=(alias="Red",value="rgb(255,0,0)")
; Orange colors
record=(alias="OrangeRed",value="rgb(255,69,0)")
record=(alias="Tomato",value="rgb(255,99,71)")
record=(alias="Coral",value="rgb(255,127,80)")
record=(alias="DarkOrange",value="rgb(255,140,0)")
record=(alias="Orange",value="rgb(255,165,0)")
; Yellow colors
record=(alias="Yellow",value="rgb(255,255,0)")
record=(alias="LightYellow",value="rgb(255,255,224)")
record=(alias="LemonChiffon",value="rgb(255,250,205)")
record=(alias="LightGoldenrodYellow",value="rgb(250,250,210)")
record=(alias="PapayaWhip",value="rgb(255,239,213)")
record=(alias="Moccasin",value="rgb(255,228,181)")
record=(alias="PeachPuff",value="rgb(255,218,185)")
record=(alias="PaleGoldenrod",value="rgb(238,232,170)")
record=(alias="Khaki",value="rgb(240,230,140)")
record=(alias="DarkKhaki",value="rgb(189,183,107)")
record=(alias="Gold",value="rgb(255,215,0)")
; Brown colors
record=(alias="Cornsilk",value="rgb(255,248,220)")
record=(alias="BlanchedAlmond",value="rgb(255,235,205)")
record=(alias="Bisque",value="rgb(255,228,196)")
record=(alias="NavajoWhite",value="rgb(255,222,173)")
record=(alias="Wheat",value="rgb(245,222,179)")
record=(alias="Burlywood",value="rgb(222,184,135)")
record=(alias="Tan",value="rgb(210,180,140)")
record=(alias="RosyBrown",value="rgb(188,143,143)")
record=(alias="SandyBrown",value="rgb(244,164,96)")
record=(alias="Goldenrod",value="rgb(218,165,32)")
record=(alias="DarkGoldenrod",value="rgb(184,134,11)")
record=(alias="Peru",value="rgb(205,133,63)")
record=(alias="Chocolate",value="rgb(210,105,30)")
record=(alias="SaddleBrown",value="rgb(139,69,19)")
record=(alias="Sienna",value="rgb(160,82,45)")
record=(alias="Brown",value="rgb(165,42,42)")
record=(alias="Maroon",value="rgb(128,0,0)")
; Green colors
record=(alias="DarkOliveGreen",value="rgb(85,107,47)")
record=(alias="Olive",value="rgb(128,128,0)")
record=(alias="OliveDrab",value="rgb(107,142,35)")
record=(alias="YellowGreen",value="rgb(154,205,50)")
record=(alias="LimeGreen",value="rgb(50,205,50)")
record=(alias="Lime",value="rgb(0,255,0)")
record=(alias="LawnGreen",value="rgb(124,252,0)")
record=(alias="Chartreuse",value="rgb(127,255,0)")
record=(alias="GreenYellow",value="rgb(173,255,47)")
record=(alias="SpringGreen",value="rgb(0,255,127)")
record=(alias="MediumSpringGreen",value="rgb(0,250,154)")
record=(alias="LightGreen",value="rgb(144,238,144)")
record=(alias="PaleGreen",value="rgb(152,251,152)")
record=(alias="DarkSeaGreen",value="rgb(143,188,143)")
record=(alias="MediumAquamarine",value="rgb(102,205,170)")
record=(alias="MediumSeaGreen",value="rgb(60,179,113)")
record=(alias="SeaGreen",value="rgb(46,139,87)")
record=(alias="ForestGreen",value="rgb(34,139,34)")
record=(alias="Green",value="rgb(0,128,0)")
record=(alias="DarkGreen",value="rgb(0,100,0)")
; Cyan colors
record=(alias="Aqua",value="rgb(0,255,255)")
record=(alias="Cyan",value="rgb(0,255,255)")
record=(alias="LightCyan",value="rgb(224,255,255)")
record=(alias="PaleTurquoise",value="rgb(175,238,238)")
record=(alias="Aquamarine",value="rgb(127,255,212)")
record=(alias="Turquoise",value="rgb(64,224,208)")
record=(alias="MediumTurquoise",value="rgb(72,209,204)")
record=(alias="DarkTurquoise",value="rgb(0,206,209)")
record=(alias="LightSeaGreen",value="rgb(32,178,170)")
record=(alias="CadetBlue",value="rgb(95,158,160)")
record=(alias="DarkCyan",value="rgb(0,139,139)")
record=(alias="Teal",value="rgb(0,128,128)")
; Blue colors
record=(alias="LightSteelBlue",value="rgb(176,196,222)")
record=(alias="PowderBlue",value="rgb(176,224,230)")
record=(alias="LightBlue",value="rgb(173,216,230)")
record=(alias="SkyBlue",value="rgb(135,206,235)")
record=(alias="LightSkyBlue",value="rgb(135,206,250)")
record=(alias="DeepSkyBlue",value="rgb(0,191,255)")
record=(alias="DodgerBlue",value="rgb(30,144,255)")
record=(alias="CornflowerBlue",value="rgb(100,149,237)")
record=(alias="SteelBlue",value="rgb(70,130,180)")
record=(alias="RoyalBlue",value="rgb(65,105,225)")
record=(alias="Blue",value="rgb(0,0,255)")
record=(alias="MediumBlue",value="rgb(0,0,205)")
record=(alias="DarkBlue",value="rgb(0,0,139)")
record=(alias="Navy",value="rgb(0,0,128)")
record=(alias="MidnightBlue",value="rgb(25,25,112)")
; Purple, violet, and magenta colors
record=(alias="Lavender",value="rgb(230,230,250)")
record=(alias="Thistle",value="rgb(216,191,216)")
record=(alias="Plum",value="rgb(221,160,221)")
record=(alias="Violet",value="rgb(238,130,238)")
record=(alias="Orchid",value="rgb(218,112,214)")
record=(alias="Fuchsia",value="rgb(255,0,255)")
record=(alias="Magenta",value="rgb(255,0,255)")
record=(alias="MediumOrchid",value="rgb(186,85,211)")
record=(alias="MediumPurple",value="rgb(147,112,219)")
record=(alias="BlueViolet",value="rgb(138,43,226)")
record=(alias="DarkViolet",value="rgb(148,0,211)")
record=(alias="DarkOrchid",value="rgb(153,50,204)")
record=(alias="DarkMagenta",value="rgb(139,0,139)")
record=(alias="Purple",value="rgb(128,0,128)")
record=(alias="Indigo",value="rgb(75,0,130)")
record=(alias="DarkSlateBlue",value="rgb(72,61,139)")
record=(alias="SlateBlue",value="rgb(106,90,205)")
record=(alias="MediumSlateBlue",value="rgb(123,104,238)")
; White colors
record=(alias="White",value="rgb(255,255,255)")
record=(alias="Snow",value="rgb(255,250,250)")
record=(alias="Honeydew",value="rgb(240,255,240)")
record=(alias="MintCream",value="rgb(245,255,250)")
record=(alias="Azure",value="rgb(240,255,255)")
record=(alias="AliceBlue",value="rgb(240,248,255)")
record=(alias="GhostWhite",value="rgb(248,248,255)")
record=(alias="WhiteSmoke",value="rgb(245,245,245)")
record=(alias="Seashell",value="rgb(255,245,238)")
record=(alias="Beige",value="rgb(245,245,220)")
record=(alias="OldLace",value="rgb(253,245,230)")
record=(alias="FloralWhite",value="rgb(255,250,240)")
record=(alias="Ivory",value="rgb(255,255,240)")
record=(alias="AntiqueWhite",value="rgb(250,235,215)")
record=(alias="Linen",value="rgb(250,240,230)")
record=(alias="LavenderBlush",value="rgb(255,240,245)")
record=(alias="MistyRose",value="rgb(255,228,225)")
; Gray and black colors
record=(alias="Gainsboro",value="rgb(220,220,220)")
record=(alias="LightGray",value="rgb(211,211,211)")
record=(alias="Silver",value="rgb(192,192,192)")
record=(alias="Gray",value="rgb(169,169,169)")
record=(alias="DimGray",value="rgb(128,128,128)")
record=(alias="DarkGray",value="rgb(105,105,105)")
record=(alias="LightSlateGray",value="rgb(119,136,153)")
record=(alias="SlateGray",value="rgb(112,128,144)")
record=(alias="DarkSlateGray",value="rgb(47,79,79)")
record=(alias="Eigengrau",value="rgb(22,22,29)")
record=(alias="Black",value="rgb(0,0,0)")

17
config/AcediaAliases_Tests.ini

@ -1,17 +0,0 @@
; For the puposes of testing alias functionality.
; Changing these can break tests.
;
; If you don't plan to run tests or do not know what they are, -
; feel free to remove this file.
[Acedia.MockAliasSource]
record=(alias="global",value="value")
record=(alias="question",value="response")
record=(alias="",value="empty")
record=(alias="also",value="")
[car MockAliases]
Alias="Ford"
Alias="Delorean"
Alias="Audi"
[sci:fi MockAliases]
Alias="Spice"
Alias="HardToBeAGod"

547
config/AcediaAliases_Weapons.ini

@ -1,547 +0,0 @@
[Acedia.WeaponAliasSource]
; Field Medic weapons
[KFMod:MP7MMedicGun WeaponAliases]
Alias="MP7M"
Alias="MP7"
[KFMod:MP5MMedicGun WeaponAliases]
Alias="MP5M"
Alias="MP5"
Alias="MP"
Alias="M5"
[KFMod:CamoMP5MMedicGun WeaponAliases]
Alias="CamoMP5M"
Alias="CamoMP5"
Alias="CamoMP"
Alias="CamoM5"
[KFMod:M7A3MMedicGun WeaponAliases]
Alias="M7A3"
Alias="M7A"
Alias="M7"
[KFMod:KrissMMedicGun WeaponAliases]
Alias="Schneidzekk"
Alias="Schneidzek"
Alias="Kriss"
Alias="Kris"
[KFMod:NeonKrissMMedicGun WeaponAliases]
Alias="NeonSchneidzekk"
Alias="NeonSchneidzek"
Alias="NeonKriss"
Alias="NeonKris"
[KFMod:BlowerThrower WeaponAliases]
Alias="BlowerThrower"
Alias="Blower"
Alias="Thrower"
Alias="BThrower"
Alias="PoopGun"
Alias="BileGun"
Alias="BloatGun"
; Support Specialist weapons
[KFMod:Shotgun WeaponAliases]
Alias="Shotgun"
[KFMod:CamoShotgun WeaponAliases]
Alias="CamoShotgun"
[KFMod:BoomStick WeaponAliases]
Alias="HuntingShotgun"
Alias="BoomStick"
Alias="Hunting"
[KFMod:KSGShotgun WeaponAliases]
Alias="HSG-1Shotgun"
Alias="HSG1Shotgun"
Alias="HSGShotgun"
Alias="HSG"
Alias="KSG-1Shotgun"
Alias="KSG1Shotgun"
Alias="KSGShotgun"
Alias="KSG"
[KFMod:NeonKSGShotgun WeaponAliases]
Alias="NeonHSG-1Shotgun"
Alias="NeonHSG1Shotgun"
Alias="NeonHSGShotgun"
Alias="NeonHSG"
Alias="NeonKSG-1Shotgun"
Alias="NeonKSG1Shotgun"
Alias="NeonKSGShotgun"
Alias="NeonKSG"
[KFMod:NailGun WeaponAliases]
Alias="VladTheImpaler"
Alias="VladImpaler"
Alias="Vlad"
Alias="Impaler"
Alias="NailGun"
Alias="Nails"
Alias="Nail"
[KFMod:SPAutoShotgun WeaponAliases]
Alias="MultichamberZEDThrower"
Alias="ZEDThrower"
Alias="ZThrower"
[KFMod:BenelliShotgun WeaponAliases]
Alias="CombatShotgun"
Alias="Combat"
Alias="CShotgun"
Alias="BenelliShotgun"
Alias="BeneliShotgun"
Alias="Benelli"
Alias="Beneli"
[KFMod:GoldenBenelliShotgun WeaponAliases]
Alias="GoldCombatShotgun"
Alias="GoldCombat"
Alias="GoldCShotgun"
Alias="GoldBenelliShotgun"
Alias="GoldBeneliShotgun"
Alias="GoldBenelli"
Alias="GoldBeneli"
[KFMod:AA12AutoShotgun WeaponAliases]
Alias="AA12"
Alias="AA12AutoShotgun"
Alias="AA12Shotgun"
[KFMod:GoldenAA12AutoShotgun WeaponAliases]
Alias="GoldAA12"
Alias="GoldAA12AutoShotgun"
Alias="GoldAA12Shotgun"
; Sharpshooter weapons
[KFMod:Single WeaponAliases]
Alias="9mmTactical"
Alias="9mmTact"
Alias="9mm"
Alias="Single"
Alias="Pistol"
[KFMod:Dualies WeaponAliases]
Alias="Dual9mms"
Alias="Dual9mm"
Alias="9mmDual"
Alias="Dualies"
Alias="Dual"
[KFMod:Magnum44Pistol WeaponAliases]
Alias="Magnum44Pistol"
Alias="Magnum44"
Alias="44Magnum"
Alias="Magnum"
Alias="44"
[KFMod:Dual44Magnum WeaponAliases]
Alias="DualMagnum44Pistols"
Alias="DualMagnum44s"
Alias="DualMagnums"
Alias="DualMagnumPistols"
Alias="Dual44Magnums"
Alias="Dual44Magnum"
Alias="DualMagnum"
Alias="Dual44ss"
Alias="Dual44"
[KFMod:MK23Pistol WeaponAliases]
Alias="MK23"
Alias="MK"
Alias="23"
[KFMod:DualMK23Pistol WeaponAliases]
Alias="DualMK23s"
Alias="DualMK23"
Alias="DualMKs"
Alias="DualMK"
Alias="Dual23s"
Alias="Dual23"
[KFMod:Deagle WeaponAliases]
Alias="Handcannon"
Alias="Deagle"
Alias="HC"
[KFMod:DualDeagle WeaponAliases]
Alias="DualHandcannons"
Alias="DualHC"
Alias="DualDeagle"
[KFMod:GoldenDeagle WeaponAliases]
Alias="GoldHandcannon"
Alias="GoldDeagle"
Alias="GoldHC"
[KFMod:GoldenDualDeagle WeaponAliases]
Alias="GoldDualHandcannons"
Alias="GoldDualHC"
Alias="GoldDualDeagle"
[KFMod:Winchester WeaponAliases]
Alias="Winchester"
Alias="LeverActionRifle"
Alias="LAR"
[KFMod:SPSniperRifle WeaponAliases]
Alias="SPMusket"
Alias="Musket"
Alias="SPSniperRifle"
Alias="SPRifle"
Alias="SPSniper"
Alias="SPMauler"
Alias="Mauler"
[KFMod:M14EBRBattleRifle WeaponAliases]
Alias="M14EBR"
Alias="M14"
Alias="EBR"
Alias="M14EBRRifle"
Alias="M14EBRBattleRifle"
[KFMod:Crossbow WeaponAliases]
Alias="CompoundCrossbow"
Alias="CCrossbow"
Alias="Crossbow"
Alias="XBow"
[KFMod:M99SniperRifle WeaponAliases]
Alias="M99AMR"
Alias="M99"
Alias="M99SniperRifle"
Alias="M99Sniper"
Alias="M99Rifle"
Alias="M99SR"
; Commando weapons
[KFMod:Bullpup WeaponAliases]
Alias="Bullpup"
Alias="Bulpup"
[KFMod:ThompsonSMG WeaponAliases]
Alias="ThompsonSMG"
Alias="Thompson"
Alias="Thomp"
Alias="TommyGun"
Alias="TomyGun"
Alias="Tommy"
Alias="Tomy"
[KFMod:SPThompsonSMG WeaponAliases]
Alias="SPThompsonSMG"
Alias="SPThompson"
Alias="SPThomp"
Alias="Dr.T'sLeadDeliverySystem"
Alias="Dr.TsLeadDeliverySystem"
Alias="DrT'sLeadDeliverySystem"
Alias="DrTsLeadDeliverySystem"
Alias="Dr.T'LeadDeliverySystem"
Alias="Dr.TLeadDeliverySystem"
Alias="DrT'LeadDeliverySystem"
Alias="DrTLeadDeliverySystem"
Alias="DrTDeliverySystem"
Alias="DrTLeadSystem"
Alias="DrTLeadDelivery"
Alias="DrTDelivery"
Alias="LeadDelivery"
Alias="LeadSystem"
Alias="DeliverySystem"
Alias="LeadDS"
Alias="LeadD"
[KFMod:ThompsonDrumSMG WeaponAliases]
Alias="ThompsonDrumSMG"
Alias="ThompsonDrum"
Alias="ThompDrum"
Alias="RisingStormTommyGun"
Alias="RisingStormTommy"
Alias="RisingStormTomyGun"
Alias="RisingStormTomy"
Alias="RSTommyGun"
Alias="RSTommy"
Alias="RSTomyGun"
Alias="RSTomy"
[KFMod:AK47AssaultRifle WeaponAliases]
Alias="AK47AssaultRifle"
Alias="AK47Assault"
Alias="AK47Rifle"
Alias="AK47AR"
Alias="AK47"
Alias="AK"
Alias="47"
[KFMod:GoldenAK47AssaultRifle WeaponAliases]
Alias="GoldAK47AssaultRifle"
Alias="GoldAK47Assault"
Alias="GoldAK47Rifle"
Alias="GoldAK47AR"
Alias="GoldAK47"
Alias="GoldAK"
Alias="Gold47"
[KFMod:NeonAK47AssaultRifle WeaponAliases]
Alias="NeonAK47AssaultRifle"
Alias="NeonAK47Assault"
Alias="NeonAK47Rifle"
Alias="NeonAK47AR"
Alias="NeonAK47"
Alias="NeonAK"
Alias="Neon47"
[KFMod:M4AssaultRifle WeaponAliases]
Alias="M4AssaultRifle"
Alias="M4Assault"
Alias="M4Rifle"
Alias="M4"
[KFMod:CamoM4AssaultRifle WeaponAliases]
Alias="CamoM4AssaultRifle"
Alias="CamoM4Assault"
Alias="CamoM4Rifle"
Alias="CamoM4"
[KFMod:MKb42AssaultRifle WeaponAliases]
Alias="MKb42AssaultRifle"
Alias="MKb42Assault"
Alias="MKb42Rifle"
Alias="MKb42"
Alias="MK42"
Alias="MKb"
[KFMod:SCARMK17AssaultRifle WeaponAliases]
Alias="SCARMK17AssaultRifle"
Alias="SCARMK17Assault"
Alias="SCARMK17Rifle"
Alias="SCARMKAssaultRifle"
Alias="SCARMKAssault"
Alias="SCARMKRifle"
Alias="SCAR17AssaultRifle"
Alias="SCAR17Assault"
Alias="SCAR17Rifle"
Alias="SCARAssaultRifle"
Alias="SCARAssault"
Alias="SCARRifle"
Alias="SCAR17"
Alias="SCARMK"
Alias="SCAR"
[KFMod:NeonSCARMK17AssaultRifle WeaponAliases]
Alias="NeonSCARMK17AssaultRifle"
Alias="NeonSCARMK17Assault"
Alias="NeonSCARMK17Rifle"
Alias="NeonSCARMKAssaultRifle"
Alias="NeonSCARMKAssault"
Alias="NeonSCARMKRifle"
Alias="NeonSCAR17AssaultRifle"
Alias="NeonSCAR17Assault"
Alias="NeonSCAR17Rifle"
Alias="NeonSCARAssaultRifle"
Alias="NeonSCARAssault"
Alias="NeonSCARRifle"
Alias="NeonSCAR17"
Alias="NeonSCARMK"
Alias="NeonSCAR"
[KFMod:FNFAL_ACOG_AssaultRifle WeaponAliases]FNFAL ACOG
Alias="FNFALACOGAssaultRifle"
Alias="FNFALACOGAssault"
Alias="FNFALACOGRifle"
Alias="FNFALAssaultRifle"
Alias="FNFALAssault"
Alias="FNFALRifle"
Alias="FALACOGAssaultRifle"
Alias="FALACOGAssault"
Alias="FALACOGRifle"
Alias="FALAssaultRifle"
Alias="FALAssault"
Alias="FALRifle"
Alias="FNFALACOG"
Alias="FNFAL"
Alias="FALACOG"
Alias="FAL"
Alias="FN"
; Berserker weapons
[KFMod:Knife WeaponAliases]
Alias="Knife"
[KFMod:Machete WeaponAliases]
Alias="Machete"
Alias="Chete"
[KFMod:Axe WeaponAliases]
Alias="Axe"
Alias="FireAxe"
[KFMod:Katana WeaponAliases]
Alias="Katana"
[KFMod:GoldenKatana WeaponAliases]
Alias="GoldKatana"
[KFMod:Scythe WeaponAliases]
Alias="Scythe"
Alias="Scyte"
Alias="Sickle"
Alias="Sickl"
[KFMod:Chainsaw WeaponAliases]
Alias="Chainsaw"
Alias="Saw"
Alias="Denji"
Alias="Pochita"
[KFMod:GoldenChainsaw WeaponAliases]
Alias="GoldChainsaw"
Alias="GoldSaw"
Alias="GoldDenji"
Alias="GoldPochita"
[KFMod:DwarfAxe WeaponAliases]
Alias="DwarfsAxe"
Alias="DwarfAxe"
Alias="ShitAxe"
Alias="CrapAxe"
Alias="PushAxe"
Alias="GnomeAxe"
Alias="TrollAxe"
Alias="NoobAxe"
[KFMod:ClaymoreSword WeaponAliases]
Alias="ClaymoreSword"
Alias="ClaymoreBlade"
Alias="Claymore"
Alias="Claymor"
Alias="ClaimoreSword"
Alias="ClaimoreBlade"
Alias="Claimore"
Alias="Claimor"
Alias="Sword"
Alias="Blade"
[KFMod:Crossbuzzsaw WeaponAliases]
Alias="Crossbuzzsaw"
Alias="Buzzsaw"
Alias="Buzz"
Alias="BuzzsawBow"
Alias="BuzzBow"
Alias="ZerkBow"
; Firebug weapons
[KFMod:MAC10MP WeaponAliases]
Alias="MAC10MP"
Alias="MAC10"
Alias="MAC"
[KFMod:FlareRevolver WeaponAliases]
Alias="FlareRevolver"
Alias="FireRevolver"
Alias="FlareGun"
Alias="Flares"
Alias="Flare"
[KFMod:DualFlareRevolver WeaponAliases]
Alias="DualFlareRevolvers"
Alias="DualFlareRevolver"
Alias="DualFireRevolvers"
Alias="DualFireRevolver"
Alias="DualFlareGuns"
Alias="DualFlareGun"
Alias="DualFlares"
Alias="DualFlare"
[KFMod:FlameThrower WeaponAliases]
Alias="FlameThrower"
Alias="FireThrower"
Alias="FThrower"
Alias="Flamer"
Alias="FireSpam"
[KFMod:GoldenFlamethrower WeaponAliases]
Alias="GoldFlameThrower"
Alias="GoldFireThrower"
Alias="GoldFThrower"
Alias="GoldFlamer"
Alias="GoldFireSpam"
[KFMod:Trenchgun WeaponAliases]
Alias="DragonsBreathTrenchgun"
Alias="DragonsBreathGun"
Alias="DragonsBreath"
Alias="DragBreathTrenchgun"
Alias="DragBreathGun"
Alias="DragBreath"
Alias="Trenchgun"
Alias="FireShotgun"
Alias="Flameshotgun"
[KFMod:HuskGun WeaponAliases]
Alias="HuskFireballLauncher"
Alias="HuskFireball"
Alias="FireballLauncher"
Alias="HuskLauncher"
Alias="HuskFirebalLauncher"
Alias="HuskFirebal"
Alias="FirebalLauncher"
Alias="HuskGun"
Alias="Husk"
; Demolition weapons
[KFMod:M79GrenadeLauncher WeaponAliases]
Alias="M79GrenadeLauncher"
Alias="M79Grenade"
Alias="M79Launcher"
Alias="M79NadeLauncher"
Alias="M79Nade"
Alias="M79"
[KFMod:GoldenM79GrenadeLauncher WeaponAliases]
Alias="GoldM79GrenadeLauncher"
Alias="GoldM79Grenade"
Alias="GoldM79Launcher"
Alias="GoldM79NadeLauncher"
Alias="GoldM79Nade"
Alias="GoldM79"
[KFMod:SPGrenadeLauncher WeaponAliases]
Alias="SPGrenadeLauncher"
Alias="SPNadeLauncher"
Alias="SPLauncher"
Alias="SPNade"
Alias="TheOrcaBombPropeller"
Alias="TheOrcaBombPropeler"
Alias="TheOrcaBomb"
Alias="TheOrca"
Alias="TheOrcaLauncher"
Alias="OrcaBombPropeller"
Alias="OrcaBombPropeler"
Alias="OrcaBomb"
Alias="Orca"
Alias="OrcaLauncher"
[KFMod:PipeBombExplosive WeaponAliases]
Alias="PipeBombExplosive"
Alias="PipeExplosive"
Alias="PipeBomb"
Alias="Pipes"
Alias="Pipe"
[KFMod:SealSquealHarpoonBomber WeaponAliases]
Alias="SealSquealHarpoonBomber"
Alias="SealSquealHarpoon"
Alias="SealSquealBomber"
Alias="SealHarpoonBomber"
Alias="SealHarpoon"
Alias="SealBomber"
Alias="SealSqueal"
Alias="HarpoonBomber"
Alias="Harpoon"
Alias="Harp"
[KFMod:SeekerSixRocketLauncher WeaponAliases]
Alias="SeekerSixRocketLauncher"
Alias="SeekerSixLauncher"
Alias="Seeker6RocketLauncher"
Alias="Seeker6Launcher"
Alias="SeekerRocketLauncher"
Alias="SeekerLauncher"
Alias="SeekerSix"
Alias="Seeker6"
Alias="Seeker"
Alias="SuckerSix"
Alias="Sucker6"
Alias="Sucker"
[KFMod:M4203AssaultRifle WeaponAliases]
Alias="M4203Assault"
Alias="M4203Rifle"
Alias="M4203"
Alias="M4200"
Alias="M420"
Alias="M42"
[KFMod:LAW WeaponAliases]
Alias="LAW"
[KFMod:M32GrenadeLauncher WeaponAliases]
Alias="M32GrenadeLauncher"
Alias="M32Grenade"
Alias="M32Launcher"
Alias="M32NadeLauncher"
Alias="M32Nade"
Alias="M32"
[KFMod:CamoM32GrenadeLauncher WeaponAliases]
Alias="CamoM32GrenadeLauncher"
Alias="CamoM32Grenade"
Alias="CamoM32Launcher"
Alias="CamoM32NadeLauncher"
Alias="CamoM32Nade"
Alias="CamoM32"
; Off-perk weapons
[KFMod:ZEDGun WeaponAliases]
Alias="ZedEradicationDevice"
Alias="ZedEradication"
Alias="ZedDevice"
Alias="ZEDGun"
Alias="ZED"
[KFMod:ZEDMKIIWeapon WeaponAliases]
Alias="ZedEradicationDeviceMKII"
Alias="ZedEradicationMKII"
Alias="ZedDeviceMKII"
Alias="ZEDGunMKII"
Alias="ZEDMKII"
Alias="ZedEradicationDeviceMK2"
Alias="ZedEradicationMK2"
Alias="ZedDeviceMK2"
Alias="ZEDGunMK2"
Alias="ZEDMK2"
Alias="ZedEradicationDeviceMK"
Alias="ZedEradicationMK"
Alias="ZedDeviceMK"
Alias="ZEDGunMK"
Alias="ZEDMK"
Alias="ZedEradicationDevice2"
Alias="ZedEradication2"
Alias="ZedDevice2"
Alias="ZEDGun2"
Alias="ZED2"

180
config/AcediaSystem.ini

@ -1,180 +0,0 @@
; Every single option in this config should be considered [ADVANCED]
[Acedia.AliasService]
; Changing these allows you to change in what sources `AliasesAPI`
; looks for weapon and color aliases.
weaponAliasesSource=Class'WeaponAliasSource'
colorAliasesSource=Class'ColorAliasSource'
; How often are different alias-storing objects are allowed to record
; their updated data into a config.
; Negative or zero values would be reset to `0.05`.
saveInterval=0.05
[Acedia.AliasHash]
; Reasonable lower and upper limits on hash table capacity for
; aliases' storage, that will be enforced if user requires something outside
; those bounds.
MINIMUM_CAPACITY=10
MAXIMUM_CAPACITY=100000
[Acedia.TestingService]
; Allows you to run tests on server's start up. This option is to help run
; tests quicker during development and should not be used for servers that are
; setup for actually playing the game.
runTestsOnStartUp=false
; Use these flags to only run tests from particular test cases
filterTestsByName=false
filterTestsByGroup=false
requiredName=""
requiredGroup=""
[Acedia.ConsoleAPI]
; These should guarantee decent text output in console even at
; 640x480 shit resolution
; (and it look fine at normal resolutions as well)
maxVisibleLineWidth=80
maxTotalLineWidth=108
[Acedia.ColorAPI]
; Changing these values will alter color's definitions in `ColorAPI`,
; changing how Acedia behaves
Pink=(R=255,G=192,B=203,A=255)
LightPink=(R=255,G=182,B=193,A=255)
HotPink=(R=255,G=105,B=180,A=255)
DeepPink=(R=255,G=20,B=147,A=255)
PaleVioletRed=(R=219,G=112,B=147,A=255)
MediumVioletRed=(R=199,G=21,B=133,A=255)
LightSalmon=(R=255,G=160,B=122,A=255)
Salmon=(R=250,G=128,B=114,A=255)
DarkSalmon=(R=233,G=150,B=122,A=255)
LightCoral=(R=240,G=128,B=128,A=255)
IndianRed=(R=205,G=92,B=92,A=255)
Crimson=(R=220,G=20,B=60,A=255)
Firebrick=(R=178,G=34,B=34,A=255)
DarkRed=(R=139,G=0,B=0,A=255)
Red=(R=255,G=0,B=0,A=255)
OrangeRed=(R=255,G=69,B=0,A=255)
Tomato=(R=255,G=99,B=71,A=255)
Coral=(R=255,G=127,B=80,A=255)
DarkOrange=(R=255,G=140,B=0,A=255)
Orange=(R=255,G=165,B=0,A=255)
Yellow=(R=255,G=255,B=0,A=255)
LightYellow=(R=255,G=255,B=224,A=255)
LemonChiffon=(R=255,G=250,B=205,A=255)
LightGoldenrodYellow=(R=250,G=250,B=210,A=255)
PapayaWhip=(R=255,G=239,B=213,A=255)
Moccasin=(R=255,G=228,B=181,A=255)
PeachPuff=(R=255,G=218,B=185,A=255)
PaleGoldenrod=(R=238,G=232,B=170,A=255)
Khaki=(R=240,G=230,B=140,A=255)
DarkKhaki=(R=189,G=183,B=107,A=255)
Gold=(R=255,G=215,B=0,A=255)
Cornsilk=(R=255,G=248,B=220,A=255)
BlanchedAlmond=(R=255,G=235,B=205,A=255)
Bisque=(R=255,G=228,B=196,A=255)
NavajoWhite=(R=255,G=222,B=173,A=255)
Wheat=(R=245,G=222,B=179,A=255)
Burlywood=(R=222,G=184,B=135,A=255)
TanColor=(R=210,G=180,B=140,A=255)
RosyBrown=(R=188,G=143,B=143,A=255)
SandyBrown=(R=244,G=164,B=96,A=255)
Goldenrod=(R=218,G=165,B=32,A=255)
DarkGoldenrod=(R=184,G=134,B=11,A=255)
Peru=(R=205,G=133,B=63,A=255)
Chocolate=(R=210,G=105,B=30,A=255)
SaddleBrown=(R=139,G=69,B=19,A=255)
Sienna=(R=160,G=82,B=45,A=255)
Brown=(R=165,G=42,B=42,A=255)
Maroon=(R=128,G=0,B=0,A=255)
DarkOliveGreen=(R=85,G=107,B=47,A=255)
Olive=(R=128,G=128,B=0,A=255)
OliveDrab=(R=107,G=142,B=35,A=255)
YellowGreen=(R=154,G=205,B=50,A=255)
LimeGreen=(R=50,G=205,B=50,A=255)
Lime=(R=0,G=255,B=0,A=255)
LawnGreen=(R=124,G=252,B=0,A=255)
Chartreuse=(R=127,G=255,B=0,A=255)
GreenYellow=(R=173,G=255,B=47,A=255)
SpringGreen=(R=0,G=255,B=127,A=255)
MediumSpringGreen=(R=0,G=250,B=154,A=255)
LightGreen=(R=144,G=238,B=144,A=255)
PaleGreen=(R=152,G=251,B=152,A=255)
DarkSeaGreen=(R=143,G=188,B=143,A=255)
MediumAquamarine=(R=102,G=205,B=170,A=255)
MediumSeaGreen=(R=60,G=179,B=113,A=255)
SeaGreen=(R=46,G=139,B=87,A=255)
ForestGreen=(R=34,G=139,B=34,A=255)
Green=(R=0,G=128,B=0,A=255)
DarkGreen=(R=0,G=100,B=0,A=255)
Aqua=(R=0,G=255,B=255,A=255)
Cyan=(R=0,G=255,B=255,A=255)
LightCyan=(R=224,G=255,B=255,A=255)
PaleTurquoise=(R=175,G=238,B=238,A=255)
Aquamarine=(R=127,G=255,B=212,A=255)
Turquoise=(R=64,G=224,B=208,A=255)
MediumTurquoise=(R=72,G=209,B=204,A=255)
DarkTurquoise=(R=0,G=206,B=209,A=255)
LightSeaGreen=(R=32,G=178,B=170,A=255)
CadetBlue=(R=95,G=158,B=160,A=255)
DarkCyan=(R=0,G=139,B=139,A=255)
Teal=(R=0,G=128,B=128,A=255)
LightSteelBlue=(R=176,G=196,B=222,A=255)
PowderBlue=(R=176,G=224,B=230,A=255)
LightBlue=(R=173,G=216,B=230,A=255)
SkyBlue=(R=135,G=206,B=235,A=255)
LightSkyBlue=(R=135,G=206,B=250,A=255)
DeepSkyBlue=(R=0,G=191,B=255,A=255)
DodgerBlue=(R=30,G=144,B=255,A=255)
CornflowerBlue=(R=100,G=149,B=237,A=255)
SteelBlue=(R=70,G=130,B=180,A=255)
RoyalBlue=(R=65,G=105,B=225,A=255)
Blue=(R=0,G=0,B=255,A=255)
MediumBlue=(R=0,G=0,B=205,A=255)
DarkBlue=(R=0,G=0,B=139,A=255)
Navy=(R=0,G=0,B=128,A=255)
MidnightBlue=(R=25,G=25,B=112,A=255)
Lavender=(R=230,G=230,B=250,A=255)
Thistle=(R=216,G=191,B=216,A=255)
Plum=(R=221,G=160,B=221,A=255)
Violet=(R=238,G=130,B=238,A=255)
Orchid=(R=218,G=112,B=214,A=255)
Fuchsia=(R=255,G=0,B=255,A=255)
Magenta=(R=255,G=0,B=255,A=255)
MediumOrchid=(R=186,G=85,B=211,A=255)
MediumPurple=(R=147,G=112,B=219,A=255)
BlueViolet=(R=138,G=43,B=226,A=255)
DarkViolet=(R=148,G=0,B=211,A=255)
DarkOrchid=(R=153,G=50,B=204,A=255)
DarkMagenta=(R=139,G=0,B=139,A=255)
Purple=(R=128,G=0,B=128,A=255)
Indigo=(R=75,G=0,B=130,A=255)
DarkSlateBlue=(R=72,G=61,B=139,A=255)
SlateBlue=(R=106,G=90,B=205,A=255)
MediumSlateBlue=(R=123,G=104,B=238,A=255)
White=(R=255,G=255,B=255,A=255)
Snow=(R=255,G=250,B=250,A=255)
Honeydew=(R=240,G=255,B=240,A=255)
MintCream=(R=245,G=255,B=250,A=255)
Azure=(R=240,G=255,B=255,A=255)
AliceBlue=(R=240,G=248,B=255,A=255)
GhostWhite=(R=248,G=248,B=255,A=255)
WhiteSmoke=(R=245,G=245,B=245,A=255)
Seashell=(R=255,G=245,B=238,A=255)
Beige=(R=245,G=245,B=220,A=255)
OldLace=(R=253,G=245,B=230,A=255)
FloralWhite=(R=255,G=250,B=240,A=255)
Ivory=(R=255,G=255,B=240,A=255)
AntiqueWhite=(R=250,G=235,B=215,A=255)
Linen=(R=250,G=240,B=230,A=255)
LavenderBlush=(R=255,G=240,B=245,A=255)
MistyRose=(R=255,G=228,B=225,A=255)
Gainsboro=(R=220,G=220,B=220,A=255)
LightGray=(R=211,G=211,B=211,A=255)
Silver=(R=192,G=192,B=192,A=255)
DarkGray=(R=169,G=169,B=169,A=255)
Gray=(R=128,G=128,B=128,A=255)
DimGray=(R=105,G=105,B=105,A=255)
LightSlateGray=(R=119,G=136,B=153,A=255)
SlateGray=(R=112,G=128,B=144,A=255)
DarkSlateGray=(R=47,G=79,B=79,A=255)
Eigengrau=(R=22,G=22,B=29,A=255)
Black=(R=0,G=0,B=0,A=255)

138
docs/Aliases.md

@ -1,138 +0,0 @@
# Aliases
Aliases are `string` values that act as human-readable synonyms to some other `string` values.
Often, when using some console commands, users are forced to type into exact class names of objects in **UnrealScript** (e.g., commands to give someone an M14EBR take form similar to `mutate give KFmod.M14EBRBattleRifle`), but such names can be cumbersome to remember and type.
Aliases solve this problem by allowing players to instead type `mutate give $ebr`, where `$` denotes that following word `ebr` is an alias that will be automatically resolved into `KFmod.M14EBRBattleRifle`.
## Alias names
Alias can be any `string` consisting of ASCII character, although for practical reasons it is better to use only letters, digits and `_` character. Otherwise using them might become more difficult, partially defeating their purpose.
Aliases are case-insensitive, so `EBR`, `Ebr` and `ebr` are all considered the same alias.
## Alias sources
Sources essentially act as aliases databases: matching each alias to some value. They can be used to separate aliases that describe different categories of objects: weapons, zeds, colors, etc..
Inside each source aliases and their values are expected to be in many-to-one relationship: many aliases can mean the same value, but each alias can only mean one value. However, two different sources can each contain the same alias and make it point to different values. So it's important for the game to know what source contains what type of aliases.
In case there are several aliases with the same name in the database, - **Acedia** will warn you about it, but won't actually remove duplicates, instead letting the source use the first it finds.
By default **Acedia** offers 4 different alias sources:
* `WeaponAliasSource` (*AcediaAliases_Weapons.ini*) - source filled with aliases for weapons (by default contains aliases to every vanilla weapon);
* `ColorAliasSource` (*AcediaAliases_Colors.ini*) - source filled with aliases for colors (by default contains a decent amount of pre-defined colors);
* `AliasSource` (*AcediaAliases.ini*) - unused source that can, nevertheless, be utilized by server admins or other packages (by default empty);
* `MockAliasSource` (*AcediaAliases_Tests.ini*) - source that is used for testing whether aliases functionality works correctly, avoid changing it if you intend to run tests for **Acedia**'s functionality.
### [Advanced] Changing meaning of alias sources
Even though some of the above sources have rather specific names, only use of `MockAliasSource` is hardcoded: admins can, in theory, move all aliases into any source they like. They'll just have to tell **Acedia** where to look for them by changing *AcediaSystem.ini*'s section *Acedia.AliasService* to point at appropriate source:
```ini
weaponAliasesSource=Class'Acedia.WeaponAliasSource'
colorAliasesSource=Class'Acedia.ColorAliasSource'
```
Specifically, you can move all aliases to a single source (for example `AliasSource`) and tell **Acedia** to look for weapon and color aliases there:
```ini
weaponAliasesSource=Class'Acedia.AliasSource'
colorAliasesSource=Class'Acedia.AliasSource'
```
## How sources are stored
Alias sources are stored in appropriate *ini*-files in two ways that can be mixed with each other however you like.
### 1. Flat array `record`
First way is to define a set alias-value pairs in section of the alias source. Example from the color alias source:
```ini
[Acedia.ColorAliasSource]
; Pink colors
record=(alias="Pink",value="rgb(255,192,203)")
record=(alias="LightPink",value="rgb(255,182,193)")
record=(alias="HotPink",value="rgb(255,105,180)")
record=(alias="DeepPink",value="rgb(255,20,147)")
record=(alias="PaleVioletRed",value="rgb(219,112,147)")
record=(alias="MediumVioletRed",value="rgb(199,21,133)")
```
If you want several different aliases to point to the same value, just add a record for each of them:
```ini
record=(alias="Pink",value="rgb(255,192,203)")
record=(alias="Punk",value="rgb(255,192,203)")
record=(alias="Bunk",value="rgb(255,192,203)")
```
Just avoid having several records for the same alias in one source.
### 2. Per-object-config
If you need to define several aliases for one value it might be better to use per-object-configuration with named objects: each of them stores an array of aliases, while the corresponding value is recorded as object's name. Example from weapons alias source:
```ini
[KFMod:MP5MMedicGun WeaponAliases]
Alias="MP5M"
Alias="MP5"
Alias="MP"
Alias="M5"
```
Here aliases are defined in every line that starts with `Alias=`. Their value `KFMod:MP5MMedicGun` is defined as a first part of the config section (`:` is going to be translated to `.`, more on that below) and the second part `WeaponAliases` indicates that this is a record for `WeaponAliasSource`.
Each source has it's own identification for per-object-config records:
* For `WeaponAliasSource` it is `WeaponAliases`;
* For `ColorAliasSource` it is `ColorAliases`;
* For `MockAliasSource` it is `MockAliases`;
* For `AliasSource` it is just `Aliases`.
#### Limitations of the second way
Because alias' value must be a part of the *ini*-file section there are certain limitations imposed on what that value can be (for example having `.` or `]` inside value's name will confuse **Unreal Engine**'s config parser, so you can't use them). There is not official, complete list of forbidden characters, but it is suggested you keep them limited to sequence of letters, numbers and `_` character.
If you do need to store some weird string as a value, - first test that it does load correctly and, if not, use the first way to define it's aliases.
But `.` being a forbidden symbol is too harsh of a limitation, since we mainly want to store class names via per-object-configs. Because of that any alias values defined the second way will load `:` as `.` from a config. This change allows us to define classes as values at the cost of preventing the use of `:`.
## [Technical] Defining new alias sources
If you make a module using **Acedia** and want to add another alias source you simply need to decide on the names of your:
* Alias source (suppose it's `NewSource`);
* Helper class for second way (*per-object-config*) of defining aliases (suppose it's `NewAliases`)
* Config file, where their data will be stored (suppose it's `MyNewAliases.ini`);
then create two classes, like that:
```java
class NewSource extends AliasSource
config(MyNewAliases);
defaultproperties
{
configName = "MyNewAliases"
aliasesClass = class'NewAliases'
}
```
```java
class NewAliases extends Aliases
perObjectConfig
config(MyNewAliases);
defaultproperties
{
sourceClass = class'NewSource'
}
```
and put them in your manifest.
For more examples check out source code for `ColorAliasSource`, `WeaponAliasSource`, `MockAliasSource`.

16
docs/Colors.md

@ -1,16 +0,0 @@
# Colors
The main, and possibly only, notable thing abotu **Acedia**'s colors is it's support for parsing their text representation. To be precise, **Acedia** understands:
1. Hex color definitions in format of `#ffc0cb`;
2. RGB color definitions that look like either `rgb(255,192,203)` or `rgb(r=255,g=192,b=203)`;
3. RGBA color definitions that look like either `rgb(255,192,203,13)` or `rgb(r=255,g=192,b=203,a=13)`;
4. Alias color definitions that **Acedia** looks up from color-specific alias source and look like any other alias reference: `$pink`.
You should be able to use any form you like while working with **Acedia**.
## [Technical] Color fixing
Killing floor's standard methods of rendering colored `string`s make use of inserting 4-byte sequence into them: first bytes denotes the start of the sequence, 3 following bytes denote rgb color components. Unfortunately these methods also have issues with rendering `string`s if you specify certain values (`0` and `10`) as red-green-blue color components.
You can freely use colors with these components, since **Acedia** automatically should fix them for you (by replacing them with indistinguishably close, but valid color) whenever it matters.

45
sources/Core/AcediaActor.uc

@ -1,45 +0,0 @@
/**
* Actor base class to be used to Acedia instead of an `Actor`.
* The only difference is defined `_` member that provides convenient access to
* Acedia's API.
* It isn't guaranteed that `default._` will be defined for `AcediaActor`s.
* Copyright 2020 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 AcediaActor extends Actor
abstract;
var protected Global _;
public final function Text T(string string)
{
return _.text.FromString(string);
}
event PreBeginPlay()
{
super.PreBeginPlay();
if (_ == none)
{
_ = Global(class'Global'.static.GetInstance());
default._ = _;
}
}
defaultproperties
{
}

40
sources/Core/AcediaObject.uc

@ -1,40 +0,0 @@
/**
* Object base class to be used to Acedia instead of an `Object`.
* The only difference is defined `_` member that provides convenient access to
* Acedia's API.
* Since `Global` is an actor, we wish to avoid storing it's instance in
* the object because it can mess with garbage collection on level change.
* So we provide an accessor function `_()` instead.
* Copyright 2020 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 AcediaObject extends Object
abstract;
public final function Text T(string string)
{
return _().text.FromString(string);
}
public static final function Global _()
{
return Global(class'Global'.static.GetInstance());
}
defaultproperties
{
}

32
sources/Core/AcediaReplicationInfo.uc

@ -1,32 +0,0 @@
/**
* Facilitates some core replicated functions between client and server.
* Copyright 2019 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 AcediaReplicationInfo extends ReplicationInfo;
var public PlayerController linkOwner;
replication
{
reliable if (role == ROLE_Authority)
linkOwner;
}
defaultproperties
{
}

218
sources/Core/Aliases/AliasHash.uc

@ -1,218 +0,0 @@
/**
* A class, implementing a hash-table-based dictionary for quick access to
* aliases' values.
* It does not support dynamic hash table capacity change and
* requires to set the size upfront.
* Copyright 2020 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 AliasHash extends AcediaObject
dependson(AliasSource)
config(AcediaSystem);
// Reasonable lower and upper limits on hash table capacity,
// that will be enforced if user requires something outside those bounds
var private config const int MINIMUM_CAPACITY;
var private config const int MAXIMUM_CAPACITY;
// Bucket of alias-value pairs, with the same alias hash.
struct PairBucket
{
var array<AliasSource.AliasValuePair> pairs;
};
var private array<PairBucket> hashTable;
/**
* Initializes caller `AliasHash`.
*
* Calling this function again will clear all existing data and will create
* a brand new hash table.
*
* @param desiredCapacity Desired capacity of the underlying hash table.
* Will be clamped between `MINIMUM_CAPACITY` and `MAXIMUM_CAPACITY`.
* Not specifying anything as this parameter creates a hash table of
* size `MINIMUM_CAPACITY`.
* @return A reference to a caller object to allow for function chaining.
*/
public final function AliasHash Initialize(optional int desiredCapacity)
{
desiredCapacity = Clamp(desiredCapacity, MINIMUM_CAPACITY,
MAXIMUM_CAPACITY);
hashTable.length = 0;
hashTable.length = desiredCapacity;
return self;
}
// Helper method that is needed as a replacement for `%`, since it is
// an operation on `float`s in UnrealScript and does not have enough precision
// to work with hashes.
// Assumes positive input.
private function int Remainder(int number, int divisor)
{
local int quotient;
quotient = number / divisor;
return (number - quotient * divisor);
}
// Finds indices for:
// 1. Bucked that contains specified alias (`bucketIndex`);
// 2. Pair for specified alias in the bucket's collection (`pairIndex`).
// `bucketIndex` is always found,
// `pairIndex` is valid iff method returns `true`.
private final function bool FindPairIndices(
string alias,
out int bucketIndex,
out int pairIndex)
{
local int i;
local array<AliasSource.AliasValuePair> bucketPairs;
// `Locs()` is used because aliases are case-insensitive.
bucketIndex = _().text.GetHash(Locs(alias));
if (bucketIndex < 0) {
bucketIndex *= -1;
}
bucketIndex = Remainder(bucketIndex, hashTable.length);
// Check if bucket actually has given alias.
bucketPairs = hashTable[bucketIndex].pairs;
for (i = 0; i < bucketPairs.length; i += 1)
{
if (bucketPairs[i].alias ~= alias)
{
pairIndex = i;
return true;
}
}
return false;
}
/**
* Finds a value for a given alias.
*
* @param alias Alias for which we need to find a value.
* Aliases are case-insensitive.
* @param value If given alias is present in caller `AliasHash`, -
* it's value will be written in this variable.
* Otherwise value is undefined.
* @return `true` if we found value, `false` otherwise.
*/
public final function bool Find(string alias, out string value)
{
local int bucketIndex;
local int pairIndex;
if (FindPairIndices(alias, bucketIndex, pairIndex))
{
value = hashTable[bucketIndex].pairs[pairIndex].value;
return true;
}
return false;
}
/**
* Checks if caller `AliasHash` contains given alias.
*
* @param alias Alias to check for belonging to caller `AliasHash`.
* Aliases are case-insensitive.
* @return `true` if caller `AliasHash` contains the value for a given alias
* and `false` otherwise.
*/
public final function bool Contains(string alias)
{
local int bucketIndex;
local int pairIndex;
return FindPairIndices(alias, bucketIndex, pairIndex);
}
/**
* Inserts new record for alias `alias` for value of `value`.
*
* If there is already a value for a given `alias` - it will be overwritten.
*
* @param alias Alias to insert. Aliases are case-insensitive.
* @param value Value for a given alias to store.
* @return A reference to a caller object to allow for function chaining.
*/
public final function AliasHash Insert(string alias, string value)
{
local int bucketIndex;
local int pairIndex;
local AliasSource.AliasValuePair newRecord;
newRecord.value = value;
newRecord.alias = alias;
if (!FindPairIndices(alias, bucketIndex, pairIndex)) {
pairIndex = hashTable[bucketIndex].pairs.length;
}
hashTable[bucketIndex].pairs[pairIndex] = newRecord;
return self;
}
/**
* Inserts new record for alias `alias` for value of `value`.
*
* If there is already a value for a given `alias`, - new value will be
* discarded and `AliasHash` will not be changed.
*
* @param alias Alias to insert. Aliases are case-insensitive.
* @param value Value for a given alias to store.
* @param existingValue Value that will correspond to a given alias after
* this method's execution. If insertion was successful - given `value`,
* otherwise (if there already was a record for an `alias`)
* it will return value that already existed in caller `AliasHash`.
* @return `true` if given alias-value pair was inserted and `false` otherwise.
*/
public final function bool InsertIfMissing(
string alias,
string value,
out string existingValue)
{
local int bucketIndex;
local int pairIndex;
local AliasSource.AliasValuePair newRecord;
newRecord.value = value;
newRecord.alias = alias;
existingValue = value;
if (FindPairIndices(alias, bucketIndex, pairIndex)) {
existingValue = hashTable[bucketIndex].pairs[pairIndex].value;
return false;
}
pairIndex = hashTable[bucketIndex].pairs.length;
hashTable[bucketIndex].pairs[pairIndex] = newRecord;
return true;
}
/**
* Removes record, corresponding to a given alias `alias`.
*
* @param alias Alias for which all records must be removed.
* @return `true` if record was removed, `false` if id did not
* (can only happen when `AliasHash` did not have any records for `alias`).
*/
public final function bool Remove(string alias)
{
local int bucketIndex;
local int pairIndex;
if (FindPairIndices(alias, bucketIndex, pairIndex)) {
hashTable[bucketIndex].pairs.Remove(pairIndex, 1);
return true;
}
return false;
}
defaultproperties
{
MINIMUM_CAPACITY = 10
MAXIMUM_CAPACITY = 100000
}

135
sources/Core/Aliases/AliasService.uc

@ -1,135 +0,0 @@
/**
* Service that handles pending saving of aliases data into configs.
* Adding aliases into `AliasSource`s causes corresponding configs to update.
* This service allows to delay and spread config rewrites over time,
* which should help in case someone dynamically adds a lot of
* different aliases.
* Copyright 2020 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 AliasService extends Service
config(AcediaSystem);
// Objects for which we are yet to write configs
var private array<AliasSource> sourcesPendingToSave;
var private array<Aliases> aliasesPendingToSave;
// How often should we do it.
// Negative or zero values would be reset to `0.05`.
var public config const float saveInterval;
// To avoid creating yet another object for aliases system we will
// keep config variable pointing to weapon, color, etc. `AliasSource`
// subclasses here. It's not the best regarding separation of responsibility,
// but should make config files less fragmented.
// Changing these allows you to change in what sources `AliasesAPI`
// looks for weapon and color aliases.
var public config const class<AliasSource> weaponAliasesSource;
var public config const class<AliasSource> colorAliasesSource;
protected function OnLaunch()
{
local float actualInterval;
actualInterval = saveInterval;
if (actualInterval <= 0)
{
actualInterval = 0.05;
}
SetTimer(actualInterval, true);
}
protected function OnShutdown()
{
SaveAllPendingObjects();
}
public final function PendingSaveSource(AliasSource sourceToSave)
{
local int i;
if (sourceToSave == none) return;
// Starting searching from the end of an array will make situations when
// we add several aliases to a single source in a row more efficient.
for (i = sourcesPendingToSave.length - 1;i >= 0; i -= 1) {
if (sourcesPendingToSave[i] == sourceToSave) return;
}
sourcesPendingToSave[sourcesPendingToSave.length] = sourceToSave;
}
public final function PendingSaveObject(Aliases objectToSave)
{
local int i;
if (objectToSave == none) return;
// Starting searching from the end of an array will make situations when
// we add several aliases to a single `Aliases` object in a row
// more efficient.
for (i = aliasesPendingToSave.length - 1;i >= 0; i -= 1) {
if (aliasesPendingToSave[i] == objectToSave) return;
}
aliasesPendingToSave[aliasesPendingToSave.length] = objectToSave;
}
/**
* Forces saving of the next object (either `AliasSource` or `Aliases`)
* in queue to the config file.
*
* Does not reset the timer until next saving.
*/
private final function DoSaveNextPendingObject()
{
if (sourcesPendingToSave.length > 0)
{
if (sourcesPendingToSave[0] != none) {
sourcesPendingToSave[0].SaveConfig();
}
sourcesPendingToSave.Remove(0, 1);
return;
}
if (aliasesPendingToSave.length > 0)
{
aliasesPendingToSave[0].SaveOrClear();
aliasesPendingToSave.Remove(0, 1);
}
}
/**
* Forces saving of all objects (both `AliasSource`s or `Aliases`s) in queue
* to their config files.
*/
private final function SaveAllPendingObjects()
{
local int i;
for (i = 0; i < sourcesPendingToSave.length; i += 1) {
if (sourcesPendingToSave[i] == none) continue;
sourcesPendingToSave[i].SaveConfig();
}
for (i = 0; i < aliasesPendingToSave.length; i += 1) {
aliasesPendingToSave[i].SaveOrClear();
}
sourcesPendingToSave.length = 0;
aliasesPendingToSave.length = 0;
}
event Timer()
{
DoSaveNextPendingObject();
}
defaultproperties
{
saveInterval = 0.05
weaponAliasesSource = class'WeaponAliasSource'
colorAliasesSource = class'ColorAliasSource'
}

379
sources/Core/Aliases/AliasSource.uc

@ -1,379 +0,0 @@
/**
* Aliases allow users to define human-readable and easier to use
* "synonyms" to some symbol sequences (mainly names of UnrealScript classes).
* This class implements an alias database that stores aliases inside
* standard config ini-files.
* Several `AliasSource`s are supposed to exist separately, each storing
* aliases of particular kind: for weapon, zeds, colors, etc..
* Copyright 2020 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 AliasSource extends Singleton
config(AcediaAliases);
// Name of the configurational file (without extension) where
// this `AliasSource`'s data will be stored.
var private const string configName;
// (Sub-)class of `Aliases` objects that this `AliasSource` uses to store
// aliases in per-object-config manner.
// Leaving this variable `none` will produce an `AliasSource` that can
// only store aliases in form of `record=(alias="...",value="...")`.
var public const class<Aliases> aliasesClass;
// Storage for all objects of `aliasesClass` class in the config.
// Exists after `OnCreated()` event and is maintained up-to-date at all times.
var private array<Aliases> loadedAliasObjects;
// Links alias to a value.
// An array of these structures (without duplicate `alias` records) defines
// a function from the space of aliases to the space of values.
struct AliasValuePair
{
var string alias;
var string value;
};
// Aliases data for saving and loading on a disk (ini-file).
// Name is chosen to make configurational files more readable.
var private config array<AliasValuePair> record;
// Hash table for a faster access to value by alias' name.
// It contains same records as `record` array + aliases from
// `loadedAliasObjects` objects when there are no duplicate aliases.
// Otherwise only stores first loaded alias.
var private AliasHash hash;
// How many times bigger capacity of `hash` should be, compared to amount of
// initially loaded data from a config.
var private const float HASH_TABLE_SCALE;
// Load and hash all the data `AliasSource` creation.
protected function OnCreated()
{
local int entriesAmount;
if (!AssertAliasesClassIsOwnedByMe()) {
return;
}
// Load and hash
entriesAmount = LoadData();
hash = AliasHash(_.memory.Allocate(class'AliasHash'));
hash.Initialize(int(entriesAmount * HASH_TABLE_SCALE));
HashValidAliases();
}
// Ensures invariant of our `Aliases` class only belonging to us by
// itself ourselves otherwise.
private final function bool AssertAliasesClassIsOwnedByMe()
{
if (aliasesClass == none) return true;
if (aliasesClass.default.sourceClass == class) return true;
_.logger.Failure("`AliasSource`-`Aliases` class pair is incorrectly"
@ "setup for source `" $ string(class) $ "`. Omitting it.");
Destroy();
return false;
}
// This method loads all the defined aliases from the config file and
// returns how many entries are there are total.
// Does not change data, including fixing duplicates.
private final function int LoadData()
{
local int i;
local int entriesAmount;
local array<string> objectNames;
entriesAmount = record.length;
if (aliasesClass == none) {
return entriesAmount;
}
objectNames =
GetPerObjectNames(configName, string(aliasesClass.name), MaxInt);
loadedAliasObjects.length = objectNames.length;
for (i = 0; i < objectNames.length; i += 1)
{
loadedAliasObjects[i] = new(none, objectNames[i]) aliasesClass;
entriesAmount += loadedAliasObjects[i].GetAliases().length;
}
return entriesAmount;
}
/**
* Simply checks if given alias is present in caller `AliasSource`.
*
* @param alias Alias to check, case-insensitive.
* @return `true` if present, `false` otherwise.
*/
public function bool ContainsAlias(string alias)
{
return hash.Contains(alias);
}
/**
* Tries to look up a value, stored for given alias in caller `AliasSource` and
* reports error upon failure.
*
* Also see `Try()` method.
*
* @param alias Alias, for which method will attempt to look up a value.
* Case-insensitive.
* @param value If passed `alias` was recorded in caller `AliasSource`,
* it's corresponding value will be written in this variable.
* Otherwise value is undefined.
* @return `true` if lookup was successful (alias present in 'AliasSource`)
* and correct value was written into `value`, `false` otherwise.
*/
public function bool Resolve(string alias, out string value)
{
return hash.Find(alias, value);
}
/**
* Tries to look up a value, stored for given alias in caller `AliasSource` and
* silently returns given `alias` value upon failure.
*
* Also see `Resolve()` method.
*
* @param alias Alias, for which method will attempt to look up a value.
* Case-insensitive.
* @return Value corresponding to a given alias, if it was present in
* caller `AliasSource` and value of `alias` parameter instead.
*/
public function string Try(string alias)
{
local string result;
if (hash.Find(alias, result)) {
return result;
}
return alias;
}
/**
* Adds another alias to the caller `AliasSource`.
* If alias with the same name as `aliasToAdd` already exists, -
* method overwrites it.
*
* Can fail iff `aliasToAdd` is an invalid alias.
*
* When adding alias to an object (`saveInObject == true`) alias `aliasToAdd`
* will be altered by changing any ':' inside it into a '.'.
* This is a necessary measure to allow storing class names in
* config files via per-object-config.
*
* NOTE: This call will cause update of an ini-file. That update can be
* slightly delayed, so do not make assumptions about it's immediacy.
*
* NOTE #2: Removing alias would require this method to go through the
* whole `AliasSource` to remove possible duplicates.
* This means that unless you can guarantee that there is no duplicates, -
* performing a lot of alias additions during run-time can be costly.
*
* @param aliasToAdd Alias that you want to add to caller source.
* Alias names are case-insensitive.
* @param aliasValue Intended value of this alias.
* @param saveInObject Setting this to `true` will make `AliasSource` save
* given alias in per-object-config storage, while keeping it at default
* `false` will just add alias to the `record=` storage.
* If caller `AliasSource` does not support per-object-config storage, -
* this flag will be ignores.
* @return `true` if alias was added and `false` otherwise (alias was invalid).
*/
public final function bool AddAlias(
string aliasToAdd,
string aliasValue,
optional bool saveInObject)
{
local AliasValuePair newPair;
if (_.alias.IsAliasValid(aliasToAdd)) {
return false;
}
if (hash.Contains(aliasToAdd)) {
RemoveAlias(aliasToAdd);
}
// We might not be able to use per-object-config storage
if (saveInObject && aliasesClass == none) {
saveInObject = false;
_.logger.Warning("Cannot save alias in object for source `"
$ string(class)
$ "`, because it does not have appropriate `Aliases` class setup.");
}
// Save
if (saveInObject) {
GetAliasesObjectWithValue(aliasValue).AddAlias(aliasToAdd);
}
else
{
newPair.alias = aliasToAdd;
newPair.value = aliasValue;
record[record.length] = newPair;
}
hash.Insert(aliasToAdd, aliasValue);
AliasService(class'AliasService'.static.Require()).PendingSaveSource(self);
return true;
}
/**
* Removes alias (all records with it, in case of duplicates) from
* the caller `AliasSource`.
*
* Cannot fail.
*
* NOTE: This call will cause update of an ini-file. That update can be
* slightly delayed, so do not make assumptions about it's immediacy.
*
* NOTE #2: removing alias requires this method to go through the
* whole `AliasSource` to remove possible duplicates, which can make
* performing a lot of alias removal during run-time costly.
*
* @param aliasToRemove Alias that you want to remove from caller source.
*/
public final function RemoveAlias(string aliasToRemove)
{
local int i;
local bool removedAliasFromRecord;
hash.Remove(aliasToRemove);
while (i < record.length)
{
if (record[i].alias ~= aliasToRemove)
{
record.Remove(i, 1);
removedAliasFromRecord = true;
}
else {
i += 1;
}
}
for (i = 0; i < loadedAliasObjects.length; i += 1) {
loadedAliasObjects[i].RemoveAlias(aliasToRemove);
}
if (removedAliasFromRecord)
{
AliasService(class'AliasService'.static.Require())
.PendingSaveSource(self);
}
}
// Performs initial hashing of every record with valid alias.
// In case of duplicate or invalid aliases - method will skip them
// and log warnings.
private final function HashValidAliases()
{
if (hash == none) {
_.logger.Warning("Alias source `" $ string(class) $ "` called"
$ "`HashValidAliases()` function without creating an `AliasHasher`"
$ "instance first. This should not have happened.");
return;
}
HashValidAliasesFromRecord();
HashValidAliasesFromPerObjectConfig();
}
private final function LogDuplicateAliasWarning(
string alias,
string existingValue)
{
_.logger.Warning("Alias source `" $ string(class)
$ "` has duplicate record for alias \"" $ alias
$ "\". This is likely due to an erroneous config. \"" $ existingValue
$ "\" value will be used.");
}
private final function LogInvalidAliasWarning(string invalidAlias)
{
_.logger.Warning("Alias source `" $ string(class)
$ "` contains invalid alias name \"" $ invalidAlias
$ "\". This alias will not be loaded.");
}
private final function HashValidAliasesFromRecord()
{
local int i;
local bool isDuplicate;
local string existingValue;
for (i = 0; i < record.length; i += 1)
{
if (!_.alias.IsAliasValid(record[i].alias))
{
LogInvalidAliasWarning(record[i].alias);
continue;
}
isDuplicate = !hash.InsertIfMissing(record[i].alias, record[i].value,
existingValue);
if (isDuplicate) {
LogDuplicateAliasWarning(record[i].alias, existingValue);
}
}
}
private final function HashValidAliasesFromPerObjectConfig()
{
local int i, j;
local bool isDuplicate;
local string existingValue;
local string objectValue;
local array<string> objectAliases;
for (i = 0; i < loadedAliasObjects.length; i += 1)
{
objectValue = loadedAliasObjects[i].GetValue();
objectAliases = loadedAliasObjects[i].GetAliases();
for (j = 0; j < objectAliases.length; j += 1)
{
if (!_.alias.IsAliasValid(objectAliases[j]))
{
LogInvalidAliasWarning(objectAliases[j]);
continue;
}
isDuplicate = !hash.InsertIfMissing(objectAliases[j], objectValue,
existingValue);
if (isDuplicate) {
LogDuplicateAliasWarning(objectAliases[j], existingValue);
}
}
}
}
// Tries to find a loaded `Aliases` config object that stores aliases for
// the given value. If such object does not exists - creates a new one.
private final function Aliases GetAliasesObjectWithValue(string value)
{
local int i;
local Aliases newAliasesObject;
// This method only makes sense if this `AliasSource` supports
// per-object-config storage.
if (aliasesClass == none)
{
_.logger.Warning("`GetAliasesObjectForValue()` function was called for "
$ "alias source with `aliasesClass == none`."
$ "This should not happen.");
return none;
}
for (i = 0; i < loadedAliasObjects.length; i += 1)
{
if (loadedAliasObjects[i].GetValue() ~= value) {
return loadedAliasObjects[i];
}
}
newAliasesObject = new(none, value) aliasesClass;
loadedAliasObjects[loadedAliasObjects.length] = newAliasesObject;
return newAliasesObject;
}
defaultproperties
{
// Source main parameters
configName = "AcediaAliases"
aliasesClass = class'Aliases'
// HashTable twice the size of data entries should do it
HASH_TABLE_SCALE = 2.0
}

142
sources/Core/Aliases/Aliases.uc

@ -1,142 +0,0 @@
/**
* This is a simple helper object for `AliasSource` that can store
* an array of aliases in config files in a per-object-config manner.
* One `Aliases` object can store several aliases for a single value.
* It is recommended that you do not try to access these objects directly.
* Class name `Aliases` is chosen to make configuration files
* more readable.
* It's only interesting function is storing '.'s as ':' in it's config,
* which is necessary to allow storing aliases for class names via
* these objects (since UnrealScript's cannot handle '.'s in object's names
* in it's configs).
* Copyright 2020 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 Aliases extends AcediaObject
perObjectConfig
config(AcediaAliases);
// Link to the `AliasSource` that uses `Aliases` objects of this class.
// To ensure that any `Aliases` sub-class only belongs to one `AliasSource`.
var public const class<AliasSource> sourceClass;
// Aliases, recorded by this `Aliases` object that all mean the same value,
// defined by this object's name `string(self.name)`.
var protected config array<string> alias;
// Since '.'s in values are converted into ':' for storage purposes,
// we need methods to convert between "storage" and "actual" value version.
// `ToStorageVersion()` and `ToActualVersion()` do that.
private final function string ToStorageVersion(string actualValue)
{
return Repl(actualValue, ".", ":");
}
private final function string ToActualVersion(string storageValue)
{
return Repl(storageValue, ":", ".");
}
/**
* Returns value that caller's `Aliases` object's aliases point to.
*
* @return Value, stored by this object.
*/
public final function string GetValue()
{
return ToActualVersion(string(self.name));
}
/**
* Returns array of aliases that caller `Aliases` tells us point to it's value.
*
* @return Array of all aliases, stored by caller `Aliases` object.
*/
public final function array<string> GetAliases()
{
return alias;
}
/**
* [For inner use by `AliasSource`] Adds new alias to this object.
*
* Does no duplicates checks through for it's `AliasSource` and
* neither it updates relevant `AliasHash`,
* but will prevent adding duplicate records inside it's own storage.
*
* @param aliasToAdd Alias to add to caller `Aliases` object.
*/
public final function AddAlias(string aliasToAdd)
{
local int i;
for (i = 0; i < alias.length; i += 1) {
if (alias[i] ~= aliasToAdd) return;
}
alias[alias.length] = ToStorageVersion(aliasToAdd);
AliasService(class'AliasService'.static.Require())
.PendingSaveObject(self);
}
/**
* [For inner use by `AliasSource`] Removes alias from this object.
*
* Does not update relevant `AliasHash`.
*
* Will prevent adding duplicate records inside it's own storage.
*
* @param aliasToRemove Alias to remove from caller `Aliases` object.
*/
public final function RemoveAlias(string aliasToRemove)
{
local int i;
local bool removedAlias;
while (i < alias.length)
{
if (alias[i] ~= aliasToRemove)
{
alias.Remove(i, 1);
removedAlias = true;
}
else {
i += 1;
}
}
if (removedAlias)
{
AliasService(class'AliasService'.static.Require())
.PendingSaveObject(self);
}
}
/**
* If this object still has any alias records, - forces a rewrite of it's data
* into the config file, otherwise - removes it's record entirely.
*/
public final function SaveOrClear()
{
if (alias.length <= 0) {
ClearConfig();
}
else {
SaveConfig();
}
}
defaultproperties
{
sourceClass = class'AliasSource'
}

233
sources/Core/Aliases/AliasesAPI.uc

@ -1,233 +0,0 @@
/**
* Provides convenient access to Aliases-related functions.
* Copyright 2019 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 AliasesAPI extends Singleton;
/**
* Checks that passed value is a valid alias name.
*
* A valid name is any name consisting out of 128 ASCII symbols.
*
* @param aliasToCheck Alias to check for validity.
* @return `true` if `aliasToCheck` is a valid alias and `false` otherwise.
*/
public final function bool IsAliasValid(string aliasToCheck)
{
return _.text.IsASCIIString(aliasToCheck);
}
/**
* Provides an easier access to the instance of the `AliasSource` of
* the given class.
*
* Can fail if `customSourceClass` is incorrectly defined.
*
* @param customSourceClass Class of the source we want.
* @return Instance of the requested `AliasSource`,
* `none` if `customSourceClass` is incorrectly defined.
*/
public final function AliasSource GetCustomSource(
class<AliasSource> customSourceClass)
{
return AliasSource(customSourceClass.static.GetInstance(true));
}
/**
* Returns `AliasSource` that is designated in configuration files as
* a source for weapon aliases.
*
* NOTE: while by default weapon aliases source will contain only weapon
* aliases, you should not assume that. Acedia allows admins to store all
* the aliases in the same config.
*
* @return Reference to the `AliasSource` that contains weapon aliases.
* Can return `none` if no source for weapons was configured or
* the configured source is incorrectly defined.
*/
public final function AliasSource GetWeaponSource()
{
local AliasSource weaponSource;
local class<AliasSource> sourceClass;
sourceClass = class'AliasService'.default.weaponAliasesSource;
if (sourceClass == none) {
_.logger.Failure("No weapon aliases source configured for Acedia's"
@ "alias API. Error is most likely cause by erroneous config.");
return none;
}
weaponSource = AliasSource(sourceClass.static.GetInstance(true));
if (weaponSource == none) {
_.logger.Failure("`AliasSource` class `" $ string(sourceClass) $ "` is"
@ "configured to store weapon aliases, but it seems to be invalid."
@ "This is a bug and not configuration file problem, but issue"
@ "might be avoided by using a different `AliasSource`.");
return none;
}
return weaponSource;
}
/**
* Returns `AliasSource` that is designated in configuration files as
* a source for color aliases.
*
* NOTE: while by default color aliases source will contain only color aliases,
* you should not assume that. Acedia allows admins to store all the aliases
* in the same config.
*
* @return Reference to the `AliasSource` that contains color aliases.
* Can return `none` if no source for colors was configured or
* the configured source is incorrectly defined.
*/
public final function AliasSource GetColorSource()
{
local AliasSource colorSource;
local class<AliasSource> sourceClass;
sourceClass = class'AliasService'.default.colorAliasesSource;
if (sourceClass == none) {
_.logger.Failure("No color aliases source configured for Acedia's"
@ "alias API. Error is most likely cause by erroneous config.");
return none;
}
colorSource = AliasSource(sourceClass.static.GetInstance(true));
if (colorSource == none) {
_.logger.Failure("`AliasSource` class `" $ string(sourceClass) $ "` is"
@ "configured to store color aliases, but it seems to be invalid."
@ "This is a bug and not configuration file problem, but issue"
@ "might be avoided by using a different `AliasSource`.");
return none;
}
return colorSource;
}
/**
* Tries to look up a value, stored for given alias in an `AliasSource`
* configured to store weapon aliases. Reports error on failure.
*
* Lookup of alias can fail if either alias does not exist in weapon alias
* source or weapon alias source itself does not exist
* (due to either faulty configuration or incorrect definition).
* To determine if weapon alias source exists you can check
* `_.alias.GetWeaponSource()` value.
*
* Also see `TryWeapon()` method.
*
* @param alias Alias, for which method will attempt to look up a value.
* Case-insensitive.
* @param value If passed `alias` was recorded as a weapon alias,
* it's corresponding value will be written in this variable.
* Otherwise value is undefined.
* @return `true` if lookup was successful and `false` otherwise.
*/
public final function bool ResolveWeapon(string alias, out string result)
{
local AliasSource source;
source = GetWeaponSource();
if (source != none) {
return source.Resolve(alias, result);
}
return false;
}
/**
* Tries to look up a value, stored for given alias in an `AliasSource`
* configured to store weapon aliases and silently returns given `alias`
* value upon failure.
*
* Lookup of alias can fail if either alias does not exist in weapon alias
* source or weapon alias source itself does not exist
* (due to either faulty configuration or incorrect definition).
* To determine if weapon alias source exists you can check
* `_.alias.GetWeaponSource()` value.
*
* Also see `ResolveWeapon()` method.
*
* @param alias Alias, for which method will attempt to look up a value.
* Case-insensitive.
* @return Weapon value corresponding to a given alias, if it was present in
* the weapon alias source and value of `alias` parameter instead.
*/
public function string TryWeapon(string alias)
{
local AliasSource source;
source = GetWeaponSource();
if (source != none) {
return source.Try(alias);
}
return alias;
}
/**
* Tries to look up a value, stored for given alias in an `AliasSource`
* configured to store color aliases. Reports error on failure.
*
* Lookup of alias can fail if either alias does not exist in color alias
* source or color alias source itself does not exist
* (due to either faulty configuration or incorrect definition).
* To determine if color alias source exists you can check
* `_.alias.GetColorSource()` value.
*
* Also see `TryColor()` method.
*
* @param alias Alias, for which method will attempt to look up a value.
* Case-insensitive.
* @param value If passed `alias` was recorded as a color alias,
* it's corresponding value will be written in this variable.
* Otherwise value is undefined.
* @return `true` if lookup was successful and `false` otherwise.
*/
public final function bool ResolveColor(string alias, out string result)
{
local AliasSource source;
source = GetColorSource();
if (source != none) {
return source.Resolve(alias, result);
}
return false;
}
/**
* Tries to look up a value, stored for given alias in an `AliasSource`
* configured to store color aliases and silently returns given `alias`
* value upon failure.
*
* Lookup of alias can fail if either alias does not exist in color alias
* source or color alias source itself does not exist
* (due to either faulty configuration or incorrect definition).
* To determine if color alias source exists you can check
* `_.alias.GetColorSource()` value.
*
* Also see `ResolveColor()` method.
*
* @param alias Alias, for which method will attempt to look up a value.
* Case-insensitive.
* @return Color value corresponding to a given alias, if it was present in
* the color alias source and value of `alias` parameter instead.
*/
public function string TryColor(string alias)
{
local AliasSource source;
source = GetColorSource();
if (source != none) {
return source.Try(alias);
}
return alias;
}
defaultproperties
{
}

27
sources/Core/Aliases/BuiltInSources/ColorAliasSource.uc

@ -1,27 +0,0 @@
/**
* Source intended for color aliases.
* Copyright 2020 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 ColorAliasSource extends AliasSource
config(AcediaAliases_Colors);
defaultproperties
{
configName = "AcediaAliases_Colors"
aliasesClass = class'ColorAliases'
}

27
sources/Core/Aliases/BuiltInSources/ColorAliases.uc

@ -1,27 +0,0 @@
/**
* Per-object-configuration intended for color aliases.
* Copyright 2020 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 ColorAliases extends Aliases
perObjectConfig
config(AcediaAliases_Colors);
defaultproperties
{
sourceClass = class'ColorAliasSource'
}

27
sources/Core/Aliases/BuiltInSources/WeaponAliasSource.uc

@ -1,27 +0,0 @@
/**
* Source intended for weapon aliases.
* Copyright 2020 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 WeaponAliasSource extends AliasSource
config(AcediaAliases_Weapons);
defaultproperties
{
configName = "AcediaAliases_Weapons"
aliasesClass = class'WeaponAliases'
}

27
sources/Core/Aliases/BuiltInSources/WeaponAliases.uc

@ -1,27 +0,0 @@
/**
* Per-object-configuration intended for weapon aliases.
* Copyright 2020 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 WeaponAliases extends Aliases
perObjectConfig
config(AcediaAliases_Weapons);
defaultproperties
{
sourceClass = class'WeaponAliasSource'
}

27
sources/Core/Aliases/Tests/MockAliasSource.uc

@ -1,27 +0,0 @@
/**
* Source intended for testing aliases.
* Copyright 2020 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 MockAliasSource extends AliasSource
config(AcediaAliases_Tests);
defaultproperties
{
configName = "AcediaAliases_Tests"
aliasesClass = class'MockAliases'
}

27
sources/Core/Aliases/Tests/MockAliases.uc

@ -1,27 +0,0 @@
/**
* Per-object-configuration intended for testing aliases.
* Copyright 2020 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 MockAliases extends Aliases
perObjectConfig
config(AcediaAliases_Tests);
defaultproperties
{
sourceClass = class'MockAliasSource'
}

133
sources/Core/Aliases/Tests/TEST_Aliases.uc

@ -1,133 +0,0 @@
/**
* Set of tests for Aliases system.
* Copyright 2020 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 TEST_Aliases extends TestCase
abstract;
protected static function TESTS()
{
Test_AliasHash();
Test_AliasLoading();
}
protected static function Test_AliasLoading()
{
Context("Testing loading aliases from a mock object `MockAliasSource`.");
SubTest_AliasLoadingCorrect();
SubTest_AliasLoadingIncorrect();
}
protected static function SubTest_AliasLoadingCorrect()
{
local AliasSource source;
local string outValue;
Issue("`Resolve()` fails to return alias that should be loaded.");
source = _().alias.GetCustomSource(class'MockAliasSource');
TEST_ExpectTrue(source.Resolve("Global", outValue));
TEST_ExpectTrue(outValue == "value");
TEST_ExpectTrue(source.Resolve("ford", outValue));
TEST_ExpectTrue(outValue == "car");
Issue("`Try()` fails to return alias that should be loaded.");
TEST_ExpectTrue(source.Try("question") == "response");
TEST_ExpectTrue(source.Try("delorean") == "car");
Issue("`ContainsAlias()` reports alias, that should be present,"
@ "as missing.");
TEST_ExpectTrue(source.ContainsAlias("Global"));
TEST_ExpectTrue(source.ContainsAlias("audi"));
Issue("Aliases in per-object-configs incorrectly handle ':'.");
TEST_ExpectTrue(source.Try("HardToBeAGod") == "sci.fi");
Issue("Aliases with empty values in alias name or their value are handled"
@ "incorrectly.");
TEST_ExpectTrue(source.Try("") == "empty");
TEST_ExpectTrue(source.Try("also") == "");
}
protected static function SubTest_AliasLoadingIncorrect()
{
local AliasSource source;
local string outValue;
Context("Testing loading aliases from a mock object `MockAliasSource`.");
Issue("`AliasAPI` cannot return value custom source.");
source = _().alias.GetCustomSource(class'MockAliasSource');
TEST_ExpectNotNone(source);
Issue("`Resolve()` reports success of finding inexistent alias.");
source = _().alias.GetCustomSource(class'MockAliasSource');
TEST_ExpectFalse(source.Resolve("noSuchThing", outValue));
Issue("`Try()` does not return given value for non-existent alias.");
TEST_ExpectTrue(source.Try("TheHellIsThis") == "TheHellIsThis");
Issue("`ContainsAlias()` reports inexistent alias as present.");
TEST_ExpectFalse(source.ContainsAlias("FordК"));
}
protected static function Test_AliasHash()
{
Context("Testing `AliasHasher`.");
SubTest_AliasHashInsertingRemoval();
}
protected static function SubTest_AliasHashInsertingRemoval()
{
local AliasHash hasher;
local string outValue;
hasher = new class'AliasHash';
hasher.Initialize();
Issue("`AliasHash` cannot properly store added aliases.");
hasher.Insert("alias", "value").Insert("one", "more");
TEST_ExpectTrue(hasher.Contains("alias"));
TEST_ExpectTrue(hasher.Contains("one"));
TEST_ExpectTrue(hasher.Find("alias", outValue));
TEST_ExpectTrue(outValue == "value");
TEST_ExpectTrue(hasher.Find("one", outValue));
TEST_ExpectTrue(outValue == "more");
Issue("`AliasHash` reports hashing aliases that never were hashed.");
TEST_ExpectFalse(hasher.Contains("alia"));
Issue("`AliasHash` cannot properly remove stored aliases.");
hasher.Remove("alias");
TEST_ExpectFalse(hasher.Contains("alias"));
TEST_ExpectTrue(hasher.Contains("one"));
TEST_ExpectFalse(hasher.Find("alias", outValue));
outValue = "wrong";
TEST_ExpectTrue(hasher.Find("one", outValue));
TEST_ExpectTrue(outValue == "more");
Issue("`InsertIfMissing()` function cannot properly store added aliases.");
TEST_ExpectTrue(hasher.InsertIfMissing("another", "var", outValue));
TEST_ExpectTrue(hasher.Find("another", outValue));
TEST_ExpectTrue(outValue == "var");
Issue("`InsertIfMissing()` function incorrectly resolves a conflict with"
@ "an existing value.");
TEST_ExpectFalse(hasher.InsertIfMissing("one", "something", outValue));
TEST_ExpectTrue(outValue == "more");
}
defaultproperties
{
caseName = "Aliases"
}

812
sources/Core/Color/ColorAPI.uc

@ -1,812 +0,0 @@
/**
* API that provides functions for working with color.
* It has a wide range of pre-defined colors and some functions that
* allow to quickly assemble color from rgb(a) values, parse it from
* a `Text`/string or load it from an alias.
* Copyright 2020 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 ColorAPI extends Singleton
dependson(Parser)
config(AcediaSystem);
/**
* Enumeration for ways to represent `Color` as a `string`.
*/
enum ColorDisplayType
{
// Hex format; for pink: #ffc0cb
CLRDISPLAY_HEX,
// RGB format; for pink: rgb(255,192,203)
CLRDISPLAY_RGB,
// RGBA format; for opaque pink: rgb(255,192,203,255)
CLRDISPLAY_RGBA,
// RGB format with tags; for pink: rgb(r=255,g=192,b=203)
CLRDISPLAY_RGB_TAG,
// RGBA format with tags; for pink: rgb(r=255,g=192,b=203,a=255)
CLRDISPLAY_RGBA_TAG
};
// Some useful predefined color values.
// They are marked as `config` to allow server admins to mess about with
// colors if they want to.
// Pink colors
var public config const Color Pink;
var public config const Color LightPink;
var public config const Color HotPink;
var public config const Color DeepPink;
var public config const Color PaleVioletRed;
var public config const Color MediumVioletRed;
// Red colors
var public config const Color LightSalmon;
var public config const Color Salmon;
var public config const Color DarkSalmon;
var public config const Color LightCoral;
var public config const Color IndianRed;
var public config const Color Crimson;
var public config const Color Firebrick;
var public config const Color DarkRed;
var public config const Color Red;
// Orange colors
var public config const Color OrangeRed;
var public config const Color Tomato;
var public config const Color Coral;
var public config const Color DarkOrange;
var public config const Color Orange;
// Yellow colors
var public config const Color Yellow;
var public config const Color LightYellow;
var public config const Color LemonChiffon;
var public config const Color LightGoldenrodYellow;
var public config const Color PapayaWhip;
var public config const Color Moccasin;
var public config const Color PeachPuff;
var public config const Color PaleGoldenrod;
var public config const Color Khaki;
var public config const Color DarkKhaki;
var public config const Color Gold;
// Brown colors
var public config const Color Cornsilk;
var public config const Color BlanchedAlmond;
var public config const Color Bisque;
var public config const Color NavajoWhite;
var public config const Color Wheat;
var public config const Color Burlywood;
var public config const Color TanColor; // `Tan()` already taken by a function
var public config const Color RosyBrown;
var public config const Color SandyBrown;
var public config const Color Goldenrod;
var public config const Color DarkGoldenrod;
var public config const Color Peru;
var public config const Color Chocolate;
var public config const Color SaddleBrown;
var public config const Color Sienna;
var public config const Color Brown;
var public config const Color Maroon;
// Green colors
var public config const Color DarkOliveGreen;
var public config const Color Olive;
var public config const Color OliveDrab;
var public config const Color YellowGreen;
var public config const Color LimeGreen;
var public config const Color Lime;
var public config const Color LawnGreen;
var public config const Color Chartreuse;
var public config const Color GreenYellow;
var public config const Color SpringGreen;
var public config const Color MediumSpringGreen;
var public config const Color LightGreen;
var public config const Color PaleGreen;
var public config const Color DarkSeaGreen;
var public config const Color MediumAquamarine;
var public config const Color MediumSeaGreen;
var public config const Color SeaGreen;
var public config const Color ForestGreen;
var public config const Color Green;
var public config const Color DarkGreen;
// Cyan colors
var public config const Color Aqua;
var public config const Color Cyan;
var public config const Color LightCyan;
var public config const Color PaleTurquoise;
var public config const Color Aquamarine;
var public config const Color Turquoise;
var public config const Color MediumTurquoise;
var public config const Color DarkTurquoise;
var public config const Color LightSeaGreen;
var public config const Color CadetBlue;
var public config const Color DarkCyan;
var public config const Color Teal;
// Blue colors
var public config const Color LightSteelBlue;
var public config const Color PowderBlue;
var public config const Color LightBlue;
var public config const Color SkyBlue;
var public config const Color LightSkyBlue;
var public config const Color DeepSkyBlue;
var public config const Color DodgerBlue;
var public config const Color CornflowerBlue;
var public config const Color SteelBlue;
var public config const Color RoyalBlue;
var public config const Color Blue;
var public config const Color MediumBlue;
var public config const Color DarkBlue;
var public config const Color Navy;
var public config const Color MidnightBlue;
// Purple, violet, and magenta colors
var public config const Color Lavender;
var public config const Color Thistle;
var public config const Color Plum;
var public config const Color Violet;
var public config const Color Orchid;
var public config const Color Fuchsia;
var public config const Color Magenta;
var public config const Color MediumOrchid;
var public config const Color MediumPurple;
var public config const Color BlueViolet;
var public config const Color DarkViolet;
var public config const Color DarkOrchid;
var public config const Color DarkMagenta;
var public config const Color Purple;
var public config const Color Indigo;
var public config const Color DarkSlateBlue;
var public config const Color SlateBlue;
var public config const Color MediumSlateBlue;
// White colors
var public config const Color White;
var public config const Color Snow;
var public config const Color Honeydew;
var public config const Color MintCream;
var public config const Color Azure;
var public config const Color AliceBlue;
var public config const Color GhostWhite;
var public config const Color WhiteSmoke;
var public config const Color Seashell;
var public config const Color Beige;
var public config const Color OldLace;
var public config const Color FloralWhite;
var public config const Color Ivory;
var public config const Color AntiqueWhite;
var public config const Color Linen;
var public config const Color LavenderBlush;
var public config const Color MistyRose;
// Gray and black colors
var public config const Color Gainsboro;
var public config const Color LightGray;
var public config const Color Silver;
var public config const Color DarkGray;
var public config const Color Gray;
var public config const Color DimGray;
var public config const Color LightSlateGray;
var public config const Color SlateGray;
var public config const Color DarkSlateGray;
var public config const Color Eigengrau;
var public config const Color Black;
// Escape code point is used to change output's color and is used in
// Unreal Engine's `string`s.
var private const int CODEPOINT_ESCAPE;
var private const int CODEPOINT_SMALL_A;
/**
* Creates opaque color from (red, green, blue) triplet.
*
* @param red Red component, range from 0 to 255.
* @param green Green component, range from 0 to 255.
* @param blue Blue component, range from 0 to 255.
* @return `Color` with specified red, green and blue component and
* alpha component of `255`.
*/
public final function Color RGB(byte red, byte green, byte blue)
{
local Color result;
result.r = red;
result.g = green;
result.b = blue;
result.a = 255;
return result;
}
/**
* Creates color from (red, green, blue, alpha) quadruplet.
*
* @param red Red component, range from 0 to 255.
* @param green Green component, range from 0 to 255.
* @param blue Blue component, range from 0 to 255.
* @param alpha Alpha component, range from 0 to 255.
* @return `Color` with specified red, green, blue and alpha component.
*/
public final function Color RGBA(byte red, byte green, byte blue, byte alpha)
{
local Color result;
result.r = red;
result.g = green;
result.b = blue;
result.a = alpha;
return result;
}
/**
* Compares two colors for exact equality of red, green and blue components.
* Alpha component is ignored.
*
* @param color1 Color to compare
* @param color2 Color to compare
* @return `true` if colors' red, green and blue components are equal
* and `false` otherwise.
*/
public final function bool AreEqual(Color color1, Color color2, optional bool fixColors)
{
if (fixColors) {
color1 = FixColor(color1);
color2 = FixColor(color2);
}
if (color1.r != color2.r) return false;
if (color1.g != color2.g) return false;
if (color1.b != color2.b) return false;
return true;
}
/**
* Compares two colors for exact equality of red, green, blue
* and alpha components.
*
* @param color1 Color to compare
* @param color2 Color to compare
* @return `true` if colors' red, green, blue and alpha components are equal
* and `false` otherwise.
*/
public final function bool AreEqualWithAlpha(Color color1, Color color2, optional bool fixColors)
{
if (fixColors) {
color1 = FixColor(color1);
color2 = FixColor(color2);
}
if (color1.r != color2.r) return false;
if (color1.g != color2.g) return false;
if (color1.b != color2.b) return false;
if (color1.a != color2.a) return false;
return true;
}
/**
* Killing floor's standard methods of rendering colored `string`s
* make use of inserting 4-byte sequence into them: first bytes denotes
* the start of the sequence, 3 following bytes denote rgb color components.
* Unfortunately these methods also have issues with rendering `string`s
* if you specify certain values (`0` and `10`) of rgb color components.
*
* This function "fixes" components by replacing them with close and valid
* color component values (adds `1` to the component).
*/
public final function byte FixColorComponent(byte colorComponent)
{
if (colorComponent == 0 || colorComponent == 10)
{
return colorComponent + 1;
}
return colorComponent;
}
/**
* Killing floor's standard methods of rendering colored `string`s
* make use of inserting 4-byte sequence into them: first bytes denotes
* the start of the sequence, 3 following bytes denote rgb color components.
* Unfortunately these methods also have issues with rendering `string`s
* if you specify certain values (`0` and `10`) as rgb color components.
*
* This function "fixes" given `Color`'s components by replacing them with
* close and valid color values (using `FixColorComponent()` method),
* resulting in a `Color` that looks almost the same, but is suitable to be
* included into 4-byte color change sequence.
*
* Since alpha component is never used in color-change sequences,
* it is never affected.
*/
public final function Color FixColor(Color colorToFix)
{
colorToFix.r = FixColorComponent(colorToFix.r);
colorToFix.g = FixColorComponent(colorToFix.g);
colorToFix.b = FixColorComponent(colorToFix.b);
return colorToFix;
}
/**
* Returns 4-gyte sequence for color change to a given color.
*
* To make returned tag work in most sequences, the value of given color is
* auto "fixed" (see `FixColor()` for details).
* There is an option to skip color fixing, but method will still change
* `0` components to `1`, since they cannot otherwise be used in a tag at all.
*
* Also see `GetColorTagRGB()`.
*
* @param colorToUse Color to which tag must change the text.
* It's alpha value (`colorToUse.a`) is discarded.
* @param doNotFixComponents Minimizes changes to color components
* (only allows to change `0` components to `1` before creating a tag).
* @return `string` containing 4-byte sequence that will swap text's color to
* a given one in standard Unreal Engine's UI.
*/
public final function string GetColorTag(
Color colorToUse,
optional bool doNotFixComponents)
{
if (!doNotFixComponents) {
colorToUse = FixColor(colorToUse);
}
colorToUse.r = Max(1, colorToUse.r);
colorToUse.g = Max(1, colorToUse.g);
colorToUse.b = Max(1, colorToUse.b);
return Chr(CODEPOINT_ESCAPE)
$ Chr(colorToUse.r)
$ Chr(colorToUse.g)
$ Chr(colorToUse.b);
}
/**
* Returns 4-gyte sequence for color change to a given color.
*
* To make returned tag work in most sequences, the value of given color is
* auto "fixed" (see `FixColor()` for details).
* There is an option to skip color fixing, but method will still change
* `0` components to `1`, since they cannot otherwise be used in a tag at all.
*
* Also see `GetColorTag()`.
*
* @param red Red component of color to which tag must
* change the text.
* @param green Green component of color to which tag must
* change the text.
* @param blue Blue component of color to which tag must
* change the text.
* @param doNotFixComponents Minimizes changes to color components
* (only allows to change `0` components to `1` before creating a tag).
* @return `string` containing 4-byte sequence that will swap text's color to
* a given one in standard Unreal Engine's UI.
*/
public final function string GetColorTagRGB(
int red,
int green,
int blue,
optional bool doNotFixComponents)
{
if (!doNotFixComponents)
{
red = FixColorComponent(red);
green = FixColorComponent(green);
blue = FixColorComponent(blue);
}
red = Max(1, red);
green = Max(1, green);
blue = Max(1, blue);
return Chr(CODEPOINT_ESCAPE) $ Chr(red) $ Chr(green) $ Chr(blue);
}
// Helper function that converts `byte` with values between 0 and 15 into
// a corresponding hex letter
private final function string ByteToHexCharacter(byte component)
{
component = Clamp(component, 0, 15);
if (component < 10) {
return string(component);
}
return Chr(component - 10 + CODEPOINT_SMALL_A);
}
// `byte` to `string` in hex
private final function string ComponentToHex(byte component)
{
local byte high4Bits, low4Bits;
low4Bits = component % 16;
if (component >= 16) {
high4Bits = (component - low4Bits) / 16;
}
else {
high4Bits = 0;
}
return ByteToHexCharacter(high4Bits) $ ByteToHexCharacter(low4Bits);
}
/**
* Displays given color as a string in a given style
* (hex color representation by default).
*
* @param colorToConvert Color to display as a `string`.
* @param displayType `enum` value, describing how should color
* be displayed.
* @return `string` representation of a given color in a given style.
*/
public final function string ToStringType(
Color colorToConvert,
optional ColorDisplayType displayType)
{
if (displayType == CLRDISPLAY_HEX) {
return "#" $ ComponentToHex(colorToConvert.r)
$ ComponentToHex(colorToConvert.g)
$ ComponentToHex(colorToConvert.b);
}
else if (displayType == CLRDISPLAY_RGB)
{
return "rgb(" $ string(colorToConvert.r) $ ","
$ string(colorToConvert.g) $ ","
$ string(colorToConvert.b) $ ")";
}
else if (displayType == CLRDISPLAY_RGBA)
{
return "rgba(" $ string(colorToConvert.r) $ ","
$ string(colorToConvert.g) $ ","
$ string(colorToConvert.b) $ ","
$ string(colorToConvert.a) $ ")";
}
else if (displayType == CLRDISPLAY_RGB_TAG)
{
return "rgb(r=" $ string(colorToConvert.r) $ ","
$ "g=" $ string(colorToConvert.g) $ ","
$ "b=" $ string(colorToConvert.b) $ ")";
}
//else if (displayType == CLRDISPLAY_RGBA_TAG)
return "rgba(r=" $ string(colorToConvert.r) $ ","
$ "g=" $ string(colorToConvert.g) $ ","
$ "b=" $ string(colorToConvert.b) $ ","
$ "a=" $ string(colorToConvert.a) $ ")";
}
/**
* Displays given color as a string in RGB or RGBA format, depending on
* whether color is opaque.
*
* @param colorToConvert Color to display as a `string` in `CLRDISPLAY_RGB`
* style if `colorToConvert.a == 255` and `CLRDISPLAY_RGBA` otherwise.
* @return `string` representation of a given color in a given style.
*/
public final function string ToString(Color colorToConvert)
{
if (colorToConvert.a < 255) {
return ToStringType(colorToConvert, CLRDISPLAY_RGBA);
}
return ToStringType(colorToConvert, CLRDISPLAY_RGB);
}
// Parses color in `CLRDISPLAY_RGB` and `CLRDISPLAY_RGB_TAG` representations.
private final function Color ParseRGB(Parser parser)
{
local int redComponent;
local int greenComponent;
local int blueComponent;
local Parser.ParserState initialParserState;
initialParserState = parser.GetCurrentState();
parser.Match("rgb(", true)
.MInteger(redComponent).Match(",")
.MInteger(greenComponent).Match(",")
.MInteger(blueComponent).Match(")");
if (!parser.Ok())
{
parser.RestoreState(initialParserState).Match("rgb(", true)
.Match("r=", true).MInteger(redComponent).Match(",")
.Match("g=", true).MInteger(greenComponent).Match(",")
.Match("b=", true).MInteger(blueComponent).Match(")");
}
return RGB(redComponent, greenComponent, blueComponent);
}
// Parses color in `CLRDISPLAY_RGBA` and `CLRDISPLAY_RGBA_TAG` representations.
private final function Color ParseRGBA(Parser parser)
{
local int redComponent;
local int greenComponent;
local int blueComponent;
local int alphaComponent;
local Parser.ParserState initialParserState;
initialParserState = parser.GetCurrentState();
parser.Match("rgba(", true)
.MInteger(redComponent).Match(",")
.MInteger(greenComponent).Match(",")
.MInteger(blueComponent).Match(",")
.MInteger(alphaComponent).Match(")");
if (!parser.Ok())
{
parser.RestoreState(initialParserState).Match("rgba(", true)
.Match("r=", true).MInteger(redComponent).Match(",")
.Match("g=", true).MInteger(greenComponent).Match(",")
.Match("b=", true).MInteger(blueComponent).Match(",")
.Match("a=", true).MInteger(alphaComponent).Match(")");
}
return RGBA(redComponent, greenComponent, blueComponent, alphaComponent);
}
// Parses color in `CLRDISPLAY_HEX` representation.
private final function Color ParseHexColor(Parser parser)
{
local int redComponent;
local int greenComponent;
local int blueComponent;
parser.Match("#")
.MUnsignedInteger(redComponent, 16, 2)
.MUnsignedInteger(greenComponent, 16, 2)
.MUnsignedInteger(blueComponent, 16, 2);
return RGB(redComponent, greenComponent, blueComponent);
}
/**
* Uses given parser to try and parse a color in any of the
* `ColorDisplayType` representations.
*
* @param parser Parser that method would use to parse color from
* wherever it left. It's confirmed state will not be changed.
* Do not treat `parser` bein in a non-failed state as a confirmation of
* successful parsing: color parsing might fail regardless.
* Check return value for that.
* @param resultingColor Parsed color will be written here if parsing is
* successful, otherwise value is undefined.
* If parsed color did not specify alpha component - 255 will be used.
* @return `true` if parsing was successful and false otherwise.
*/
public final function bool ParseWith(Parser parser, out Color resultingColor)
{
local bool successfullyParsed;
local string colorAlias;
local Parser colorParser;
local Parser.ParserState initialParserState;
if (parser == none) return false;
resultingColor.a = 0xff;
colorParser = parser;
initialParserState = parser.GetCurrentState();
if (parser.Match("$").MUntil(colorAlias,, true).Ok())
{
colorParser = _.text.ParseString(_.alias.TryColor(colorAlias));
initialParserState = colorParser.GetCurrentState();
}
else {
parser.RestoreState(initialParserState);
}
resultingColor = ParseRGB(colorParser);
if (!colorParser.Ok())
{
colorParser.RestoreState(initialParserState);
resultingColor = ParseRGBA(colorParser);
}
if (!colorParser.Ok())
{
colorParser.RestoreState(initialParserState);
resultingColor = ParseHexColor(colorParser);
}
successfullyParsed = colorParser.Ok();
if (colorParser != parser) {
_.memory.Free(colorParser);
}
return successfullyParsed;
}
/**
* Parses a color in any of the `ColorDisplayType` representations from the
* beginning of a given `string`.
*
* @param stringWithColor String, that contains color definition at
* the beginning. Anything after color definition is not used.
* @param resultingColor Parsed color will be written here if parsing is
* successful, otherwise value is undefined.
* If parsed color did not specify alpha component - 255 will be used.
* @param stringType How to treat given `string`,
* see `StringType` for more details.
* @return `true` if parsing was successful and false otherwise.
*/
public final function bool ParseString(
string stringWithColor,
out Color resultingColor,
optional Text.StringType stringType)
{
local bool successfullyParsed;
local Parser colorParser;
colorParser = _.text.ParseString(stringWithColor, stringType);
successfullyParsed = ParseWith(colorParser, resultingColor);
_.memory.Free(colorParser);
return successfullyParsed;
}
/**
* Parses a color in any of the `ColorDisplayType` representations from the
* beginning of a given `Text`.
*
* @param textWithColor `Text`, that contains color definition at
* the beginning. Anything after color definition is not used.
* @param resultingColor Parsed color will be written here if parsing is
* successful, otherwise value is undefined.
* If parsed color did not specify alpha component - 255 will be used.
* @return `true` if parsing was successful and false otherwise.
*/
public final function bool ParseText(
Text textWithColor,
out Color resultingColor)
{
local bool successfullyParsed;
local Parser colorParser;
colorParser = _.text.Parse(textWithColor);
successfullyParsed = ParseWith(colorParser, resultingColor);
_.memory.Free(colorParser);
return successfullyParsed;
}
/**
* Parses a color in any of the `ColorDisplayType` representations from the
* beginning of a given raw data.
*
* @param rawDataWithColor Raw data, that contains color definition at
* the beginning. Anything after color definition is not used.
* @param resultingColor Parsed color will be written here if parsing is
* successful, otherwise value is undefined.
* If parsed color did not specify alpha component - 255 will be used.
* @return `true` if parsing was successful and false otherwise.
*/
public final function bool ParseRaw(
array<Text.Character> rawDataWithColor,
out Color resultingColor)
{
local bool successfullyParsed;
local Parser colorParser;
colorParser = _.text.ParseRaw(rawDataWithColor);
successfullyParsed = ParseWith(colorParser, resultingColor);
_.memory.Free(colorParser);
return successfullyParsed;
}
defaultproperties
{
Pink=(R=255,G=192,B=203,A=255)
LightPink=(R=255,G=182,B=193,A=255)
HotPink=(R=255,G=105,B=180,A=255)
DeepPink=(R=255,G=20,B=147,A=255)
PaleVioletRed=(R=219,G=112,B=147,A=255)
MediumVioletRed=(R=199,G=21,B=133,A=255)
LightSalmon=(R=255,G=160,B=122,A=255)
Salmon=(R=250,G=128,B=114,A=255)
DarkSalmon=(R=233,G=150,B=122,A=255)
LightCoral=(R=240,G=128,B=128,A=255)
IndianRed=(R=205,G=92,B=92,A=255)
Crimson=(R=220,G=20,B=60,A=255)
Firebrick=(R=178,G=34,B=34,A=255)
DarkRed=(R=139,G=0,B=0,A=255)
Red=(R=255,G=0,B=0,A=255)
OrangeRed=(R=255,G=69,B=0,A=255)
Tomato=(R=255,G=99,B=71,A=255)
Coral=(R=255,G=127,B=80,A=255)
DarkOrange=(R=255,G=140,B=0,A=255)
Orange=(R=255,G=165,B=0,A=255)
Yellow=(R=255,G=255,B=0,A=255)
LightYellow=(R=255,G=255,B=224,A=255)
LemonChiffon=(R=255,G=250,B=205,A=255)
LightGoldenrodYellow=(R=250,G=250,B=210,A=255)
PapayaWhip=(R=255,G=239,B=213,A=255)
Moccasin=(R=255,G=228,B=181,A=255)
PeachPuff=(R=255,G=218,B=185,A=255)
PaleGoldenrod=(R=238,G=232,B=170,A=255)
Khaki=(R=240,G=230,B=140,A=255)
DarkKhaki=(R=189,G=183,B=107,A=255)
Gold=(R=255,G=215,B=0,A=255)
Cornsilk=(R=255,G=248,B=220,A=255)
BlanchedAlmond=(R=255,G=235,B=205,A=255)
Bisque=(R=255,G=228,B=196,A=255)
NavajoWhite=(R=255,G=222,B=173,A=255)
Wheat=(R=245,G=222,B=179,A=255)
Burlywood=(R=222,G=184,B=135,A=255)
TanColor=(R=210,G=180,B=140,A=255)
RosyBrown=(R=188,G=143,B=143,A=255)
SandyBrown=(R=244,G=164,B=96,A=255)
Goldenrod=(R=218,G=165,B=32,A=255)
DarkGoldenrod=(R=184,G=134,B=11,A=255)
Peru=(R=205,G=133,B=63,A=255)
Chocolate=(R=210,G=105,B=30,A=255)
SaddleBrown=(R=139,G=69,B=19,A=255)
Sienna=(R=160,G=82,B=45,A=255)
Brown=(R=165,G=42,B=42,A=255)
Maroon=(R=128,G=0,B=0,A=255)
DarkOliveGreen=(R=85,G=107,B=47,A=255)
Olive=(R=128,G=128,B=0,A=255)
OliveDrab=(R=107,G=142,B=35,A=255)
YellowGreen=(R=154,G=205,B=50,A=255)
LimeGreen=(R=50,G=205,B=50,A=255)
Lime=(R=0,G=255,B=0,A=255)
LawnGreen=(R=124,G=252,B=0,A=255)
Chartreuse=(R=127,G=255,B=0,A=255)
GreenYellow=(R=173,G=255,B=47,A=255)
SpringGreen=(R=0,G=255,B=127,A=255)
MediumSpringGreen=(R=0,G=250,B=154,A=255)
LightGreen=(R=144,G=238,B=144,A=255)
PaleGreen=(R=152,G=251,B=152,A=255)
DarkSeaGreen=(R=143,G=188,B=143,A=255)
MediumAquamarine=(R=102,G=205,B=170,A=255)
MediumSeaGreen=(R=60,G=179,B=113,A=255)
SeaGreen=(R=46,G=139,B=87,A=255)
ForestGreen=(R=34,G=139,B=34,A=255)
Green=(R=0,G=128,B=0,A=255)
DarkGreen=(R=0,G=100,B=0,A=255)
Aqua=(R=0,G=255,B=255,A=255)
Cyan=(R=0,G=255,B=255,A=255)
LightCyan=(R=224,G=255,B=255,A=255)
PaleTurquoise=(R=175,G=238,B=238,A=255)
Aquamarine=(R=127,G=255,B=212,A=255)
Turquoise=(R=64,G=224,B=208,A=255)
MediumTurquoise=(R=72,G=209,B=204,A=255)
DarkTurquoise=(R=0,G=206,B=209,A=255)
LightSeaGreen=(R=32,G=178,B=170,A=255)
CadetBlue=(R=95,G=158,B=160,A=255)
DarkCyan=(R=0,G=139,B=139,A=255)
Teal=(R=0,G=128,B=128,A=255)
LightSteelBlue=(R=176,G=196,B=222,A=255)
PowderBlue=(R=176,G=224,B=230,A=255)
LightBlue=(R=173,G=216,B=230,A=255)
SkyBlue=(R=135,G=206,B=235,A=255)
LightSkyBlue=(R=135,G=206,B=250,A=255)
DeepSkyBlue=(R=0,G=191,B=255,A=255)
DodgerBlue=(R=30,G=144,B=255,A=255)
CornflowerBlue=(R=100,G=149,B=237,A=255)
SteelBlue=(R=70,G=130,B=180,A=255)
RoyalBlue=(R=65,G=105,B=225,A=255)
Blue=(R=0,G=0,B=255,A=255)
MediumBlue=(R=0,G=0,B=205,A=255)
DarkBlue=(R=0,G=0,B=139,A=255)
Navy=(R=0,G=0,B=128,A=255)
MidnightBlue=(R=25,G=25,B=112,A=255)
Lavender=(R=230,G=230,B=250,A=255)
Thistle=(R=216,G=191,B=216,A=255)
Plum=(R=221,G=160,B=221,A=255)
Violet=(R=238,G=130,B=238,A=255)
Orchid=(R=218,G=112,B=214,A=255)
Fuchsia=(R=255,G=0,B=255,A=255)
Magenta=(R=255,G=0,B=255,A=255)
MediumOrchid=(R=186,G=85,B=211,A=255)
MediumPurple=(R=147,G=112,B=219,A=255)
BlueViolet=(R=138,G=43,B=226,A=255)
DarkViolet=(R=148,G=0,B=211,A=255)
DarkOrchid=(R=153,G=50,B=204,A=255)
DarkMagenta=(R=139,G=0,B=139,A=255)
Purple=(R=128,G=0,B=128,A=255)
Indigo=(R=75,G=0,B=130,A=255)
DarkSlateBlue=(R=72,G=61,B=139,A=255)
SlateBlue=(R=106,G=90,B=205,A=255)
MediumSlateBlue=(R=123,G=104,B=238,A=255)
White=(R=255,G=255,B=255,A=255)
Snow=(R=255,G=250,B=250,A=255)
Honeydew=(R=240,G=255,B=240,A=255)
MintCream=(R=245,G=255,B=250,A=255)
Azure=(R=240,G=255,B=255,A=255)
AliceBlue=(R=240,G=248,B=255,A=255)
GhostWhite=(R=248,G=248,B=255,A=255)
WhiteSmoke=(R=245,G=245,B=245,A=255)
Seashell=(R=255,G=245,B=238,A=255)
Beige=(R=245,G=245,B=220,A=255)
OldLace=(R=253,G=245,B=230,A=255)
FloralWhite=(R=255,G=250,B=240,A=255)
Ivory=(R=255,G=255,B=240,A=255)
AntiqueWhite=(R=250,G=235,B=215,A=255)
Linen=(R=250,G=240,B=230,A=255)
LavenderBlush=(R=255,G=240,B=245,A=255)
MistyRose=(R=255,G=228,B=225,A=255)
Gainsboro=(R=220,G=220,B=220,A=255)
LightGray=(R=211,G=211,B=211,A=255)
Silver=(R=192,G=192,B=192,A=255)
Gray=(R=169,G=169,B=169,A=255)
DimGray=(R=128,G=128,B=128,A=255)
DarkGray=(R=105,G=105,B=105,A=255)
LightSlateGray=(R=119,G=136,B=153,A=255)
SlateGray=(R=112,G=128,B=144,A=255)
DarkSlateGray=(R=47,G=79,B=79,A=255)
Eigengrau=(R=22,G=22,B=29,A=255)
Black=(R=0,G=0,B=0,A=255)
CODEPOINT_SMALL_A = 97
CODEPOINT_ESCAPE = 27
}

507
sources/Core/Color/Tests/TEST_ColorAPI.uc

@ -1,507 +0,0 @@
/**
* Set of tests for Color API.
* Copyright 2020 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 TEST_ColorAPI extends TestCase
abstract;
protected static function TESTS()
{
Test_ColorCreation();
Test_EqualityCheck();
Test_ColorFixing();
Test_ToString();
Test_Parse();
Test_GetTag();
}
protected static function Test_ColorCreation()
{
Context("Testing `ColorAPI`'s functions for creating color structures.");
SubTest_ColorCreationRGB();
SubTest_ColorCreationRGBA();
}
protected static function SubTest_ColorCreationRGB()
{
local Color createdColor;
Issue("`RGB() function does not set red, green and blue components"
@ "correctly.");
createdColor = _().color.RGB(145, 67, 237);
TEST_ExpectTrue(createdColor.r == 145);
TEST_ExpectTrue(createdColor.g == 67);
TEST_ExpectTrue(createdColor.b == 237);
Issue("`RGB() function does not set alpha component to 255.");
TEST_ExpectTrue(createdColor.a == 255);
Issue("`RGB() function does not set special values (border values"
@ "`0`, `255` and value `10`, incorrect for coloring a `string`) for"
@"red, green and blue components correctly.");
createdColor = _().color.RGB(0, 10, 255);
TEST_ExpectTrue(createdColor.r == 0);
TEST_ExpectTrue(createdColor.g == 10);
TEST_ExpectTrue(createdColor.b == 255);
Issue("`RGB() function does not set alpha value to 255.");
TEST_ExpectTrue(createdColor.a == 255);
}
protected static function SubTest_ColorCreationRGBA()
{
local Color createdColor;
Issue("`RGBA() function does not set red, green, blue, alpha"
@ "components correctly.");
createdColor = _().color.RGBA(93, 245, 1, 67);
TEST_ExpectTrue(createdColor.r == 93);
TEST_ExpectTrue(createdColor.g == 245);
TEST_ExpectTrue(createdColor.b == 1);
TEST_ExpectTrue(createdColor.a == 67);
Issue("`RGBA() function does not set special values (border values"
@ "`0`, `255` and value `10`, incorrect for coloring a `string`) for"
@"red, green, blue components correctly.");
createdColor = _().color.RGBA(0, 10, 10, 255);
TEST_ExpectTrue(createdColor.r == 0);
TEST_ExpectTrue(createdColor.g == 10);
TEST_ExpectTrue(createdColor.b == 10);
TEST_ExpectTrue(createdColor.a == 255);
}
protected static function Test_EqualityCheck()
{
Context("Testing `ColorAPI`'s functions for color equality check.");
SubTest_EqualityCheckNotFixed();
SubTest_EqualityCheckFixed();
}
protected static function SubTest_EqualityCheckNotFixed()
{
local Color color1, color2, color3;
color1 = _().color.RGB(45, 10, 19);
color2 = _().color.RGB(45, 11, 19);
color3 = _().color.RGBA(45, 10, 19, 178);
Issue("`AreEqual()` does not recognized equal colors as such.");
TEST_ExpectTrue(_().color.AreEqual(color1, color1));
Issue("`AreEqual()` does not recognized colors that differ only in alpha"
@ "channel as equal.");
TEST_ExpectTrue(_().color.AreEqual(color1, color3));
Issue("`AreEqual()` does not recognized different colors as such.");
TEST_ExpectFalse(_().color.AreEqual(color1, color2));
Issue("`AreEqualWithAlpha()` does not recognized equal colors as such.");
TEST_ExpectTrue(_().color.AreEqualWithAlpha(color1, color1));
TEST_ExpectTrue(_().color.AreEqualWithAlpha(color3, color3));
Issue("`AreEqualWithAlpha()` does not recognized different colors"
@ "as such.");
TEST_ExpectFalse(_().color.AreEqualWithAlpha(color1, color2));
TEST_ExpectFalse(_().color.AreEqualWithAlpha(color1, color3));
}
protected static function SubTest_EqualityCheckFixed()
{
local Color color1, color2, color3;
color1 = _().color.RGB(45, 10, 0);
color2 = _().color.RGB(45, 239, 19);
color3 = _().color.RGBA(45, 11, 1, 178);
Issue("`AreEqual()` does not recognized equal colors as such (with color"
@ "auto-fix).");
TEST_ExpectTrue(_().color.AreEqual(color1, color1, true));
Issue("`AreEqual()` does not recognized colors that differ only in alpha"
@ "channel as equal (with color auto-fix).");
TEST_ExpectTrue(_().color.AreEqual(color1, color3, true));
Issue("`AreEqual()` does not recognized different colors as such"
@ "(with color auto-fix).");
TEST_ExpectFalse(_().color.AreEqual(color1, color2, true));
Issue("`AreEqualWithAlpha()` does not recognized equal colors as such"
@ "(with color auto-fix).");
TEST_ExpectTrue(_().color.AreEqualWithAlpha(color1, color1, true));
TEST_ExpectTrue(_().color.AreEqualWithAlpha(color3, color3, true));
Issue("`AreEqualWithAlpha()` does not recognized different colors as such"
@ "(with color auto-fix).");
TEST_ExpectFalse(_().color.AreEqualWithAlpha(color1, color2, true));
TEST_ExpectFalse(_().color.AreEqualWithAlpha(color1, color3, true));
}
protected static function Test_ColorFixing()
{
local Color validColor, brokenColor;
validColor = _().color.RGB(23, 179, 244);
brokenColor = _().color.RGB(10, 35, 0);
Context("Testing `ColorAPI`'s functions for fixing color components for"
@ "game's native render functions.");
Issue("`FixColorComponent()` does not \"fix\" values it is expected to,"
@ "the way it is expected to.");
TEST_ExpectTrue(_().color.FixColorComponent(0) == 1);
TEST_ExpectTrue(_().color.FixColorComponent(10) == 11);
Issue("`FixColorComponent()` changes values it should not.");
TEST_ExpectTrue(_().color.FixColorComponent(9) == 9);
TEST_ExpectTrue(_().color.FixColorComponent(255) == 255);
TEST_ExpectTrue(_().color.FixColorComponent(87) == 87);
Issue("`FixColor()` changes colors it should not.");
TEST_ExpectTrue(
_().color.AreEqualWithAlpha(validColor,
_().color.FixColor(validColor)));
Issue("`FixColor()` doesn't fix color it should fix in an expected way.");
TEST_ExpectTrue(
_().color.AreEqualWithAlpha(_().color.RGB(11, 35, 1),
_().color.FixColor(brokenColor)));
Issue("`FixColor()` affects alpha channel.");
TEST_ExpectTrue(_().color.FixColor(validColor).a == 255);
validColor.a = 0;
TEST_ExpectTrue(_().color.FixColor(validColor).a == 0);
validColor.a = 10;
TEST_ExpectTrue(_().color.FixColor(validColor).a == 10);
}
protected static function Test_ToString()
{
Context("Testing `ColorAPI`'s `ToString()` function.");
SubTest_ToStringType();
SubTest_ToString();
}
protected static function SubTest_ToStringType()
{
local Color normalColor, borderValueColor;
normalColor = _().color.RGBA(24, 232, 187, 34);
borderValueColor = _().color.RGBA(0, 255, 255, 0);
Issue("`ToStringType()` improperly works with `CLRDISPLAY_HEX` option.");
TEST_ExpectTrue(_().color.ToStringType(normalColor) ~= "#18e8bb");
TEST_ExpectTrue(_().color.ToStringType(borderValueColor) ~= "#00ffff");
Issue("`ToStringType()` improperly works with `CLRDISPLAY_RGB` option.");
TEST_ExpectTrue(_().color.ToStringType(normalColor, CLRDISPLAY_RGB)
~= "rgb(24,232,187)");
TEST_ExpectTrue(_().color.ToStringType(borderValueColor, CLRDISPLAY_RGB)
~= "rgb(0,255,255)");
Issue("`ToStringType()` improperly works with `CLRDISPLAY_RGBA` option.");
TEST_ExpectTrue(_().color.ToStringType(normalColor, CLRDISPLAY_RGBA)
~= "rgba(24,232,187,34)");
TEST_ExpectTrue(_().color.ToStringType(borderValueColor, CLRDISPLAY_RGBA)
~= "rgba(0,255,255,0)");
Issue("`ToStringType()` improperly works with `CLRDISPLAY_RGB_TAG`"
@ "option.");
TEST_ExpectTrue(_().color.ToStringType(normalColor, CLRDISPLAY_RGB_TAG)
~= "rgb(r=24,g=232,b=187)");
TEST_ExpectTrue(_().color.ToStringType(borderValueColor, CLRDISPLAY_RGB_TAG)
~= "rgb(r=0,g=255,b=255)");
Issue("`ToStringType()` improperly works with `CLRDISPLAY_RGBA_TAG`"
@ "option.");
TEST_ExpectTrue(_().color.ToStringType(normalColor, CLRDISPLAY_RGBA_TAG)
~= "rgba(r=24,g=232,b=187,a=34)");
TEST_ExpectTrue(
_().color.ToStringType(borderValueColor, CLRDISPLAY_RGBA_TAG)
~= "rgba(r=0,g=255,b=255,a=0)");
}
protected static function SubTest_ToString()
{
local Color opaqueColor, transparentColor;
opaqueColor = _().color.RGBA(143, 211, 43, 255);
transparentColor = _().color.RGBA(234, 32, 145, 13);
Issue("`ToString()` improperly converts color with opaque color.");
TEST_ExpectTrue(_().color.ToString(opaqueColor) ~= "rgb(143,211,43)");
Issue("`ToString()` improperly converts color with transparent color.");
TEST_ExpectTrue(_().color.ToString(transparentColor)
~= "rgba(234,32,145,13)");
}
protected static function Test_GetTag()
{
Context("Testing `ColorAPI`'s functionality of creating 4-byte color"
@ "change sequences.");
SubTest_GetTagColor();
SubTest_GetTagRGB();
}
protected static function SubTest_GetTagColor()
{
local Color normalColor, borderColor;
normalColor = _().color.RGB(143, 211, 43);
borderColor = _().color.RGB(10, 0, 255);
Issue("`GetColorTag()` does not properly convert colors.");
TEST_ExpectTrue(_().color.GetColorTag(normalColor)
== (Chr(27) $ Chr(143) $ Chr(211) $ Chr(43)));
TEST_ExpectTrue(_().color.GetColorTag(borderColor)
== (Chr(27) $ Chr(11) $ Chr(1) $ Chr(255)));
Issue("`GetColorTag()` does not properly convert colors when asked not to"
@ "fix components.");
TEST_ExpectTrue(_().color.GetColorTag(normalColor, true)
== (Chr(27) $ Chr(143) $ Chr(211) $ Chr(43)));
TEST_ExpectTrue(_().color.GetColorTag(borderColor, true)
== (Chr(27) $ Chr(10) $ Chr(1) $ Chr(255)));
}
protected static function SubTest_GetTagRGB()
{
Issue("`GetColorTagRGB()` does not properly convert colors.");
TEST_ExpectTrue(_().color.GetColorTagRGB(143, 211, 43)
== (Chr(27) $ Chr(143) $ Chr(211) $ Chr(43)));
TEST_ExpectTrue(_().color.GetColorTagRGB(10, 0, 255)
== (Chr(27) $ Chr(11) $ Chr(1) $ Chr(255)));
Issue("`GetColorTagRGB()` does not properly convert colors when asked"
@ "not to fix components.");
TEST_ExpectTrue(_().color.GetColorTagRGB(143, 211, 43, true)
== (Chr(27) $ Chr(143) $ Chr(211) $ Chr(43)));
TEST_ExpectTrue(_().color.GetColorTagRGB(10, 0, 255, true)
== (Chr(27) $ Chr(10) $ Chr(1) $ Chr(255)));
}
protected static function Test_Parse()
{
Context("Testing `ColorAPI`'s parsing functionality.");
SubTest_ParseWithParser();
SubTest_ParseStringPlain();
SubTest_ParseStringColored();
SubTest_ParseStringFormatted();
SubTest_ParseText();
SubTest_ParseRaw();
}
protected static function SubTest_ParseWithParser()
{
local Color expectedColor, resultColor;
expectedColor = _().color.RGBA(154, 255, 0, 187);
Issue("`ParseWith()` cannot parse hex colors.");
TEST_ExpectTrue(_().color.ParseWith(_().text.ParseString("#9aff00"),
resultColor));
TEST_ExpectTrue(_().color.AreEqual(resultColor, expectedColor));
Issue("`ParseWith()` cannot parse rgb colors.");
TEST_ExpectTrue(_().color.ParseWith(_().text.ParseString("rgb(154,255,0)"),
resultColor));
TEST_ExpectTrue(_().color.AreEqual(resultColor, expectedColor));
Issue("`ParseWith()` cannot parse rgba colors.");
TEST_ExpectTrue(_().color.ParseWith(
_().text.ParseString("rgba(154,255,0,187)"),
resultColor));
TEST_ExpectTrue(_().color.AreEqualWithAlpha(resultColor, expectedColor));
Issue("`ParseWith()` cannot parse rgb colors with tags.");
TEST_ExpectTrue(_().color.ParseWith(
_().text.ParseString("rgb(r=154,g=255,b=0)"),
resultColor));
TEST_ExpectTrue(_().color.AreEqual(resultColor, expectedColor));
Issue("`ParseWith()` cannot parse rgba colors with tags.");
TEST_ExpectTrue(_().color.ParseWith(
_().text.ParseString("rgba(r=154,g=255,b=0,a=187)"),
resultColor));
TEST_ExpectTrue(_().color.AreEqualWithAlpha(resultColor, expectedColor));
Issue("`ParseWith()` reports success when parsing invalid color string.");
TEST_ExpectFalse(_().color.ParseWith( _().text.ParseString("#9aff0g"),
resultColor));
}
protected static function SubTest_ParseStringPlain()
{
local Color expectedColor, resultColor;
expectedColor = _().color.RGBA(154, 255, 0, 187);
Issue("`ParseString()` cannot parse hex colors.");
TEST_ExpectTrue(_().color.ParseString("#9aff00", resultColor));
TEST_ExpectTrue(_().color.AreEqual(resultColor, expectedColor));
Issue("`ParseString()` cannot parse rgb colors.");
TEST_ExpectTrue(_().color.ParseString("rgb(154,255,0)", resultColor));
TEST_ExpectTrue(_().color.AreEqual(resultColor, expectedColor));
Issue("`ParseString()` cannot parse rgba colors.");
TEST_ExpectTrue(_().color.ParseString("rgba(154,255,0,187)", resultColor));
TEST_ExpectTrue(_().color.AreEqualWithAlpha(resultColor, expectedColor));
Issue("`ParseString()` cannot parse rgb colors with tags.");
TEST_ExpectTrue(_().color.ParseString("rgb(r=154,g=255,b=0)", resultColor));
TEST_ExpectTrue(_().color.AreEqual(resultColor, expectedColor));
Issue("`ParseString()` cannot parse rgba colors with tags.");
TEST_ExpectTrue(_().color.ParseString( "rgba(r=154,g=255,b=0,a=187)",
resultColor));
TEST_ExpectTrue(_().color.AreEqualWithAlpha(resultColor, expectedColor));
Issue("`ParseString()` reports success when parsing invalid color string.");
TEST_ExpectFalse(_().color.ParseString("#9aff0g", resultColor));
}
protected static function SubTest_ParseStringColored()
{
local Color expectedColor, resultColor;
expectedColor = _().color.RGBA(154, 255, 0, 187);
Issue("`ParseString(STRING_Colored)` cannot parse hex colors.");
TEST_ExpectTrue(_().color.ParseString(
"#9af" $ Chr(27) $ Chr(45) $ Chr(234) $ Chr(24) $ "f00",
resultColor, STRING_Colored));
TEST_ExpectTrue(_().color.AreEqual(resultColor, expectedColor));
Issue("`ParseString(STRING_Colored)` cannot parse rgb colors.");
TEST_ExpectTrue(_().color.ParseString(
"rgb(154,2" $ Chr(27) $ Chr(23) $ Chr(32) $ Chr(53) $ "55,0)",
resultColor, STRING_Colored));
TEST_ExpectTrue(_().color.AreEqual(resultColor, expectedColor));
Issue("`ParseString(STRING_Colored)` cannot parse rgba colors.");
TEST_ExpectTrue(_().color.ParseString(
"rgba(154,255,0,187" $ Chr(27) $ Chr(133) $ Chr(234) $ Chr(10) $ ")",
resultColor, STRING_Colored));
TEST_ExpectTrue(_().color.AreEqualWithAlpha(resultColor, expectedColor));
Issue("`ParseString(STRING_Colored)` cannot parse rgb colors with tags.");
TEST_ExpectTrue(_().color.ParseString(
"rg" $ Chr(27) $ Chr(26) $ Chr(234) $ Chr(125) $ "b(r=154,g=255,b=0)",
resultColor, STRING_Colored));
TEST_ExpectTrue(_().color.AreEqual(resultColor, expectedColor));
Issue("`ParseString(STRING_Colored)` cannot parse rgba colors with tags.");
TEST_ExpectTrue(_().color.ParseString(
"rgba(r=154,g=255,b" $ Chr(27) $ Chr(1) $ Chr(4) $ Chr(7) $ "=0,a=187)",
resultColor, STRING_Colored));
TEST_ExpectTrue(_().color.AreEqualWithAlpha(resultColor, expectedColor));
}
protected static function SubTest_ParseStringFormatted()
{
local Color expectedColor, resultColor;
expectedColor = _().color.RGBA(154, 255, 0, 187);
Issue("`ParseString(STRING_Formatted)` cannot parse hex colors.");
TEST_ExpectTrue(_().color.ParseString(
"#9a{#4753d5 ff0}0",
resultColor, STRING_Formatted));
TEST_ExpectTrue(_().color.AreEqual(resultColor, expectedColor));
Issue("`ParseString(STRING_Formatted)` cannot parse rgb colors.");
TEST_ExpectTrue(_().color.ParseString(
"rg{rgb(45,67,123) b(154,25}5,0)",
resultColor, STRING_Formatted));
TEST_ExpectTrue(_().color.AreEqual(resultColor, expectedColor));
Issue("`ParseString(STRING_Formatted)` cannot parse rgba colors.");
TEST_ExpectTrue(_().color.ParseString(
"rgba(154,2{#34d1a7 }55,0,187)",
resultColor, STRING_Formatted));
TEST_ExpectTrue(_().color.AreEqualWithAlpha(resultColor, expectedColor));
Issue("`ParseString(STRING_Formatted)` cannot parse rgb colors with tags.");
TEST_ExpectTrue(_().color.ParseString(
"rgb(r{#34d1a7 }=154,g=255,b=0)",
resultColor, STRING_Formatted));
TEST_ExpectTrue(_().color.AreEqual(resultColor, expectedColor));
Issue("`ParseString(STRING_Formatted)` cannot parse rgba colors with"
@ "tags.");
TEST_ExpectTrue(_().color.ParseString(
"r{rgb(12,12,253) gba(r=154,g=255,b=0,a=187)}",
resultColor, STRING_Formatted));
TEST_ExpectTrue(_().color.AreEqualWithAlpha(resultColor, expectedColor));
}
protected static function SubTest_ParseText()
{
local Color expectedColor, resultColor;
expectedColor = _().color.RGBA(154, 255, 0, 187);
Issue("`ParseText()` cannot parse hex colors.");
TEST_ExpectTrue(_().color.ParseText(_().text.FromString("#9aff00"),
resultColor));
TEST_ExpectTrue(_().color.AreEqual(resultColor, expectedColor));
Issue("`ParseText()` cannot parse rgb colors.");
TEST_ExpectTrue(_().color.ParseText(_().text.FromString("rgb(154,255,0)"),
resultColor));
TEST_ExpectTrue(_().color.AreEqual(resultColor, expectedColor));
Issue("`ParseText()` cannot parse rgba colors.");
TEST_ExpectTrue(_().color.ParseText(
_().text.FromString("rgba(154,255,0,187)"),
resultColor));
TEST_ExpectTrue(_().color.AreEqualWithAlpha(resultColor, expectedColor));
Issue("`ParseText()` cannot parse rgb colors with tags.");
TEST_ExpectTrue(_().color.ParseText(
_().text.FromString("rgb(r=154,g=255,b=0)"),
resultColor));
TEST_ExpectTrue(_().color.AreEqual(resultColor, expectedColor));
Issue("`ParseText()` cannot parse rgba colors with tags.");
TEST_ExpectTrue(_().color.ParseText(
_().text.FromString("rgba(r=154,g=255,b=0,a=187)"),
resultColor));
TEST_ExpectTrue(_().color.AreEqualWithAlpha(resultColor, expectedColor));
Issue("`ParseText()` reports success when parsing invalid color string.");
TEST_ExpectFalse(_().color.ParseText( _().text.FromString("#9aff0g"),
resultColor));
}
protected static function SubTest_ParseRaw()
{
local Color expectedColor, resultColor;
expectedColor = _().color.RGBA(154, 255, 0, 187);
Issue("`ParseRaw()` cannot parse hex colors.");
TEST_ExpectTrue(_().color.ParseRaw( _().text.StringToRaw("#9aff00"),
resultColor));
TEST_ExpectTrue(_().color.AreEqual(resultColor, expectedColor));
Issue("`ParseRaw()` cannot parse rgb colors.");
TEST_ExpectTrue(_().color.ParseRaw( _().text.StringToRaw("rgb(154,255,0)"),
resultColor));
TEST_ExpectTrue(_().color.AreEqual(resultColor, expectedColor));
Issue("`ParseRaw()` cannot parse rgba colors.");
TEST_ExpectTrue(_().color.ParseRaw(
_().text.StringToRaw("rgba(154,255,0,187)"),
resultColor));
TEST_ExpectTrue(_().color.AreEqualWithAlpha(resultColor, expectedColor));
Issue("`ParseRaw()` cannot parse rgb colors with tags.");
TEST_ExpectTrue(_().color.ParseRaw(
_().text.StringToRaw("rgb(r=154,g=255,b=0)"),
resultColor));
TEST_ExpectTrue(_().color.AreEqual(resultColor, expectedColor));
Issue("`ParseRaw()` cannot parse rgba colors with tags.");
TEST_ExpectTrue(_().color.ParseRaw(
_().text.StringToRaw("rgba(r=154,g=255,b=0,a=187)"),
resultColor));
TEST_ExpectTrue(_().color.AreEqualWithAlpha(resultColor, expectedColor));
Issue("`ParseRaw()` reports success when parsing invalid color string.");
TEST_ExpectFalse(_().color.ParseRaw(_().text.StringToRaw("#9aff0g"),
resultColor));
}
defaultproperties
{
caseName = "Colors"
}

280
sources/Core/Console/ConsoleAPI.uc

@ -1,280 +0,0 @@
/**
* API that provides functions for outputting text in
* Killing Floor's console. It takes care of coloring output and breaking up
* long lines (since allowing game to handle line breaking completely
* messes up console output).
*
* Actual output is taken care of by `ConsoleWriter` objects that this
* API generates.
* Copyright 2020 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 ConsoleAPI extends Singleton
config(AcediaSystem);
/**
* Main issue with console output in Killing Floor is
* automatic line breaking of long enough messages:
* it breaks formatting and can lead to an ugly text overlapping.
* To fix this we will try to break up user's output into lines ourselves,
* before game does it for us.
*
* We are not 100% sure how Killing Floor decides when to break the line,
* but it seems to calculate how much text can actually fit in a certain
* area on screen.
* There are two issues:
* 1. We do not know for sure what this limit value is.
* Even if we knew how to compute it, we cannot do that in server mode,
* since it depends on a screen resolution and font, which
* can vary for different players.
* 2. Even invisible characters, such as color change sequences,
* that do not take any space on the screen, contribute towards
* that limit. So for a heavily colored text we will have to
* break line much sooner than for the plain text.
* Both issues are solved by introducing two limits that users themselves
* are allowed to change: visible character limit and total character limit.
* ~ Total character limit will be a hard limit on a character amount in
* a line (including hidden ones used for color change sequences) that
* will be used to prevent Killing Floor's native line breaks.
* ~ Visible character limit will be a lower limit on amount of actually
* visible character. It introduction basically reserves some space that can be
* used only for color change sequences. Without this limit lines with
* colored lines will appear to be shorter that mono-colored ones.
* Visible limit will help to alleviate this problem.
*
* For example, if we set total limit to `120` and visible limit to `80`:
* 1. Line not formatted with color will all break at
* around length of `80`.
* 2. Since color change sequence consists of 4 characters:
* we can fit up to `(120 - 80) / 4 = 10` color swaps into each line,
* while still breaking them at a around the same length of `80`.
* ~ To differentiate our line breaks from line breaks intended by
* the user, we will also add 2 symbols worth of padding in front of all our
* output:
* 1. Before intended new line they will be just two spaces.
* 2. After our line break we will replace first space with "|" to indicate
* that we had to break a long line.
*
* Described measures are not perfect:
* 1. Since Killing Floor's console doe not use monospaced font,
* the same amount of characters on the line does not mean lines of
* visually the same length;
* 2. Heavily enough colored lines are still going to be shorter;
* 3. Depending on a resolution, default limits may appear to either use
* too little space (for high resolutions) or, on the contrary,
* not prevent native line breaks (low resolutions).
* In these cases user might be required to manually set limits;
* 4. There are probably more.
* But if seems to provide good enough results for the average use case.
*/
/**
* Configures how text will be rendered in target console(s).
*/
struct ConsoleDisplaySettings
{
// What color to use for text by default
var Color defaultColor;
// How many visible characters in be displayed in a line?
var int maxVisibleLineWidth;
// How many total characters can be output at once?
var int maxTotalLineWidth;
};
// We will store data for `ConsoleDisplaySettings` separately for the ease of
// configuration.
var private config Color defaultColor;
var private config int maxVisibleLineWidth;
var private config int maxTotalLineWidth;
/**
* Return current global visible limit that describes how many (at most)
* visible characters can be output in the console line.
*
* Instances of `ConsoleWriter` are initialized with this value,
* but can later change this value independently.
* Changes to global values do not affect already created `ConsoleWriters`.
*
* @return Current global visible limit.
*/
public final function int GetVisibleLineLength()
{
return maxVisibleLineWidth;
}
/**
* Sets current global visible limit that describes how many (at most) visible
* characters can be output in the console line.
*
* Instances of `ConsoleWriter` are initialized with this value,
* but can later change this value independently.
* Changes to global values do not affect already created `ConsoleWriters`.
*
* @param newMaxVisibleLineWidth New global visible character limit.
*/
public final function SetVisibleLineLength(int newMaxVisibleLineWidth)
{
maxVisibleLineWidth = newMaxVisibleLineWidth;
}
/**
* Return current global total limit that describes how many (at most)
* characters can be output in the console line.
*
* Instances of `ConsoleWriter` are initialized with this value,
* but can later change this value independently.
* Changes to global values do not affect already created `ConsoleWriters`.
*
* @return Current global total limit.
*/
public final function int GetTotalLineLength()
{
return maxTotalLineWidth;
}
/**
* Sets current global total limit that describes how many (at most)
* characters can be output in the console line, counting both visible symbols
* and color change sequences.
*
* Instances of `ConsoleWriter` are initialized with this value,
* but can later change this value independently.
* Changes to global values do not affect already created `ConsoleWriters`.
*
* @param newMaxTotalLineWidth New global total character limit.
*/
public final function SetTotalLineLength(int newMaxTotalLineWidth)
{
maxTotalLineWidth = newMaxTotalLineWidth;
}
/**
* Return current global total limit that describes how many (at most)
* characters can be output in the console line.
*
* Instances of `ConsoleWriter` are initialized with this value,
* but can later change this value independently.
* Changes to global values do not affect already created `ConsoleWriters`.
*
* @return Current default output color.
*/
public final function Color GetDefaultColor(int newMaxTotalLineWidth)
{
return defaultColor;
}
/**
* Sets current global default color for console output.,
*
* Instances of `ConsoleWriter` are initialized with this value,
* but can later change this value independently.
* Changes to global values do not affect already created `ConsoleWriters`.
*
* @param newMaxTotalLineWidth New global default output color.
*/
public final function SetDefaultColor(Color newDefaultColor)
{
defaultColor = newDefaultColor;
}
/**
* Returns borrowed `ConsoleWriter` instance that will write into
* consoles of all players.
*
* @return ConsoleWriter Borrowed `ConsoleWriter` instance, configured to
* write into consoles of all players.
* Never `none`.
*/
public final function ConsoleWriter ForAll()
{
local ConsoleDisplaySettings globalSettings;
globalSettings.defaultColor = defaultColor;
globalSettings.maxTotalLineWidth = maxTotalLineWidth;
globalSettings.maxVisibleLineWidth = maxVisibleLineWidth;
return ConsoleWriter(_.memory.Claim(class'ConsoleWriter'))
.Initialize(globalSettings).ForAll();
}
/**
* Returns borrowed `ConsoleWriter` instance that will write into
* console of the player with a given controller.
*
* @param targetController Player, to whom console we want to write.
* If `none` - returned `ConsoleWriter` would be configured to
* throw messages away.
* @return Borrowed `ConsoleWriter` instance, configured to
* write into consoles of all players.
* Never `none`.
*/
public final function ConsoleWriter For(PlayerController targetController)
{
local ConsoleDisplaySettings globalSettings;
globalSettings.defaultColor = defaultColor;
globalSettings.maxTotalLineWidth = maxTotalLineWidth;
globalSettings.maxVisibleLineWidth = maxVisibleLineWidth;
return ConsoleWriter(_.memory.Claim(class'ConsoleWriter'))
.Initialize(globalSettings).ForController(targetController);
}
/**
* Returns new `ConsoleWriter` instance that will write into
* consoles of all players.
* Should be freed after use.
*
* @return ConsoleWriter New `ConsoleWriter` instance, configured to
* write into consoles of all players.
* Never `none`.
*/
public final function ConsoleWriter MakeForAll()
{
local ConsoleDisplaySettings globalSettings;
globalSettings.defaultColor = defaultColor;
globalSettings.maxTotalLineWidth = maxTotalLineWidth;
globalSettings.maxVisibleLineWidth = maxVisibleLineWidth;
return ConsoleWriter(_.memory.Allocate(class'ConsoleWriter'))
.Initialize(globalSettings).ForAll();
}
/**
* Returns new `ConsoleWriter` instance that will write into
* console of the player with a given controller.
* Should be freed after use.
*
* @param targetController Player, to whom console we want to write.
* If `none` - returned `ConsoleWriter` would be configured to
* throw messages away.
* @return New `ConsoleWriter` instance, configured to
* write into consoles of all players.
* Never `none`.
*/
public final function ConsoleWriter MakeFor(PlayerController targetController)
{
local ConsoleDisplaySettings globalSettings;
globalSettings.defaultColor = defaultColor;
globalSettings.maxTotalLineWidth = maxTotalLineWidth;
globalSettings.maxVisibleLineWidth = maxVisibleLineWidth;
return ConsoleWriter(_.memory.Allocate(class'ConsoleWriter'))
.Initialize(globalSettings).ForController(targetController);
}
defaultproperties
{
defaultColor = (R=255,G=255,B=255,A=255)
// These should guarantee decent text output even at
// 640x480 shit resolution
maxVisibleLineWidth = 80
maxTotalLineWidth = 108
}

393
sources/Core/Console/ConsoleBuffer.uc

@ -1,393 +0,0 @@
/**
* Object that provides a buffer functionality for Killing Floor's (in-game)
* console output: it accepts content that user want to output and breaks it
* into lines that will be well-rendered according to the given
* `ConsoleDisplaySettings`.
* Copyright 2020 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 ConsoleBuffer extends AcediaObject
dependson(Text)
dependson(ConsoleAPI);
/**
* `ConsoleBuffer` works by breaking it's input into words, counting how much
* space they take up and only then deciding to which line to append them
* (new or the next, new one).
*/
var private int CODEPOINT_ESCAPE;
var private int CODEPOINT_NEWLINE;
var private int COLOR_SEQUENCE_LENGTH;
// Display settings according to which to format our output
var private ConsoleAPI.ConsoleDisplaySettings displaySettings;
/**
* This structure is used to both share results of our work and for tracking
* information about the line we are currently filling.
*/
struct LineRecord
{
// Contents of the line, in `STRING_Colored` format
var string contents;
// Is this a wrapped line?
// `true` means that this line was supposed to be part part of another,
// singular line of text, that had to be broken into smaller pieces.
// Such lines will start with "|" in front of them in Acedia's
// `ConsoleWriter`.
var bool wrappedLine;
// Information variables that describe how many visible and total symbols
// (visible + color change sequences) are stored int the `line`
var int visibleSymbolsStored;
var int totalSymbolsStored;
// Does `contents` contain a color change sequence?
// Non-empty line can have no such sequence if they consist of whitespaces.
var private bool colorInserted;
// If `colorInserted == true`, stores the last inserted color.
var private Color endColor;
};
// Lines that are ready to be output to the console
var private array<LineRecord> completedLines;
// Line we are currently building
var private LineRecord currentLine;
// Word we are currently building, colors of it's characters will be
// automatically converted into `STRCOLOR_Struct`, according to the default
// color setting at the time of their addition.
var private array<Text.Character> wordBuffer;
// Amount of color swaps inside `wordBuffer`
var private int colorSwapsInWordBuffer;
/**
* Returns current setting used by this buffer to break up it's input into
* lines fit to be output in console.
*
* @return Currently used `ConsoleDisplaySettings`.
*/
public final function ConsoleAPI.ConsoleDisplaySettings GetSettings()
{
return displaySettings;
}
/**
* Sets new setting to be used by this buffer to break up it's input into
* lines fit to be output in console.
*
* It is recommended (although not required) to call `Flush()` before
* changing settings. Not doing so would not lead to any errors or warnings,
* but can lead to some wonky results and is considered an undefined behavior.
*
* @param newSettings New `ConsoleDisplaySettings` to be used.
* @return Returns caller `ConsoleBuffer` to allow for method chaining.
*/
public final function ConsoleBuffer SetSettings(
ConsoleAPI.ConsoleDisplaySettings newSettings)
{
displaySettings = newSettings;
return self;
}
/**
* Does caller `ConsoleBuffer` has any completed lines that can be output?
*
* "Completed line" means that nothing else will be added to it.
* So negative (`false`) response does not mean that the buffer is empty, -
* it can still contain an uncompleted and non-empty line that can still be
* expanded with `InsertString()`. If you want to completely empty the buffer -
* call the `Flush()` method.
* Also see `IsEmpty()`.
*
* @return `true` if caller `ConsoleBuffer` has no completed lines and
* `false` otherwise.
*/
public final function bool HasCompletedLines()
{
return (completedLines.length > 0);
}
/**
* Does caller `ConsoleBuffer` has any unprocessed input?
*
* Note that `ConsoleBuffer` can be non-empty, but no completed line if it
* currently builds one.
* See `Flush()` and `HasCompletedLines()` methods.
*
* @return `true` if `ConsoleBuffer` is completely empty
* (either did not receive or already returned all processed input) and
* `false` otherwise.
*/
public final function bool IsEmpty()
{
if (HasCompletedLines()) return false;
if (currentLine.totalSymbolsStored > 0) return false;
if (wordBuffer.length > 0) return false;
return true;
}
/**
* Clears the buffer of all data, but leaving current settings intact.
* After this calling method `IsEmpty()` should return `true`.
*
* @return Returns caller `ConsoleBuffer` to allow method chaining.
*/
public final function ConsoleBuffer Clear()
{
local LineRecord newLineRecord;
currentLine = newLineRecord;
completedLines.length = 0;
return self;
}
/**
* Inserts a string into the buffer. This method does not automatically break
* the line after the `input`, call `Flush()` or add line feed symbol "\n"
* at the end of the `input` if you want that.
*
* @param input `string` to be added to the current line in caller
* `ConsoleBuffer`.
* @param inputType How to treat given `string` regarding coloring.
* @return Returns caller `ConsoleBuffer` to allow method chaining.
*/
public final function ConsoleBuffer InsertString(
string input,
Text.StringType inputType)
{
local int inputConsumed;
local array<Text.Character> rawInput;
rawInput = _().text.StringToRaw(input, inputType);
while (rawInput.length > 0)
{
// Fill word buffer, remove consumed input from `rawInput`
inputConsumed = 0;
while (inputConsumed < rawInput.length)
{
if (_().text.IsWhitespace(rawInput[inputConsumed])) break;
InsertIntoWordBuffer(rawInput[inputConsumed]);
inputConsumed += 1;
}
rawInput.Remove(0, inputConsumed);
// If we didn't encounter any whitespace symbols - bail
if (rawInput.length <= 0) {
return self;
}
FlushWordBuffer();
// Dump whitespaces into lines
inputConsumed = 0;
while (inputConsumed < rawInput.length)
{
if (!_().text.IsWhitespace(rawInput[inputConsumed])) break;
AppendWhitespaceToCurrentLine(rawInput[inputConsumed]);
inputConsumed += 1;
}
rawInput.Remove(0, inputConsumed);
}
return self;
}
/**
* Returns (and makes caller `ConsoleBuffer` forget) next completed line that
* can be output to console in `STRING_Colored` format.
*
* If there are no completed line to return - returns an empty one.
*
* @return Next completed line that can be output, in `STRING_Colored` format.
*/
public final function LineRecord PopNextLine()
{
local LineRecord result;
if (completedLines.length <= 0) return result;
result = completedLines[0];
completedLines.Remove(0, 1);
return result;
}
/**
* Forces all buffered data into "completed line" array, making it retrievable
* by `PopNextLine()`.
*
* @return Next completed line that can be output, in `STRING_Colored` format.
*/
public final function ConsoleBuffer Flush()
{
FlushWordBuffer();
BreakLine(false);
return self;
}
// It is assumed that passed characters are not whitespace, -
// responsibility to check is on the one calling this method.
private final function InsertIntoWordBuffer(Text.Character newCharacter)
{
local int newCharacterIndex;
local Color oldColor, newColor;
newCharacterIndex = wordBuffer.length;
// Fix text color in the buffer to remember default color, if we use it.
newCharacter.color =
_().text.GetCharacterColor(newCharacter, displaySettings.defaultColor);
newCharacter.colorType = STRCOLOR_Struct;
wordBuffer[newCharacterIndex] = newCharacter;
if (newCharacterIndex <= 0) {
return;
}
oldColor = wordBuffer[newCharacterIndex].color;
newColor = wordBuffer[newCharacterIndex - 1].color;
if (!_().color.AreEqual(oldColor, newColor, true)) {
colorSwapsInWordBuffer += 1;
}
}
// Pushes whole `wordBuffer` into lines
private final function FlushWordBuffer()
{
local int i;
local Color newColor;
if (!WordCanFitInCurrentLine() && WordCanFitInNewLine()) {
BreakLine(true);
}
for (i = 0; i < wordBuffer.length; i += 1)
{
if (!CanAppendNonWhitespaceIntoLine(wordBuffer[i])) {
BreakLine(true);
}
newColor = wordBuffer[i].color;
if (MustSwapColorsFor(newColor))
{
currentLine.contents $= _().color.GetColorTag(newColor);
currentLine.totalSymbolsStored += COLOR_SEQUENCE_LENGTH;
currentLine.colorInserted = true;
currentLine.endColor = newColor;
}
currentLine.contents $= Chr(wordBuffer[i].codePoint);
currentLine.totalSymbolsStored += 1;
currentLine.visibleSymbolsStored += 1;
}
wordBuffer.length = 0;
colorSwapsInWordBuffer = 0;
}
private final function BreakLine(bool makeWrapped)
{
local LineRecord newLineRecord;
if (currentLine.visibleSymbolsStored > 0) {
completedLines[completedLines.length] = currentLine;
}
currentLine = newLineRecord;
currentLine.wrappedLine = makeWrapped;
}
private final function bool MustSwapColorsFor(Color newColor)
{
if (!currentLine.colorInserted) return true;
return !_().color.AreEqual(currentLine.endColor, newColor, true);
}
private final function bool CanAppendWhitespaceIntoLine()
{
// We always allow to append at least something into empty line,
// otherwise we can never insert it anywhere
if (currentLine.totalSymbolsStored <= 0) return true;
if (currentLine.totalSymbolsStored >= displaySettings.maxTotalLineWidth)
{
return false;
}
if (currentLine.visibleSymbolsStored >= displaySettings.maxVisibleLineWidth)
{
return false;
}
return true;
}
private final function bool CanAppendNonWhitespaceIntoLine(
Text.Character nextCharacter)
{
// We always allow to insert at least something into empty line,
// otherwise we can never insert it anywhere
if (currentLine.totalSymbolsStored <= 0) {
return true;
}
// Check if we can fit a single character by fitting a whitespace symbol.
if (!CanAppendWhitespaceIntoLine()) {
return false;
}
if (!MustSwapColorsFor(nextCharacter.color)) {
return true;
}
// Can we fit character + color swap sequence?
return ( currentLine.totalSymbolsStored + COLOR_SEQUENCE_LENGTH + 1
<= displaySettings.maxTotalLineWidth);
}
// For performance reasons assumes that passed character is a whitespace,
// the burden of checking is on the caller.
private final function AppendWhitespaceToCurrentLine(Text.Character whitespace)
{
if (_().text.IsCodePoint(whitespace, CODEPOINT_NEWLINE)) {
BreakLine(true);
return;
}
if (!CanAppendWhitespaceIntoLine()) {
BreakLine(true);
}
currentLine.contents $= Chr(whitespace.codePoint);
currentLine.totalSymbolsStored += 1;
currentLine.visibleSymbolsStored += 1;
}
private final function bool WordCanFitInNewLine()
{
local int totalCharactersInWord;
if (wordBuffer.length <= 0) return true;
if (wordBuffer.length > displaySettings.maxVisibleLineWidth) {
return false;
}
// `(colorSwapsInWordBuffer + 1)` counts how many times we must
// switch color inside a word + 1 for setting initial color
totalCharactersInWord = wordBuffer.length
+ (colorSwapsInWordBuffer + 1) * COLOR_SEQUENCE_LENGTH;
return (totalCharactersInWord <= displaySettings.maxTotalLineWidth);
}
private final function bool WordCanFitInCurrentLine()
{
local int totalLimit, visibleLimit;
local int totalCharactersInWord;
if (wordBuffer.length <= 0) return true;
totalLimit =
displaySettings.maxTotalLineWidth - currentLine.totalSymbolsStored;
visibleLimit =
displaySettings.maxVisibleLineWidth - currentLine.visibleSymbolsStored;
// Visible symbols check
if (wordBuffer.length > visibleLimit) {
return false;
}
// Total symbols check
totalCharactersInWord = wordBuffer.length
+ colorSwapsInWordBuffer * COLOR_SEQUENCE_LENGTH;
if (MustSwapColorsFor(wordBuffer[0].color)) {
totalCharactersInWord += COLOR_SEQUENCE_LENGTH;
}
return (totalCharactersInWord <= totalLimit);
}
defaultproperties
{
CODEPOINT_ESCAPE = 27
CODEPOINT_NEWLINE = 10
// CODEPOINT_ESCAPE + <redByte> + <greenByte> + <blueByte>
COLOR_SEQUENCE_LENGTH = 4
}

373
sources/Core/Console/ConsoleWriter.uc

@ -1,373 +0,0 @@
/**
* Object that provides simple access to console output.
* Can either write to a certain player's console or to all consoles at once.
* Supports "fancy" and "raw" output (for more details @see `ConsoleAPI`).
* Copyright 2020 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 ConsoleWriter extends AcediaObject
dependson(ConsoleAPI)
dependson(ConnectionService);
// Prefixes we output before every line to signify whether they were broken
// or not
var private string NEWLINE_PREFIX;
var private string BROKENLINE_PREFIX;
/**
* Describes current output target of the `ConsoleWriter`.
*/
enum ConsoleWriterTarget
{
// No one. Can happed if our target disconnects.
CWTARGET_None,
// A certain player.
CWTARGET_Player,
// All players.
CWTARGET_All
};
var private ConsoleWriterTarget targetType;
// Controller of the player that will receive output passed
// to this `ConsoleWriter`.
// Only used when `targetType == CWTARGET_Player`
var private PlayerController outputTarget;
var private ConsoleBuffer outputBuffer;
var private ConsoleAPI.ConsoleDisplaySettings displaySettings;
public final function ConsoleWriter Initialize(
ConsoleAPI.ConsoleDisplaySettings newDisplaySettings)
{
displaySettings = newDisplaySettings;
if (outputBuffer == none) {
outputBuffer = ConsoleBuffer(_().memory.Allocate(class'ConsoleBuffer'));
}
else {
outputBuffer.Clear();
}
outputBuffer.SetSettings(displaySettings);
return self;
}
/**
* Return current default color for caller `ConsoleWriter`.
*
* This method returns default color, i.e. color that will be used if no other
* is specified by text you're outputting.
* If color is specified, this value will be ignored.
*
* This value is not synchronized with the global value from `ConsoleAPI`
* (or such value from any other `ConsoleWriter`) and affects only
* output produced by this `ConsoleWriter`.
*
* @return Current default color.
*/
public final function Color GetColor()
{
return displaySettings.defaultColor;
}
/**
* Sets default color for caller 'ConsoleWriter`'s output.
*
* This only changes default color, i.e. color that will be used if no other is
* specified by text you're outputting.
* If color is specified, this value will be ignored.
*
* This value is not synchronized with the global value from `ConsoleAPI`
* (or such value from any other `ConsoleWriter`) and affects only
* output produced by this `ConsoleWriter`.
*
* @param newDefaultColor New color to use when none specified by text itself.
* @return Returns caller `ConsoleWriter` to allow for method chaining.
*/
public final function ConsoleWriter SetColor(Color newDefaultColor)
{
displaySettings.defaultColor = newDefaultColor;
if (outputBuffer != none) {
outputBuffer.SetSettings(displaySettings);
}
return self;
}
/**
* Return current visible limit that describes how many (at most)
* visible characters can be output in the console line.
*
* This value is not synchronized with the global value from `ConsoleAPI`
* (or such value from any other `ConsoleWriter`) and affects only
* output produced by this `ConsoleWriter`.
*
* @return Current global visible limit.
*/
public final function int GetVisibleLineLength()
{
return displaySettings.maxVisibleLineWidth;
}
/**
* Sets current visible limit that describes how many (at most) visible
* characters can be output in the console line.
*
* This value is not synchronized with the global value from `ConsoleAPI`
* (or such value from any other `ConsoleWriter`) and affects only
* output produced by this `ConsoleWriter`.
*
* @param newVisibleLimit New global visible limit.
* @return Returns caller `ConsoleWriter` to allow for method chaining.
*/
public final function ConsoleWriter SetVisibleLineLength(
int newMaxVisibleLineWidth
)
{
displaySettings.maxVisibleLineWidth = newMaxVisibleLineWidth;
if (outputBuffer != none) {
outputBuffer.SetSettings(displaySettings);
}
return self;
}
/**
* Return current total limit that describes how many (at most)
* characters can be output in the console line.
*
* This value is not synchronized with the global value from `ConsoleAPI`
* (or such value from any other `ConsoleWriter`) and affects only
* output produced by this `ConsoleWriter`.
*
* @return Current global total limit.
*/
public final function int GetTotalLineLength()
{
return displaySettings.maxTotalLineWidth;
}
/**
* Sets current total limit that describes how many (at most)
* characters can be output in the console line.
*
* This value is not synchronized with the global value from `ConsoleAPI`
* (or such value from any other `ConsoleWriter`) and affects only
* output produced by this `ConsoleWriter`.
*
* @param newTotalLimit New global total limit.
* @return Returns caller `ConsoleWriter` to allow for method chaining.
*/
public final function ConsoleWriter SetTotalLineLength(int newMaxTotalLineWidth)
{
displaySettings.maxTotalLineWidth = newMaxTotalLineWidth;
if (outputBuffer != none) {
outputBuffer.SetSettings(displaySettings);
}
return self;
}
/**
* Configures caller `ConsoleWriter` to output to all players.
* `Flush()` will be automatically called between target change.
*
* @return Returns caller `ConsoleWriter` to allow for method chaining.
*/
public final function ConsoleWriter ForAll()
{
Flush();
targetType = CWTARGET_All;
return self;
}
/**
* Configures caller `ConsoleWriter` to output only to a player,
* given by a passed `PlayerController`.
* `Flush()` will be automatically called between target change.
*
* @param targetController Player, to whom console we want to write.
* If `none` - caller `ConsoleWriter` would be configured to
* throw messages away.
* @return ConsoleWriter Returns caller `ConsoleWriter` to allow for
* method chaining.
*/
public final function ConsoleWriter ForController(
PlayerController targetController
)
{
Flush();
if (targetController != none)
{
targetType = CWTARGET_Player;
outputTarget = targetController;
}
else {
targetType = CWTARGET_None;
}
return self;
}
/**
* Returns type of current target for the caller `ConsoleWriter`.
*
* @return `ConsoleWriterTarget` value, describing current target of
* the caller `ConsoleWriter`.
*/
public final function ConsoleWriterTarget CurrentTarget()
{
if (targetType == CWTARGET_Player && outputTarget == none) {
targetType = CWTARGET_None;
}
return targetType;
}
/**
* Returns `PlayerController` of the player to whom console caller
* `ConsoleWriter` is outputting messages.
*
* @return `PlayerController` of the player to whom console caller
* `ConsoleWriter` is outputting messages.
* Returns `none` iff it currently outputs to every player or to no one.
*/
public final function PlayerController GetTargetPlayerController()
{
if (targetType == CWTARGET_All) return none;
return outputTarget;
}
/**
* Outputs all buffered input and moves further output onto a new line.
*
* @return Returns caller `ConsoleWriter` to allow for method chaining.
*/
public final function ConsoleWriter Flush()
{
outputBuffer.Flush();
SendBuffer();
return self;
}
/**
* Writes a formatted string into console.
*
* Does not trigger console output, for that use `WriteLine()` or `Flush()`.
*
* To output a different type of string into a console, use `WriteT()`.
*
* @param message Formatted string to output.
* @return Returns caller `ConsoleWriter` to allow for method chaining.
*/
public final function ConsoleWriter Write(string message)
{
outputBuffer.InsertString(message, STRING_Formatted);
return self;
}
/**
* Writes a formatted string into console.
* Result will be output immediately, starts a new line.
*
* To output a different type of string into a console, use `WriteLineT()`.
*
* @param message Formatted string to output.
* @return Returns caller `ConsoleWriter` to allow for method chaining.
*/
public final function ConsoleWriter WriteLine(string message)
{
outputBuffer.InsertString(message, STRING_Formatted);
Flush();
return self;
}
/**
* Writes a `string` of specified type into console.
*
* Does not trigger console output, for that use `WriteLineT()` or `Flush()`.
*
* To output a formatted string you might want to simply use `Write()`.
*
* @param message String of a given type to output.
* @param inputType Type of the string method should output.
* @return Returns caller `ConsoleWriter` to allow for method chaining.
*/
public final function ConsoleWriter WriteT(
string message,
Text.StringType inputType)
{
outputBuffer.InsertString(message, inputType);
return self;
}
/**
* Writes a `string` of specified type into console.
* Result will be output immediately, starts a new line.
*
* To output a formatted string you might want to simply use `WriteLine()`.
*
* @param message String of a given type to output.
* @param inputType Type of the string method should output.
* @return Returns caller `ConsoleWriter` to allow for method chaining.
*/
public final function ConsoleWriter WriteLineT(
string message,
Text.StringType inputType)
{
outputBuffer.InsertString(message, inputType);
Flush();
return self;
}
// Send all completed lines from an `outputBuffer`
private final function SendBuffer()
{
local string prefix;
local ConnectionService service;
local ConsoleBuffer.LineRecord nextLineRecord;
while (outputBuffer.HasCompletedLines())
{
nextLineRecord = outputBuffer.PopNextLine();
if (nextLineRecord.wrappedLine) {
prefix = NEWLINE_PREFIX;
}
else {
prefix = BROKENLINE_PREFIX;
}
service = ConnectionService(class'ConnectionService'.static.Require());
SendConsoleMessage(service, prefix $ nextLineRecord.contents);
}
}
// Assumes `service != none`, caller function must ensure that.
private final function SendConsoleMessage(
ConnectionService service,
string message)
{
local int i;
local array<ConnectionService.Connection> connections;
if (targetType != CWTARGET_All)
{
if (outputTarget != none) {
outputTarget.ClientMessage(message);
}
return;
}
connections = service.GetActiveConnections();
for (i = 0; i < connections.length; i += 1) {
connections[i].controllerReference.ClientMessage(message);
}
}
defaultproperties
{
NEWLINE_PREFIX = "| "
BROKENLINE_PREFIX = " "
}

351
sources/Core/Data/JSON/JArray.uc

@ -1,351 +0,0 @@
/**
* This class implements JSON array storage capabilities.
* Array stores ordered JSON values that can be referred by their index.
* It can contain any mix of JSON value types and cannot have any gaps,
* i.e. in array of length N, there must be a valid value for all indices
* from 0 to N-1.
* Copyright 2020 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 JArray extends JSON;
// Data will simply be stored as an array of JSON values
var private array<JStorageAtom> data;
// Return type of value stored at a given index.
// Returns `JSON_Undefined` if and only if given index is out of bounds.
public final function JType GetTypeOf(int index)
{
if (index < 0) return JSON_Undefined;
if (index >= data.length) return JSON_Undefined;
return data[index].type;
}
// Returns current length of this array.
public final function int GetLength()
{
return data.length;
}
// Changes length of this array.
// In case of the increase - fills new indices with `null` values.
public final function SetLength(int newLength)
{
local int i;
local int oldLength;
oldLength = data.length;
data.length = newLength;
if (oldLength >= newLength)
{
return;
}
i = oldLength;
while (i < newLength)
{
SetNull(i);
i += 1;
}
}
// Following functions are getters for various types of variables.
// Getter for null value simply checks if it's null
// and returns true/false as a result.
// Getters for simple types (number, string, boolean) can have optional
// default value specified, that will be returned if requested variable
// doesn't exist or has a different type.
// Getters for object and array types don't take default values and
// will simply return `none`.
public final function float GetNumber(int index, optional float defaultValue)
{
if (index < 0) return defaultValue;
if (index >= data.length) return defaultValue;
if (data[index].type != JSON_Number) return defaultValue;
return data[index].numberValue;
}
public final function string GetString(int index, optional string defaultValue)
{
if (index < 0) return defaultValue;
if (index >= data.length) return defaultValue;
if (data[index].type != JSON_String) return defaultValue;
return data[index].stringValue;
}
public final function bool GetBoolean(int index, optional bool defaultValue)
{
if (index < 0) return defaultValue;
if (index >= data.length) return defaultValue;
if (data[index].type != JSON_Boolean) return defaultValue;
return data[index].booleanValue;
}
public final function bool IsNull(int index)
{
if (index < 0) return false;
if (index >= data.length) return false;
return (data[index].type == JSON_Null);
}
public final function JArray GetArray(int index)
{
if (index < 0) return none;
if (index >= data.length) return none;
if (data[index].type != JSON_Array) return none;
return JArray(data[index].complexValue);
}
public final function JObject GetObject(int index)
{
if (index < 0) return none;
if (index >= data.length) return none;
if (data[index].type != JSON_Object) return none;
return JObject(data[index].complexValue);
}
// Following functions provide simple setters for boolean, string, number
// and null values.
// If passed index is negative - does nothing.
// If index lies beyond array length (`>= GetLength()`), -
// these functions will expand array in the same way as `GetLength()` function.
// This can be prevented by setting optional parameter `preventExpansion` to
// `false` (nothing will be done in this case).
// They return object itself, allowing user to chain calls like this:
// `array.SetNumber("num1", 1).SetNumber("num2", 2);`.
public final function JArray SetNumber
(
int index,
float value,
optional bool preventExpansion
)
{
local JStorageAtom newStorageValue;
if (index < 0) return self;
if (index >= data.length)
{
if (preventExpansion)
{
return self;
}
else
{
SetLength(index + 1);
}
}
newStorageValue.type = JSON_Number;
newStorageValue.numberValue = value;
data[index] = newStorageValue;
return self;
}
public final function JArray SetString
(
int index,
string value,
optional bool preventExpansion
)
{
local JStorageAtom newStorageValue;
if (index < 0) return self;
if (index >= data.length)
{
if (preventExpansion)
{
return self;
}
else
{
SetLength(index + 1);
}
}
newStorageValue.type = JSON_String;
newStorageValue.stringValue = value;
data[index] = newStorageValue;
return self;
}
public final function JArray SetBoolean
(
int index,
bool value,
optional bool preventExpansion
)
{
local JStorageAtom newStorageValue;
if (index < 0) return self;
if (index >= data.length)
{
if (preventExpansion)
{
return self;
}
else
{
SetLength(index + 1);
}
}
newStorageValue.type = JSON_Boolean;
newStorageValue.booleanValue = value;
data[index] = newStorageValue;
return self;
}
public final function JArray SetNull
(
int index,
optional bool preventExpansion
)
{
local JStorageAtom newStorageValue;
if (index < 0) return self;
if (index >= data.length)
{
if (preventExpansion)
{
return self;
}
else
{
SetLength(index + 1);
}
}
newStorageValue.type = JSON_Null;
data[index] = newStorageValue;
return self;
}
// JSON array and object types don't have setters, but instead have
// functions to create a new, empty array/object under a certain name.
// If passed index is negative - does nothing.
// If index lies beyond array length (`>= GetLength()`), -
// these functions will expand array in the same way as `GetLength()` function.
// This can be prevented by setting optional parameter `preventExpansion` to
// `false` (nothing will be done in this case).
// They return object itself, allowing user to chain calls like this:
// `array.CreateObject("sub object").CreateArray("sub array");`.
public final function JArray CreateArray
(
int index,
optional bool preventExpansion
)
{
local JStorageAtom newStorageValue;
if (index < 0) return self;
if (index >= data.length)
{
if (preventExpansion)
{
return self;
}
else
{
SetLength(index + 1);
}
}
newStorageValue.type = JSON_Array;
newStorageValue.complexValue = _.json.newArray();
data[index] = newStorageValue;
return self;
}
public final function JArray CreateObject
(
int index,
optional bool preventExpansion
)
{
local JStorageAtom newStorageValue;
if (index < 0) return self;
if (index >= data.length)
{
if (preventExpansion)
{
return self;
}
else
{
SetLength(index + 1);
}
}
newStorageValue.type = JSON_Object;
newStorageValue.complexValue = _.json.newObject();
data[index] = newStorageValue;
return self;
}
// Wrappers for setter functions that don't take index or
// `preventExpansion` parameters and add/create value at the end of the array.
public final function JArray AddNumber(float value)
{
return SetNumber(data.length, value);
}
public final function JArray AddString(string value)
{
return SetString(data.length, value);
}
public final function JArray AddBoolean(bool value)
{
return SetBoolean(data.length, value);
}
public final function JArray AddNull()
{
return SetNull(data.length);
}
public final function JArray AddArray()
{
return CreateArray(data.length);
}
public final function JArray AddObject()
{
return CreateObject(data.length);
}
// Removes up to `amount` (minimum of `1`) of values, starting from
// a given index.
// If `index` falls outside array boundaries - nothing will be done.
// Returns `true` if value was actually removed and `false` if it didn't exist.
public final function bool RemoveValue(int index, optional int amount)
{
if (index < 0) return false;
if (index >= data.length) return false;
amount = Max(amount, 1);
amount = Min(amount, data.length - index);
data.Remove(index, amount);
return true;
}
defaultproperties
{
}

265
sources/Core/Data/JSON/JObject.uc

@ -1,265 +0,0 @@
/**
* This class implements JSON object storage capabilities.
* Whenever one wants to store JSON data, they need to define such object.
* It stores name-value pairs, where names are strings and values can be:
* ~ Boolean, string, null or number (float in this implementation) data;
* ~ Other JSON objects;
* ~ JSON Arrays (see `JArray` class).
*
* This implementation provides getters and setters for boolean, string,
* null or number types that allow to freely set and fetch their values
* by name.
* JSON objects and arrays can be fetched by getters, but you cannot
* add existing object or array to another object. Instead one has to create
* a new, empty object with a certain name and then fill it with data.
* This allows to avoid loop situations, where object is contained in itself.
* Functions to remove existing values are also provided and are applicable
* to all variable types.
* Setters can also be used to overwrite any value by a different value,
* even of a different type.
* Copyright 2020 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 JObject extends JSON;
// We will store all our properties as a simple array of name-value pairs.
struct JProperty
{
var string name;
var JStorageAtom value;
};
var private array<JProperty> properties;
// Returns index of name-value pair in `properties` for a given name.
// Returns `-1` if such a pair does not exist.
private final function int GetPropertyIndex(string name)
{
local int i;
for (i = 0; i < properties.length; i += 1)
{
if (name == properties[i].name)
{
return i;
}
}
return -1;
}
// Returns `JType` of a variable with a given name in our properties.
// This function can be used to check if certain variable exists
// in this object, since if such variable does not exist -
// function will return `JSON_Undefined`.
public final function JType GetTypeOf(string name)
{
local int index;
index = GetPropertyIndex(name);
if (index < 0) return JSON_Undefined;
return properties[index].value.type;
}
// Following functions are getters for various types of variables.
// Getter for null value simply checks if it's null
// and returns true/false as a result.
// Getters for simple types (number, string, boolean) can have optional
// default value specified, that will be returned if requested variable
// doesn't exist or has a different type.
// Getters for object and array types don't take default values and
// will simply return `none`.
public final function float GetNumber(string name, optional float defaultValue)
{
local int index;
index = GetPropertyIndex(name);
if (index < 0) return defaultValue;
if (properties[index].value.type != JSON_Number) return defaultValue;
return properties[index].value.numberValue;
}
public final function string GetString
(
string name,
optional string defaultValue
)
{
local int index;
index = GetPropertyIndex(name);
if (index < 0) return defaultValue;
if (properties[index].value.type != JSON_String) return defaultValue;
return properties[index].value.stringValue;
}
public final function bool GetBoolean(string name, optional bool defaultValue)
{
local int index;
index = GetPropertyIndex(name);
if (index < 0) return defaultValue;
if (properties[index].value.type != JSON_Boolean) return defaultValue;
return properties[index].value.booleanValue;
}
public final function bool IsNull(string name)
{
local int index;
index = GetPropertyIndex(name);
if (index < 0) return false;
if (properties[index].value.type != JSON_Null) return false;
return (properties[index].value.type == JSON_Null);
}
public final function JArray GetArray(string name)
{
local int index;
index = GetPropertyIndex(name);
if (index < 0) return none;
if (properties[index].value.type != JSON_Array) return none;
return JArray(properties[index].value.complexValue);
}
public final function JObject GetObject(string name)
{
local int index;
index = GetPropertyIndex(name);
if (index < 0) return none;
if (properties[index].value.type != JSON_Object) return none;
return JObject(properties[index].value.complexValue);
}
// Following functions provide simple setters for boolean, string, number
// and null values.
// They return object itself, allowing user to chain calls like this:
// `object.SetNumber("num1", 1).SetNumber("num2", 2);`.
public final function JObject SetNumber(string name, float value)
{
local int index;
local JProperty newProperty;
index = GetPropertyIndex(name);
if (index < 0)
{
index = properties.length;
}
newProperty.name = name;
newProperty.value.type = JSON_Number;
newProperty.value.numberValue = value;
properties[index] = newProperty;
return self;
}
public final function JObject SetString(string name, string value)
{
local int index;
local JProperty newProperty;
index = GetPropertyIndex(name);
if (index < 0)
{
index = properties.length;
}
newProperty.name = name;
newProperty.value.type = JSON_String;
newProperty.value.stringValue = value;
properties[index] = newProperty;
return self;
}
public final function JObject SetBoolean(string name, bool value)
{
local int index;
local JProperty newProperty;
index = GetPropertyIndex(name);
if (index < 0)
{
index = properties.length;
}
newProperty.name = name;
newProperty.value.type = JSON_Boolean;
newProperty.value.booleanValue = value;
properties[index] = newProperty;
return self;
}
public final function JObject SetNull(string name)
{
local int index;
local JProperty newProperty;
index = GetPropertyIndex(name);
if (index < 0)
{
index = properties.length;
}
newProperty.name = name;
newProperty.value.type = JSON_Null;
properties[index] = newProperty;
return self;
}
// JSON array and object types don't have setters, but instead have
// functions to create a new, empty array/object under a certain name.
// They return object itself, allowing user to chain calls like this:
// `object.CreateObject("folded object").CreateArray("names list");`.
public final function JObject CreateArray(string name)
{
local int index;
local JProperty newProperty;
index = GetPropertyIndex(name);
if (index < 0)
{
index = properties.length;
}
newProperty.name = name;
newProperty.value.type = JSON_Array;
newProperty.value.complexValue = _.json.newArray();
properties[index] = newProperty;
return self;
}
public final function JObject CreateObject(string name)
{
local int index;
local JProperty newProperty;
index = GetPropertyIndex(name);
if (index < 0)
{
index = properties.length;
}
newProperty.name = name;
newProperty.value.type = JSON_Object;
newProperty.value.complexValue = _.json.newObject();
properties[index] = newProperty;
return self;
}
// Removes values with a given name.
// Returns `true` if value was actually removed and `false` if it didn't exist.
public final function bool RemoveValue(string name)
{
local int index;
index = GetPropertyIndex(name);
if (index < 0) return false;
properties.Remove(index, 1);
return true;
}
defaultproperties
{
}

84
sources/Core/Data/JSON/JSON.uc

@ -1,84 +0,0 @@
/**
* JSON is an open standard file format, and data interchange format,
* that uses human-readable text to store and transmit data objects
* consisting of name–value pairs and array data types.
* For more information refer to https://en.wikipedia.org/wiki/JSON
* This is a base class for implementation of JSON data storage for Acedia.
* It does not implement parsing and printing from/into human-readable
* text representation, just provides means to store such information.
*
* JSON data is stored as an object (represented via `JSONObject`) that
* contains a set of name-value pairs, where value can be
* a number, string, boolean value, another object or
* an array (represented by `JSONArray`).
* Copyright 2020 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 JSON extends AcediaActor
abstract;
// Enumeration for possible types of JSON values.
enum JType
{
// Technical type, used to indicate that requested value is missing.
// Undefined values are not part of JSON format.
JSON_Undefined,
// An empty value, in teste representation defined by a single word "null".
JSON_Null,
// A number, recorded as a float.
// JSON itself doesn't specify whether number is an integer or float.
JSON_Number,
// A string.
JSON_String,
// A bool value.
JSON_Boolean,
// Array of other JSON values, stored without names;
// Single array can contain any mix of value types.
JSON_Array,
// Another JSON object, i.e. associative array of name-value pairs
JSON_Object
};
// Stores a single JSON value
struct JStorageAtom
{
// What type is stored exactly?
// Depending on that, uses one of the other fields as a storage.
var protected JType type;
var protected float numberValue;
var protected string stringValue;
var protected bool booleanValue;
// Used for storing both JSON objects and arrays.
var protected JSON complexValue;
};
// TODO: Rewrite JSON object to use more efficient storage data structures
// that will support subtypes:
// ~ Number: byte, int, float
// ~ String: string, class
// (maybe move to auto generated code?).
// TODO: Add cleanup queue to efficiently and without crashes clean up
// removed objects.
// TODO: Add `JValue` - a reference type for number / string / boolean / null
// TODO: Add accessors for last values.
// TODO: Add path-getters.
// TODO: Add iterators.
// TODO: Add parsing/printing.
// TODO: Add functions for deep copy.
defaultproperties
{
}

38
sources/Core/Data/JSON/JSONAPI.uc

@ -1,38 +0,0 @@
/**
* Provides convenient access to JSON-related functions.
* Copyright 2019 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 JSONAPI extends Singleton;
public function JObject newObject()
{
local JObject newObject;
newObject = Spawn(class'JObject');
return newObject;
}
public function JArray newArray()
{
local JArray newArray;
newArray = Spawn(class'JArray');
return newArray;
}
defaultproperties
{
}

711
sources/Core/Data/JSON/Tests/TEST_JSON.uc

@ -1,711 +0,0 @@
/**
* Set of tests for JSON data storage, implemented via
* `JObject` and `JArray`.
* Copyright 2020 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 TEST_JSON extends TestCase
abstract;
protected static function TESTS()
{
local JObject jsonData;
jsonData = _().json.newObject();
Test_ObjectGetSetRemove();
Test_ArrayGetSetRemove();
}
protected static function Test_ObjectGetSetRemove()
{
SubTest_Undefined();
SubTest_StringGetSetRemove();
SubTest_BooleanGetSetRemove();
SubTest_NumberGetSetRemove();
SubTest_NullGetSetRemove();
SubTest_MultipleVariablesGetSet();
SubTest_Object();
}
protected static function Test_ArrayGetSetRemove()
{
Context("Testing get/set/remove functions for JSON arrays");
SubTest_ArrayUndefined();
SubTest_ArrayStringGetSetRemove();
SubTest_ArrayBooleanGetSetRemove();
SubTest_ArrayNumberGetSetRemove();
SubTest_ArrayNullGetSetRemove();
SubTest_ArrayMultipleVariablesStorage();
SubTest_ArrayMultipleVariablesRemoval();
SubTest_ArrayRemovingMultipleVariablesAtOnce();
SubTest_ArrayExpansions();
}
protected static function SubTest_Undefined()
{
local JObject testJSON;
testJSON = _().json.newObject();
Context("Testing how `JObject` handles undefined values");
Issue("Undefined variable doesn't have proper type.");
TEST_ExpectTrue(testJSON.GetTypeOf("some_var") == JSON_Undefined);
Issue("There is a variable in an empty object after `GetTypeOf` call.");
TEST_ExpectTrue(testJSON.GetTypeOf("some_var") == JSON_Undefined);
Issue("Getters don't return default values for undefined variables.");
TEST_ExpectTrue(testJSON.GetNumber("some_var", 0) == 0);
TEST_ExpectTrue(testJSON.GetString("some_var", "") == "");
TEST_ExpectTrue(testJSON.GetBoolean("some_var", false) == false);
TEST_ExpectNone(testJSON.GetObject("some_var"));
TEST_ExpectNone(testJSON.GetArray("some_var"));
}
protected static function SubTest_BooleanGetSetRemove()
{
local JObject testJSON;
testJSON = _().json.newObject();
testJSON.SetBoolean("some_boolean", true);
Context("Testing `JObject`'s get/set/remove functions for" @
"boolean variables");
Issue("Boolean type isn't properly set by `SetBoolean`");
TEST_ExpectTrue(testJSON.GetTypeOf("some_boolean") == JSON_Boolean);
Issue("Variable value is incorrectly assigned by `SetBoolean`");
TEST_ExpectTrue(testJSON.GetBoolean("some_boolean") == true);
Issue("Variable value isn't correctly reassigned by `SetBoolean`");
testJSON.SetBoolean("some_boolean", false);
TEST_ExpectTrue(testJSON.GetBoolean("some_boolean") == false);
Issue( "Getting boolean variable as a wrong type" @
"doesn't yield default value");
TEST_ExpectTrue(testJSON.GetNumber("some_boolean", 7) == 7);
Issue("Boolean variable isn't being properly removed");
testJSON.RemoveValue("some_boolean");
TEST_ExpectTrue(testJSON.GetTypeOf("some_boolean") == JSON_Undefined);
Issue( "Getters don't return default value for missing key that" @
"previously stored boolean value, that got removed");
TEST_ExpectTrue(testJSON.GetBoolean("some_boolean", true) == true);
}
protected static function SubTest_StringGetSetRemove()
{
local JObject testJSON;
testJSON = _().json.newObject();
testJSON.SetString("some_string", "first string");
Context("Testing `JObject`'s get/set/remove functions for" @
"string variables");
Issue("String type isn't properly set by `SetString`");
TEST_ExpectTrue(testJSON.GetTypeOf("some_string") == JSON_String);
Issue("Value is incorrectly assigned by `SetString`");
TEST_ExpectTrue(testJSON.GetString("some_string") == "first string");
Issue( "Providing default variable value makes 'GetString'" @
"return wrong value");
TEST_ExpectTrue( testJSON.GetString("some_string", "alternative")
== "first string");
Issue("Variable value isn't correctly reassigned by `SetString`");
testJSON.SetString("some_string", "new string!~");
TEST_ExpectTrue(testJSON.GetString("some_string") == "new string!~");
Issue( "Getting string variable as a wrong type" @
"doesn't yield default value");
TEST_ExpectTrue(testJSON.GetBoolean("some_string", true) == true);
Issue("String variable isn't being properly removed");
testJSON.RemoveValue("some_string");
TEST_ExpectTrue(testJSON.GetTypeOf("some_string") == JSON_Undefined);
Issue( "Getters don't return default value for missing key that" @
"previously stored string value, but got removed");
TEST_ExpectTrue(testJSON.GetString("some_string", "other") == "other");
}
protected static function SubTest_NumberGetSetRemove()
{
local JObject testJSON;
testJSON = _().json.newObject();
testJSON.SetNumber("some_number", 3.5);
Context("Testing `JObject`'s get/set/remove functions for" @
"number variables");
Issue("Number type isn't properly set by `SetNumber`");
TEST_ExpectTrue(testJSON.GetTypeOf("some_number") == JSON_Number);
Issue("Value is incorrectly assigned by `SetNumber`");
TEST_ExpectTrue(testJSON.GetNumber("some_number") == 3.5);
Issue( "Providing default variable value makes 'GetNumber'" @
"return wrong value");
TEST_ExpectTrue(testJSON.GetNumber("some_number", 5) == 3.5);
Issue("Variable value isn't correctly reassigned by `SetNumber`");
testJSON.SetNumber("some_number", 7);
TEST_ExpectTrue(testJSON.GetNumber("some_number") == 7);
Issue( "Getting number variable as a wrong type" @
"doesn't yield default value.");
TEST_ExpectTrue(testJSON.GetString("some_number", "default") == "default");
Issue("Number type isn't being properly removed");
testJSON.RemoveValue("some_number");
TEST_ExpectTrue(testJSON.GetTypeOf("some_number") == JSON_Undefined);
Issue( "Getters don't return default value for missing key that" @
"previously stored number value, that got removed");
TEST_ExpectTrue(testJSON.GetNumber("some_number", 13) == 13);
}
protected static function SubTest_NullGetSetRemove()
{
local JObject testJSON;
testJSON = _().json.newObject();
Context("Testing `JObject`'s get/set/remove functions for" @
"null values");
Issue("Undefined variable is incorrectly considered `null`");
TEST_ExpectFalse(testJSON.IsNull("some_var"));
Issue("Number variable is incorrectly considered `null`");
testJSON.SetNumber("some_var", 4);
TEST_ExpectFalse(testJSON.IsNull("some_var"));
Issue("Boolean variable is incorrectly considered `null`");
testJSON.SetBoolean("some_var", true);
TEST_ExpectFalse(testJSON.IsNull("some_var"));
Issue("String variable is incorrectly considered `null`");
testJSON.SetString("some_var", "string");
TEST_ExpectFalse(testJSON.IsNull("some_var"));
Issue("Null value is incorrectly assigned");
testJSON.SetNull("some_var");
TEST_ExpectTrue(testJSON.IsNull("some_var"));
Issue("Null type isn't properly set by `SetNumber`");
TEST_ExpectTrue(testJSON.GetTypeOf("some_var") == JSON_Null);
Issue("Null value isn't being properly removed.");
testJSON.RemoveValue("some_var");
TEST_ExpectTrue(testJSON.GetTypeOf("some_var") == JSON_Undefined);
}
protected static function SubTest_MultipleVariablesGetSet()
{
local int i;
local bool correctValue, allValuesCorrect;
local JObject testJSON;
testJSON = _().json.newObject();
Context("Testing how `JObject` handles addition, change and removal" @
"of relatively large (hundreds) number of variables");
for (i = 0; i < 2000; i += 1)
{
testJSON.SetNumber("num" $ string(i), 4 * i*i - 2.6 * i + 0.75);
}
for (i = 0; i < 500; i += 1)
{
testJSON.SetString("num" $ string(i), "str" $ string(Sin(i)));
}
for (i = 1500; i < 2000; i += 1)
{
testJSON.RemoveValue("num" $ string(i));
}
allValuesCorrect = true;
for (i = 0; i < 200; i += 1)
{
if (i < 500)
{
correctValue = ( testJSON.GetString("num" $ string(i))
== ("str" $ string(Sin(i))) );
Issue("Variables are incorrectly overwritten");
}
else if(i < 1500)
{
correctValue = ( testJSON.GetNumber("num" $ string(i))
== 4 * i*i - 2.6 * i + 0.75);
Issue("Variables are lost");
}
else
{
correctValue = ( testJSON.GetTypeOf("num" $ string(i))
== JSON_Undefined);
Issue("Variables aren't removed");
}
if (!correctValue)
{
allValuesCorrect = false;
break;
}
}
TEST_ExpectTrue(allValuesCorrect);
}
protected static function SubTest_Object()
{
local JObject testObject;
Context("Testing setters and getters for folded objects");
testObject = _().json.newObject();
testObject.CreateObject("folded");
testObject.GetObject("folded").CreateObject("folded");
testObject.SetString("out", "string outside");
testObject.GetObject("folded").SetNumber("mid", 8);
testObject.GetObject("folded")
.GetObject("folded")
.SetString("in", "string inside");
Issue("Addressing variables in root object doesn't work");
TEST_ExpectTrue(testObject.GetString("out", "default") == "string outside");
Issue("Addressing variables in folded object doesn't work");
TEST_ExpectTrue(testObject.GetObject("folded").GetNumber("mid", 1) == 8);
Issue("Addressing plain variables in folded (twice) object doesn't work");
TEST_ExpectTrue(testObject.GetObject("folded").GetObject("folded")
.GetString("in", "default") == "string inside");
}
protected static function SubTest_ArrayUndefined()
{
local JArray testJSON;
testJSON = _().json.newArray();
Context("Testing how `JArray` handles undefined values");
Issue("Undefined variable doesn't have `JSON_Undefined` type");
TEST_ExpectTrue(testJSON.GetTypeOf(0) == JSON_Undefined);
Issue("There is a variable in an empty object after `GetTypeOf` call");
TEST_ExpectTrue(testJSON.GetTypeOf(0) == JSON_Undefined);
Issue("Negative index refers to a defined value");
TEST_ExpectTrue(testJSON.GetTypeOf(-1) == JSON_Undefined);
Issue("Getters don't return default values for undefined variables");
TEST_ExpectTrue(testJSON.GetNumber(0, 0) == 0);
TEST_ExpectTrue(testJSON.GetString(0, "") == "");
TEST_ExpectTrue(testJSON.GetBoolean(0, false) == false);
TEST_ExpectNone(testJSON.GetObject(0));
TEST_ExpectNone(testJSON.GetArray(0));
Issue( "Getters don't return user-defined default values for" @
"undefined variables");
TEST_ExpectTrue(testJSON.GetNumber(0, 10) == 10);
TEST_ExpectTrue(testJSON.GetString(0, "test") == "test");
TEST_ExpectTrue(testJSON.GetBoolean(0, true) == true);
}
protected static function SubTest_ArrayBooleanGetSetRemove()
{
local JArray testJSON;
testJSON = _().json.newArray();
testJSON.SetBoolean(0, true);
Context("Testing `JArray`'s get/set/remove functions for" @
"boolean variables");
Issue("Boolean type isn't properly set by `SetBoolean`");
TEST_ExpectTrue(testJSON.GetTypeOf(0) == JSON_Boolean);
Issue("Value is incorrectly assigned by `SetBoolean`");
TEST_ExpectTrue(testJSON.GetBoolean(0) == true);
testJSON.SetBoolean(0, false);
Issue("Variable value isn't correctly reassigned by `SetBoolean`");
TEST_ExpectTrue(testJSON.GetBoolean(0) == false);
Issue( "Getting boolean variable as a wrong type" @
"doesn't yield default value");
TEST_ExpectTrue(testJSON.GetNumber(0, 7) == 7);
Issue("Boolean variable isn't being properly removed");
testJSON.RemoveValue(0);
TEST_ExpectTrue( testJSON.GetTypeOf(0) == JSON_Undefined);
Issue( "Getters don't return default value for missing key that" @
"previously stored boolean value, but got removed");
TEST_ExpectTrue(testJSON.GetBoolean(0, true) == true);
}
protected static function SubTest_ArrayStringGetSetRemove()
{
local JArray testJSON;
testJSON = _().json.newArray();
testJSON.SetString(0, "first string");
Context("Testing `JArray`'s get/set/remove functions for" @
"string variables");
Issue("String type isn't properly set by `SetString`");
TEST_ExpectTrue(testJSON.GetTypeOf(0) == JSON_String);
Issue("Value is incorrectly assigned by `SetString`");
TEST_ExpectTrue(testJSON.GetString(0) == "first string");
Issue( "Providing default variable value makes 'GetString'" @
"return incorrect value");
TEST_ExpectTrue(testJSON.GetString(0, "alternative") == "first string");
Issue("Variable value isn't correctly reassigned by `SetString`");
testJSON.SetString(0, "new string!~");
TEST_ExpectTrue(testJSON.GetString(0) == "new string!~");
Issue( "Getting string variable as a wrong type" @
"doesn't yield default value");
TEST_ExpectTrue(testJSON.GetBoolean(0, true) == true);
Issue("Boolean variable isn't being properly removed");
testJSON.RemoveValue(0);
TEST_ExpectTrue(testJSON.GetTypeOf(0) == JSON_Undefined);
Issue( "Getters don't return default value for missing key that" @
"previously stored string value, but got removed");
TEST_ExpectTrue(testJSON.GetString(0, "other") == "other");
}
protected static function SubTest_ArrayNumberGetSetRemove()
{
local JArray testJSON;
testJSON = _().json.newArray();
testJSON.SetNumber(0, 3.5);
Context("Testing `JArray`'s get/set/remove functions for" @
"number variables");
Issue("Number type isn't properly set by `SetNumber`");
TEST_ExpectTrue(testJSON.GetTypeOf(0) == JSON_Number);
Issue("Value is incorrectly assigned by `SetNumber`");
TEST_ExpectTrue(testJSON.GetNumber(0) == 3.5);
Issue( "Providing default variable value makes 'GetNumber'" @
"return incorrect value");
TEST_ExpectTrue(testJSON.GetNumber(0, 5) == 3.5);
Issue("Variable value isn't correctly reassigned by `SetNumber`");
testJSON.SetNumber(0, 7);
TEST_ExpectTrue(testJSON.GetNumber(0) == 7);
Issue( "Getting number variable as a wrong type" @
"doesn't yield default value");
TEST_ExpectTrue(testJSON.GetString(0, "default") == "default");
Issue("Number type isn't being properly removed");
testJSON.RemoveValue(0);
TEST_ExpectTrue(testJSON.GetTypeOf(0) == JSON_Undefined);
Issue( "Getters don't return default value for missing key that" @
"previously stored number value, but got removed");
TEST_ExpectTrue(testJSON.GetNumber(0, 13) == 13);
}
protected static function SubTest_ArrayNullGetSetRemove()
{
local JArray testJSON;
testJSON = _().json.newArray();
Context("Testing `JArray`'s get/set/remove functions for" @
"null values");
Issue("Undefined variable is incorrectly considered `null`");
TEST_ExpectFalse(testJSON.IsNull(0));
TEST_ExpectFalse(testJSON.IsNull(2));
TEST_ExpectFalse(testJSON.IsNull(-1));
Issue("Number variable is incorrectly considered `null`");
testJSON.SetNumber(0, 4);
TEST_ExpectFalse(testJSON.IsNull(0));
Issue("Boolean variable is incorrectly considered `null`");
testJSON.SetBoolean(0, true);
TEST_ExpectFalse(testJSON.IsNull(0));
Issue("String variable is incorrectly considered `null`");
testJSON.SetString(0, "string");
TEST_ExpectFalse(testJSON.IsNull(0));
Issue("Null value is incorrectly assigned");
testJSON.SetNull(0);
TEST_ExpectTrue(testJSON.IsNull(0));
Issue("Null type isn't properly set by `SetNumber`");
TEST_ExpectTrue(testJSON.GetTypeOf(0) == JSON_Null);
Issue("Null value isn't being properly removed");
testJSON.RemoveValue(0);
TEST_ExpectTrue(testJSON.GetTypeOf(0) == JSON_Undefined);
}
// Returns following array:
// [10.0, "test string", "another string", true, 0.0, {"var": 7.0}]
protected static function JArray Prepare_Array()
{
local JArray testArray;
testArray = _().json.newArray();
testArray.AddNumber(10.0f)
.AddString("test string")
.AddString("another string")
.AddBoolean(true)
.AddNumber(0.0f)
.AddObject();
testArray.GetObject(5).SetNumber("var", 7);
return testArray;
}
protected static function SubTest_ArrayMultipleVariablesStorage()
{
local JArray testArray;
testArray = Prepare_Array();
Context("Testing how `JArray` handles adding and" @
"changing several variables");
Issue("Stored values are compromised.");
TEST_ExpectTrue(testArray.GetNumber(0) == 10.0f);
TEST_ExpectTrue(testArray.GetString(1) == "test string");
TEST_ExpectTrue(testArray.GetString(2) == "another string");
TEST_ExpectTrue(testArray.GetBoolean(3) == true);
TEST_ExpectTrue(testArray.GetNumber(4) == 0.0f);
TEST_ExpectTrue(testArray.GetObject(5).GetNumber("var") == 7);
Issue("Values incorrectly change their values.");
testArray.SetString(3, "new string");
TEST_ExpectTrue(testArray.GetString(3) == "new string");
Issue( "After overwriting boolean value with a different type," @
"attempting go get it as a boolean gives old value," @
"instead of default");
TEST_ExpectTrue(testArray.GetBoolean(3, false) == false);
Issue("Type of the variable is incorrectly changed.");
TEST_ExpectTrue(testArray.GetTypeOf(3) == JSON_String);
}
protected static function SubTest_ArrayMultipleVariablesRemoval()
{
local JArray testArray;
testArray = Prepare_Array();
// Test removing variables
// After `Prepare_Array`, our array should be:
// [10.0, "test string", "another string", true, 0.0, {"var": 7.0}]
Context("Testing how `JArray` handles adding and" @
"removing several variables");
Issue("Values are incorrectly removed");
testArray.RemoveValue(2);
// [10.0, "test string", true, 0.0, {"var": 7.0}]
Issue("Values are incorrectly removed");
TEST_ExpectTrue(testArray.GetNumber(0) == 10.0);
TEST_ExpectTrue(testArray.GetString(1) == "test string");
TEST_ExpectTrue(testArray.GetBoolean(2) == true);
TEST_ExpectTrue(testArray.GetNumber(3) == 0.0f);
TEST_ExpectTrue(testArray.GetTypeOf(4) == JSON_Object);
Issue("First element incorrectly removed");
testArray.RemoveValue(0);
// ["test string", true, 0.0, {"var": 7.0}]
TEST_ExpectTrue(testArray.GetString(0) == "test string");
TEST_ExpectTrue(testArray.GetBoolean(1) == true);
TEST_ExpectTrue(testArray.GetNumber(2) == 0.0f);
TEST_ExpectTrue(testArray.GetTypeOf(3) == JSON_Object);
TEST_ExpectTrue(testArray.GetObject(3).GetNumber("var") == 7.0);
Issue("Last element incorrectly removed");
testArray.RemoveValue(3);
// ["test string", true, 0.0]
TEST_ExpectTrue(testArray.GetLength() == 3);
TEST_ExpectTrue(testArray.GetString(0) == "test string");
TEST_ExpectTrue(testArray.GetBoolean(1) == true);
TEST_ExpectTrue(testArray.GetNumber(2) == 0.0f);
Issue("Removing all elements is handled incorrectly");
testArray.RemoveValue(0);
testArray.RemoveValue(0);
testArray.RemoveValue(0);
TEST_ExpectTrue(testArray.Getlength() == 0);
TEST_ExpectTrue(testArray.GetTypeOf(0) == JSON_Undefined);
}
protected static function SubTest_ArrayRemovingMultipleVariablesAtOnce()
{
local JArray testArray;
testArray = _().json.newArray();
testArray.AddNumber(10.0f)
.AddString("test string")
.AddString("another string")
.AddNumber(7.0);
Context("Testing how `JArray`' handles removing" @
"multiple elements at once");
Issue("Multiple values are incorrectly removed");
testArray.RemoveValue(1, 2);
TEST_ExpectTrue(testArray.GetLength() == 2);
TEST_ExpectTrue(testArray.GetNumber(1) == 7.0);
testArray.AddNumber(4.0f)
.AddString("test string")
.AddString("another string")
.AddNumber(8.0);
// Current array:
// [10.0, 7.0, 4.0, "test string", "another string", 8.0]
Issue("Last value is incorrectly removed");
testArray.RemoveValue(5, 1);
TEST_ExpectTrue(testArray.GetLength() == 5);
TEST_ExpectTrue(testArray.GetString(4) == "another string");
// Current array:
// [10.0, 7.0, 4.0, "test string", "another string"]
Issue("Tail elements are incorrectly removed");
testArray.RemoveValue(3, 4);
TEST_ExpectTrue(testArray.GetLength() == 3);
TEST_ExpectTrue(testArray.GetNumber(0) == 10.0);
TEST_ExpectTrue(testArray.GetNumber(2) == 4.0);
Issue("Array empties incorrectly");
testArray.RemoveValue(0, testArray.GetLength());
TEST_ExpectTrue(testArray.GetLength() == 0);
TEST_ExpectTrue(testArray.GetTypeOf(0) == JSON_Undefined);
TEST_ExpectTrue(testArray.GetTypeOf(1) == JSON_Undefined);
}
protected static function SubTest_ArrayExpansions()
{
local JArray testArray;
testArray = _().json.newArray();
Context("Testing how `JArray`' handles expansions/shrinking " @
"via `SetLength()`");
Issue("`SetLength()` doesn't properly expand empty array");
testArray.SetLength(2);
TEST_ExpectTrue(testArray.GetLength() == 2);
TEST_ExpectTrue(testArray.GetTypeOf(0) == JSON_Null);
TEST_ExpectTrue(testArray.GetTypeOf(1) == JSON_Null);
Issue("`SetLength()` doesn't properly expand non-empty array");
testArray.AddNumber(1);
testArray.SetLength(4);
TEST_ExpectTrue(testArray.GetLength() == 4);
TEST_ExpectTrue(testArray.GetTypeOf(0) == JSON_Null);
TEST_ExpectTrue(testArray.GetTypeOf(1) == JSON_Null);
TEST_ExpectTrue(testArray.GetTypeOf(2) == JSON_Number);
TEST_ExpectTrue(testArray.GetTypeOf(3) == JSON_Null);
TEST_ExpectTrue(testArray.GetNumber(2) == 1);
SubSubTest_ArraySetNumberExpansions();
SubSubTest_ArraySetStringExpansions();
SubSubTest_ArraySetBooleanExpansions();
}
protected static function SubSubTest_ArraySetNumberExpansions()
{
local JArray testArray;
testArray = _().json.newArray();
Context("Testing how `JArray`' handles expansions via" @
"`SetNumber()` function");
Issue("Setters don't create correct first element");
testArray.SetNumber(0, 1);
TEST_ExpectTrue(testArray.GetLength() == 1);
TEST_ExpectTrue(testArray.GetNumber(0) == 1);
Issue( "`SetNumber()` doesn't properly define array when setting" @
"value out-of-bounds");
testArray = _().json.newArray();
testArray.AddNumber(1);
testArray.SetNumber(4, 2);
TEST_ExpectTrue(testArray.GetLength() == 5);
TEST_ExpectTrue(testArray.GetNumber(0) == 1);
TEST_ExpectTrue(testArray.GetTypeOf(1) == JSON_Null);
TEST_ExpectTrue(testArray.GetTypeOf(2) == JSON_Null);
TEST_ExpectTrue(testArray.GetTypeOf(3) == JSON_Null);
TEST_ExpectTrue(testArray.GetNumber(4) == 2);
Issue("`SetNumber()` expands array even when it told not to");
testArray.SetNumber(6, 7, true);
TEST_ExpectTrue(testArray.GetLength() == 5);
TEST_ExpectTrue(testArray.GetNumber(6) == 0);
TEST_ExpectTrue(testArray.GetTypeOf(5) == JSON_Undefined);
TEST_ExpectTrue(testArray.GetTypeOf(6) == JSON_Undefined);
}
protected static function SubSubTest_ArraySetStringExpansions()
{
local JArray testArray;
testArray = _().json.newArray();
Context("Testing how `JArray`' handles expansions via" @
"`SetString()` function");
Issue("Setters don't create correct first element");
testArray.SetString(0, "str");
TEST_ExpectTrue(testArray.GetLength() == 1);
TEST_ExpectTrue(testArray.GetString(0) == "str");
Issue( "`SetString()` doesn't properly define array when setting" @
"value out-of-bounds");
testArray = _().json.newArray();
testArray.AddString("str");
testArray.SetString(4, "str2");
TEST_ExpectTrue(testArray.GetLength() == 5);
TEST_ExpectTrue(testArray.GetString(0) == "str");
TEST_ExpectTrue(testArray.GetTypeOf(1) == JSON_Null);
TEST_ExpectTrue(testArray.GetTypeOf(2) == JSON_Null);
TEST_ExpectTrue(testArray.GetTypeOf(3) == JSON_Null);
TEST_ExpectTrue(testArray.GetString(4) == "str2");
Issue("`SetString()` expands array even when it told not to");
testArray.SetString(6, "new string", true);
TEST_ExpectTrue(testArray.GetLength() == 5);
TEST_ExpectTrue(testArray.GetString(6) == "");
TEST_ExpectTrue(testArray.GetTypeOf(5) == JSON_Undefined);
TEST_ExpectTrue(testArray.GetTypeOf(6) == JSON_Undefined);
}
protected static function SubSubTest_ArraySetBooleanExpansions()
{
local JArray testArray;
testArray = _().json.newArray();
Context("Testing how `JArray`' handles expansions via" @
"`SetBoolean()` function");
Issue("Setters don't create correct first element");
testArray.SetBoolean(0, false);
TEST_ExpectTrue(testArray.GetLength() == 1);
TEST_ExpectTrue(testArray.GetBoolean(0) == false);
Issue( "`SetBoolean()` doesn't properly define array when setting" @
"value out-of-bounds");
testArray = _().json.newArray();
testArray.AddBoolean(true);
testArray.SetBoolean(4, true);
TEST_ExpectTrue(testArray.GetLength() == 5);
TEST_ExpectTrue(testArray.GetBoolean(0) == true);
TEST_ExpectTrue(testArray.GetTypeOf(1) == JSON_Null);
TEST_ExpectTrue(testArray.GetTypeOf(2) == JSON_Null);
TEST_ExpectTrue(testArray.GetTypeOf(3) == JSON_Null);
TEST_ExpectTrue(testArray.GetBoolean(4) == true);
Issue("`SetBoolean()` expands array even when it told not to");
testArray.SetBoolean(6, true, true);
TEST_ExpectTrue(testArray.GetLength() == 5);
TEST_ExpectTrue(testArray.GetBoolean(6) == false);
TEST_ExpectTrue(testArray.GetTypeOf(5) == JSON_Undefined);
TEST_ExpectTrue(testArray.GetTypeOf(6) == JSON_Undefined);
}
defaultproperties
{
caseName = "JSON"
}

142
sources/Core/Events/Broadcast/BroadcastEvents.uc

@ -1,142 +0,0 @@
/**
* Event generator for events, related to broadcasting messages
* through standard Unreal Script means:
* 1. text messages, typed by a player;
* 2. localized messages, identified by a LocalMessage class and id.
* Allows to make decisions whether or not to propagate certain messages.
* Copyright 2020 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 BroadcastEvents extends Events
abstract;
struct LocalizedMessage
{
// Every localized message is described by a class and id.
// For example, consider 'KFMod.WaitingMessage':
// if passed 'id' is '1',
// then it's supposed to be a message about new wave,
// but if passed 'id' is '2',
// then it's about completing the wave.
var class<LocalMessage> class;
var int id;
// Localized messages in unreal script can be passed along with
// optional arguments, described by variables below.
var PlayerReplicationInfo relatedPRI1;
var PlayerReplicationInfo relatedPRI2;
var Object relatedObject;
};
static function bool CallCanBroadcast(Actor broadcaster, int recentSentTextSize)
{
local int i;
local bool result;
local array< class<Listener> > listeners;
listeners = GetListeners();
for (i = 0;i < listeners.length;i += 1)
{
result = class<BroadcastListenerBase>(listeners[i])
.static.CanBroadcast(broadcaster, recentSentTextSize);
if (!result) return false;
}
return true;
}
static function bool CallHandleText
(
Actor sender,
out string message,
name messageType
)
{
local int i;
local bool result;
local array< class<Listener> > listeners;
listeners = GetListeners();
for (i = 0;i < listeners.length;i += 1)
{
result = class<BroadcastListenerBase>(listeners[i])
.static.HandleText(sender, message, messageType);
if (!result) return false;
}
return true;
}
static function bool CallHandleTextFor
(
PlayerController receiver,
Actor sender,
out string message,
name messageType
)
{
local int i;
local bool result;
local array< class<Listener> > listeners;
listeners = GetListeners();
for (i = 0;i < listeners.length;i += 1)
{
result = class<BroadcastListenerBase>(listeners[i])
.static.HandleTextFor(receiver, sender, message, messageType);
if (!result) return false;
}
return true;
}
static function bool CallHandleLocalized
(
Actor sender,
LocalizedMessage message
)
{
local int i;
local bool result;
local array< class<Listener> > listeners;
listeners = GetListeners();
for (i = 0;i < listeners.length;i += 1)
{
result = class<BroadcastListenerBase>(listeners[i])
.static.HandleLocalized(sender, message);
if (!result) return false;
}
return true;
}
static function bool CallHandleLocalizedFor
(
PlayerController receiver,
Actor sender,
LocalizedMessage message
)
{
local int i;
local bool result;
local array< class<Listener> > listeners;
listeners = GetListeners();
for (i = 0;i < listeners.length;i += 1)
{
result = class<BroadcastListenerBase>(listeners[i])
.static.HandleLocalizedFor(receiver, sender, message);
if (!result) return false;
}
return true;
}
defaultproperties
{
relatedListener = class'BroadcastListenerBase'
}

197
sources/Core/Events/Broadcast/BroadcastHandler.uc

@ -1,197 +0,0 @@
/**
* 'BroadcastHandler' class that used by Acedia to catch
* broadcasting events. For Acedia to work properly it needs to be added to
* the very beginning of the broadcast handlers' chain.
* Copyright 2020 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/>.
*/
// TODO: make it work from any place in the chain.
class BroadcastHandler extends Engine.BroadcastHandler
dependson(BroadcastEvents);
// The way vanilla 'BroadcastHandler' works - it can check if broadcast is
// possible for any actor, but for actually sending the text messages it will
// try to extract player's data from it
// and will simply pass 'none' if it can't.
// We remember senders in this array in order to pass real ones to our events.
// Array instead of variable is to account for folded calls
// (when handling of broadcast events leads to another message generation).
var private array<Actor> storedSenders;
// We want to insert our code in some of the functions between
// 'AllowsBroadcast' check and actual broadcasting,
// so we can't just use a 'super.AllowsBroadcast()' call.
// Instead we first manually do this check, then perform our logic and then
// make a super call, but with 'blockAllowsBroadcast' flag set to 'true',
// which causes overloaded 'AllowsBroadcast()' to omit actual checks.
var private bool blockAllowsBroadcast;
// Functions below simply reroute vanilla's broadcast events to
// Acedia's 'BroadcastEvents', while keeping original senders
// and blocking 'AllowsBroadcast()' as described in comments for
// 'storedSenders' and 'blockAllowsBroadcast'.
public function bool HandlerAllowsBroadcast(Actor broadcaster, int sentTextNum)
{
local bool canBroadcast;
// Check listeners
canBroadcast = class'BroadcastEvents'.static
.CallCanBroadcast(broadcaster, sentTextNum);
// Check other broadcast handlers (if present)
if (canBroadcast && nextBroadcastHandler != none)
{
canBroadcast = nextBroadcastHandler
.HandlerAllowsBroadcast(broadcaster, sentTextNum);
}
return canBroadcast;
}
function Broadcast(Actor sender, coerce string message, optional name type)
{
local bool canTryToBroadcast;
if (!AllowsBroadcast(sender, Len(message)))
return;
canTryToBroadcast = class'BroadcastEvents'.static
.CallHandleText(sender, message, type);
if (canTryToBroadcast)
{
storedSenders[storedSenders.length] = sender;
blockAllowsBroadcast = true;
super.Broadcast(sender, message, type);
blockAllowsBroadcast = false;
storedSenders.length = storedSenders.length - 1;
}
}
function BroadcastTeam
(
Controller sender,
coerce string message,
optional name type
)
{
local bool canTryToBroadcast;
if (!AllowsBroadcast(sender, Len(message)))
return;
canTryToBroadcast = class'BroadcastEvents'.static
.CallHandleText(sender, message, type);
if (canTryToBroadcast)
{
storedSenders[storedSenders.length] = sender;
blockAllowsBroadcast = true;
super.BroadcastTeam(sender, message, type);
blockAllowsBroadcast = false;
storedSenders.length = storedSenders.length - 1;
}
}
event AllowBroadcastLocalized
(
Actor sender,
class<LocalMessage> message,
optional int switch,
optional PlayerReplicationInfo relatedPRI1,
optional PlayerReplicationInfo relatedPRI2,
optional Object optionalObject
)
{
local bool canTryToBroadcast;
local BroadcastEvents.LocalizedMessage packedMessage;
if (!AllowsBroadcast(sender, Len(message)))
return;
packedMessage.class = message;
packedMessage.id = switch;
packedMessage.relatedPRI1 = relatedPRI1;
packedMessage.relatedPRI2 = relatedPRI2;
packedMessage.relatedObject = optionalObject;
canTryToBroadcast = class'BroadcastEvents'.static
.CallHandleLocalized(sender, packedMessage);
if (canTryToBroadcast)
{
super.AllowBroadcastLocalized( sender, message, switch,
relatedPRI1, relatedPRI2,
optionalObject);
}
}
function bool AllowsBroadcast(actor broadcaster, int len)
{
if (blockAllowsBroadcast)
return true;
return super.AllowsBroadcast(broadcaster, len);
}
function bool AcceptBroadcastText
(
PlayerController receiver,
PlayerReplicationInfo senderPRI,
out string message,
optional name type
)
{
local bool canBroadcast;
local Actor sender;
if (senderPRI != none)
{
sender = PlayerController(senderPRI.owner);
}
if (sender == none && storedSenders.length > 0)
{
sender = storedSenders[storedSenders.length - 1];
}
canBroadcast = class'BroadcastEvents'.static
.CallHandleTextFor(receiver, sender, message, type);
if (!canBroadcast)
{
return false;
}
return super.AcceptBroadcastText(receiver, senderPRI, message, type);
}
function bool AcceptBroadcastLocalized
(
PlayerController receiver,
Actor sender,
class<LocalMessage> message,
optional int switch,
optional PlayerReplicationInfo relatedPRI1,
optional PlayerReplicationInfo relatedPRI2,
optional Object obj
)
{
local bool canBroadcast;
local BroadcastEvents.LocalizedMessage packedMessage;
packedMessage.class = message;
packedMessage.id = switch;
packedMessage.relatedPRI1 = relatedPRI1;
packedMessage.relatedPRI2 = relatedPRI2;
packedMessage.relatedObject = obj;
canBroadcast = class'BroadcastEvents'.static
.CallHandleLocalizedFor(receiver, sender, packedMessage);
if (!canBroadcast)
{
return false;
}
return super.AcceptBroadcastLocalized( receiver, sender, message, switch,
relatedPRI1, relatedPRI2, obj);
}
defaultproperties
{
blockAllowsBroadcast = false
}

120
sources/Core/Events/Broadcast/BroadcastListenerBase.uc

@ -1,120 +0,0 @@
/**
* Listener for events, related to broadcasting messages
* through standard Unreal Script means:
* 1. text messages, typed by a player;
* 2. localized messages, identified by a LocalMessage class and id.
* Allows to make decisions whether or not to propagate certain messages.
* Copyright 2020 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 BroadcastListenerBase extends Listener
abstract;
static final function PlayerController GetController(Actor sender)
{
local Pawn senderPawn;
senderPawn = Pawn(sender);
if (senderPawn != none) return PlayerController(senderPawn.controller);
return PlayerController(sender);
}
// This event is called whenever registered broadcast handlers are asked if
// they'd allow given actor ('broadcaster') to broadcast a text message,
// given that none so far rejected it and he recently already broadcasted
// or tried to broadcast 'recentSentTextSize' symbols of text
// (that value is periodically reset in 'GameInfo',
// by default should be each second).
// NOTE: this function is ONLY called when someone tries to
// broadcast TEXT messages.
// If one of the listeners returns 'false', -
// it will be treated just like one of broadcasters returning 'false'
// in 'AllowsBroadcast' and this method won't be called for remaining
// active listeners.
static function bool CanBroadcast(Actor broadcaster, int recentSentTextSize)
{
return true;
}
// This event is called whenever a someone is trying to broadcast
// a text message (typically the typed by a player).
// This function is called once per message and allows you to change it
// (by changing 'message' argument) before any of the players receive it.
// Return 'true' to allow the message through.
// If one of the listeners returns 'false', -
// it will be treated just like one of broadcasters returning 'false'
// in 'AcceptBroadcastText' and this method won't be called for remaining
// active listeners.
static function bool HandleText
(
Actor sender,
out string message,
optional name messageType
)
{
return true;
}
// This event is similar to 'HandleText', but is called for every player
// the message is sent to.
// If allows you to alter the message, but the changes are accumulated
// as events go through the players.
static function bool HandleTextFor
(
PlayerController receiver,
Actor sender,
out string message,
optional name messageType
)
{
return true;
}
// This event is called whenever a localized message is trying to
// get broadcasted to a certain player ('receiver').
// Return 'true' to allow the message through.
// If one of the listeners returns 'false', -
// it will be treated just like one of broadcasters returning 'false'
// in 'AcceptBroadcastText' and this method won't be called for remaining
// active listeners.
static function bool HandleLocalized
(
Actor sender,
BroadcastEvents.LocalizedMessage message
)
{
return true;
}
// This event is similar to 'HandleLocalized', but is called for
// every player the message is sent to.
static function bool HandleLocalizedFor
(
PlayerController receiver,
Actor sender,
BroadcastEvents.LocalizedMessage message
)
{
return true;
}
defaultproperties
{
relatedEvents = class'BroadcastEvents'
}
// Text messages can (optionally) have their type specified.
// Examples of it are names 'Say' and 'CriticalEvent'.

159
sources/Core/Events/Events.uc

@ -1,159 +0,0 @@
/**
* One of the two classes that make up a core of event system in Acedia.
*
* 'Events' (or it's child) class shouldn't be instantiated.
* Usually module would provide '...Events' class that defines
* certain set of static functions that can generate event calls to
* all it's active listeners.
* If you're simply using modules someone made, -
* you don't need to bother yourself with further specifics.
* If you wish to create your own event generator,
* then first create a '...ListenerBase' object
* (more about it in the description of 'Listener' class)
* and set 'relatedListener' variable to point to it's class.
* Then for each event create a caller function in your 'Event' class,
* following this template:
* ____________________________________________________________________________
* | static function CallEVENT_NAME(<ARGUMENTS>)
* | {
* | local int i;
* | local array< class<Listener> > listeners;
* | listeners = GetListeners();
* | for (i = 0; i < listeners.length; i += 1)
* | {
* | class<...ListenerBase>(listeners[i])
* | .static.EVENT_NAME(<ARGUMENTS>);
* | }
* | }
* |___________________________________________________________________________
* If each listener must indicate whether it gives it's permission for
* something to happen, then use this template:
* ____________________________________________________________________________
* | static function CallEVENT_NAME(<ARGUMENTS>)
* | {
* | local int i;
* | local bool result;
* | local array< class<Listener> > listeners;
* | listeners = GetListeners();
* | for (i = 0; i < listeners.length; i += 1)
* | {
* | result = class<...ListenerBase>(listeners[i])
* | .static.EVENT_NAME(<ARGUMENTS>);
* | if (!result) return false;
* | }
* | return true;
* | }
* |___________________________________________________________________________
* For concrete example look at
* 'MutatorEvents' and 'MutatorListenerBase'.
* Copyright 2020 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 Events extends Object
abstract;
var private array< class<Listener> > listeners;
var public const class<Listener> relatedListener;
// Even class can also auto-spawn a `Service`,
// in case it's require to generate events
var public const class<Service> connectedServiceClass;
// Set this to `true`if you want `connectedServiceClass` service to also
// auto-shutdown whenever no-one listens to the events.
var public const bool shutDownServiceWithoutListeners;
static public final function array< class<Listener> > GetListeners()
{
return default.listeners;
}
// Make given listener active.
// If listener was already activated also returns 'false'.
static public final function bool ActivateListener(class<Listener> newListener)
{
local int i;
if (newListener == none) return false;
if (!ClassIsChildOf(newListener, default.relatedListener)) return false;
// Spawn service, if absent
if ( default.listeners.length == 0
&& default.connectedServiceClass != none) {
default.connectedServiceClass.static.Require();
}
// Add listener
for (i = 0;i < default.listeners.length;i += 1)
{
if (default.listeners[i] == newListener) {
return false;
}
}
default.listeners[default.listeners.length] = newListener;
return true;
}
// Make given listener inactive.
// If listener wasn't active returns 'false'.
static public final function bool DeactivateListener(class<Listener> listener)
{
local int i;
local bool removedListener;
local Service service;
if (listener == none) return false;
// Remove listener
for (i = 0; i < default.listeners.length; i += 1)
{
if (default.listeners[i] == listener)
{
default.listeners.Remove(i, 1);
removedListener = true;
break;
}
}
// Remove unneeded service
if ( default.shutDownServiceWithoutListeners
&& default.listeners.length == 0
&& default.connectedServiceClass != none)
{
service = Service(default.connectedServiceClass.static.GetInstance());
if (service != none) {
service.Destroy();
}
}
return removedListener;
}
static public final function bool IsActiveListener(class<Listener> listener)
{
local int i;
if (listener == none) return false;
for (i = 0; i < default.listeners.length; i += 1)
{
if (default.listeners[i] == listener)
{
return true;
}
}
return false;
}
defaultproperties
{
relatedListener = class'Listener'
}

59
sources/Core/Events/Listener.uc

@ -1,59 +0,0 @@
/**
* One of the two classes that make up a core of event system in Acedia.
*
* 'Listener' (or it's child) class shouldn't be instantiated.
* Usually module would provide '...ListenerBase' class that defines
* certain set of static functions, corresponding to events it can listen to.
* In order to handle those events you must create it's child class and
* override said functions. But they will only be called if
* 'SetActive(true)' is called for that child class.
* To create you own '...ListenerBase' class you need to define
* a static function for each event you wish it to catch and
* set 'relatedEvents' variable to point at the 'Events' class
* that will generate your events.
* For concrete example look at
* 'ConnectionEvents' and 'ConnectionListenerBase'.
* Copyright 2019 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 Listener extends Object
abstract;
var public const class<Events> relatedEvents;
static public final function SetActive(bool active)
{
if (active)
{
default.relatedEvents.static.ActivateListener(default.class);
}
else
{
default.relatedEvents.static.DeactivateListener(default.class);
}
}
static public final function IsActive(bool active)
{
default.relatedEvents.static.IsActiveListener(default.class);
}
defaultproperties
{
relatedEvents = class'Events'
}

56
sources/Core/Events/Mutator/MutatorEvents.uc

@ -1,56 +0,0 @@
/**
* Event generator that repeats events of a mutator.
* Copyright 2019 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 MutatorEvents extends Events
abstract;
static function bool CallCheckReplacement(Actor other, out byte isSuperRelevant)
{
local int i;
local bool result;
local array< class<Listener> > listeners;
listeners = GetListeners();
for (i = 0; i < listeners.length; i += 1)
{
result = class<MutatorListenerBase>(listeners[i])
.static.CheckReplacement(other, isSuperRelevant);
if (!result) return false;
}
return true;
}
static function bool CallMutate(string command, PlayerController sendingPlayer)
{
local int i;
local bool result;
local array< class<Listener> > listeners;
listeners = GetListeners();
for (i = 0; i < listeners.length;i += 1)
{
result = class<MutatorListenerBase>(listeners[i])
.static.Mutate(command, sendingPlayer);
if (!result) return false;
}
return true;
}
defaultproperties
{
relatedListener = class'MutatorListenerBase'
}

47
sources/Core/Events/Mutator/MutatorListenerBase.uc

@ -1,47 +0,0 @@
/**
* Listener for events, normally propagated by mutators.
* Copyright 2019 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 MutatorListenerBase extends Listener
abstract;
// This event is called whenever 'CheckReplacement'
// check is propagated through mutators.
// If one of the listeners returns 'false', -
// it will be treated just like a mutator returning 'false'
// in 'CheckReplacement' and
// this method won't be called for remaining active listeners.
static function bool CheckReplacement(Actor other, out byte isSuperRelevant)
{
return true;
}
// This event is called whenever 'Mutate' is propagated through mutators.
// If one of the listeners returns 'false', -
// this method won't be called for remaining active listeners or mutators.
// If all listeners return 'true', -
// mutate command will be further propagated to the rest of the mutators.
static function bool Mutate(string command, PlayerController sendingPlayer)
{
return true;
}
defaultproperties
{
relatedEvents = class'MutatorEvents'
}

117
sources/Core/Feature.uc

@ -1,117 +0,0 @@
/**
* Feature represents a certain subset of Acedia's functionality that
* can be enabled or disabled, according to server owner's wishes.
* In the current version of Acedia enabling or disabling a feature requires
* manually editing configuration file and restarting a server.
* Factually feature is just a collection of settings with one universal
* 'isActive' setting that tells Acedia whether or not to load a feature.
* Copyright 2019 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 Feature extends Singleton
abstract
config(Acedia);
// Setting that tells Acedia whether or not to enable this feature
// during initialization.
// Only it's default value is ever used.
var private config bool autoEnable;
// Listeners listed here will be automatically activated.
var public const array< class<Listener> > requiredListeners;
// Sets whether to enable this feature by default.
public static final function SetAutoEnable(bool doEnable)
{
default.autoEnable = doEnable;
StaticSaveConfig();
}
public static final function bool IsAutoEnabled()
{
return default.autoEnable;
}
// Whether feature is enabled is determined by
public static final function bool IsEnabled()
{
return (GetInstance() != none);
}
// Enables feature of given class.
public static final function Feature EnableMe()
{
local Feature newInstance;
if (IsEnabled())
{
return Feature(GetInstance());
}
default.blockSpawning = false;
newInstance = class'Acedia'.static.GetInstance().Spawn(default.class);
default.blockSpawning = true;
return newInstance;
}
public static final function bool DisableMe()
{
local Feature myself;
myself = Feature(GetInstance());
if (myself != none)
{
myself.Destroy();
return true;
}
return false;
}
// Event functions that are called when
protected function OnEnabled(){}
protected function OnDisabled(){}
// Set listeners' status
private static function SetListenersActiveSatus(bool newStatus)
{
local int i;
for (i = 0; i < default.requiredListeners.length; i += 1)
{
if (default.requiredListeners[i] == none) continue;
default.requiredListeners[i].static.SetActive(newStatus);
}
}
protected function OnCreated()
{
default.blockSpawning = true;
SetListenersActiveSatus(true);
OnEnabled();
}
protected function OnDestroyed()
{
SetListenersActiveSatus(false);
OnDisabled();
}
defaultproperties
{
autoEnable = false
DrawType = DT_None
// Prevent spawning this feature by any other means than 'EnableMe()'.
blockSpawning = true
// Features are server-only actors
remoteRole = ROLE_None
}

92
sources/Core/Logger/LoggerAPI.uc

@ -1,92 +0,0 @@
/**
* API that provides functions quick access to Acedia's
* logging functionality.
* Copyright 2020 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 LoggerAPI extends Singleton;
var private LoggerService logService;
protected function OnCreated()
{
logService = LoggerService(class'LoggerService'.static.Require());
}
public final function Track(string message)
{
if (logService == none)
{
class'LoggerService'.static.LogMessageToKFLog(LOG_Track, message);
return;
}
logService.LogMessage(LOG_Track, message);
}
public final function Debug(string message)
{
if (logService == none)
{
class'LoggerService'.static.LogMessageToKFLog(LOG_Debug, message);
return;
}
logService.LogMessage(LOG_Debug, message);
}
public final function Info(string message)
{
if (logService == none)
{
class'LoggerService'.static.LogMessageToKFLog(LOG_Info, message);
return;
}
logService.LogMessage(LOG_Info, message);
}
public final function Warning(string message)
{
if (logService == none)
{
class'LoggerService'.static.LogMessageToKFLog(LOG_Warning, message);
return;
}
logService.LogMessage(LOG_Warning, message);
}
public final function Failure(string message)
{
if (logService == none)
{
class'LoggerService'.static.LogMessageToKFLog(LOG_Failure, message);
return;
}
logService.LogMessage(LOG_Failure, message);
}
public final function Fatal(string message)
{
if (logService == none)
{
class'LoggerService'.static.LogMessageToKFLog(LOG_Fatal, message);
return;
}
logService.LogMessage(LOG_Fatal, message);
}
defaultproperties
{
}

166
sources/Core/Logger/LoggerService.uc

@ -1,166 +0,0 @@
/**
* Logger that allows to separate log messages into several levels of
* significance and lets users and admins to access only the ones they want
* and/or receive notifications when they happen.
* Copyright 2020 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 LoggerService extends Service
config(AcediaLogger);
// Log levels, available in Acedia.
enum LogLevel
{
// For the purposes of "tracing" the code, when trying to figure out
// where exactly problems occurred.
// Should not be used in any released version of
// your packages/mutators.
LOG_Track,
// Information that can be used to track down errors that occur on
// other people's systems, that developer cannot otherwise pinpoint.
// Should be used with purpose of tracking a certain issue and
// not "just in case".
LOG_Debug,
// Information about important events that should be occurring under
// normal conditions, such as initializations/shutdowns,
// successful completion of significant events, configuration assumptions.
// Should not occur too often.
LOG_Info,
// For recoverable issues, anything that might cause errors or
// oddities in behavior.
// Should be used sparingly, i.e. player disconnecting might cause
// interruption in some logic, but should not cause a warning,
// since it is something expected to happen normally.
LOG_Warning,
// Use this for errors, - events that some operation cannot recover from,
// but still does not require your module to shut down.
LOG_Failure,
// Anything that does not allow your module or game to function,
// completely irrecoverable failure state.
LOG_Fatal
};
var private const string kfLogPrefix;
var private const string traceLevelName;
var private const string DebugLevelName;
var private const string infoLevelName;
var private const string warningLevelName;
var private const string errorLevelName;
var private const string fatalLevelName;
var private config array< class<Manifest> > registeredManifests;
var private config bool logTraceInKFLog;
var private config bool logDebugInKFLog;
var private config bool logInfoInKFLog;
var private config bool logWarningInKFLog;
var private config bool logErrorInKFLog;
var private config bool logFatalInKFLog;
var private array<string> traceMessages;
var private array<string> debugMessages;
var private array<string> infoMessages;
var private array<string> warningMessages;
var private array<string> errorMessages;
var private array<string> fatalMessages;
public final function bool ShouldAddToKFLog(LogLevel messageLevel)
{
if (messageLevel == LOG_Trace && logTraceInKFLog) return true;
if (messageLevel == LOG_Debug && logDebugInKFLog) return true;
if (messageLevel == LOG_Info && logInfoInKFLog) return true;
if (messageLevel == LOG_Warning && logWarningInKFLog) return true;
if (messageLevel == LOG_Error && logErrorInKFLog) return true;
if (messageLevel == LOG_Fatal && logFatalInKFLog) return true;
return false;
}
public final static function LogMessageToKFLog
(
LogLevel messageLevel,
string message
)
{
local string levelPrefix;
levelPrefix = default.kfLogPrefix;
switch (messageLevel)
{
case LOG_Trace:
levelPrefix = levelPrefix $ default.traceLevelName;
break;
case LOG_Debug:
levelPrefix = levelPrefix $ default.debugLevelName;
break;
case LOG_Info:
levelPrefix = levelPrefix $ default.infoLevelName;
break;
case LOG_Warning:
levelPrefix = levelPrefix $ default.warningLevelName;
break;
case LOG_Error:
levelPrefix = levelPrefix $ default.errorLevelName;
break;
case LOG_Fatal:
levelPrefix = levelPrefix $ default.fatalLevelName;
break;
default:
}
Log(levelPrefix @ message);
}
public final function LogMessage(LogLevel messageLevel, string message)
{
switch (messageLevel)
{
case LOG_Trace:
traceMessages[traceMessages.length] = message;
case LOG_Debug:
debugMessages[debugMessages.length] = message;
case LOG_Info:
infoMessages[infoMessages.length] = message;
case LOG_Warning:
warningMessages[warningMessages.length] = message;
case LOG_Error:
errorMessages[errorMessages.length] = message;
case LOG_Fatal:
fatalMessages[fatalMessages.length] = message;
default:
}
if (ShouldAddToKFLog(messageLevel))
{
LogMessageToKFLog(messageLevel, message);
}
}
defaultproperties
{
// Log everything by default, if someone does not like it -
// he/she can disable it themselves.
logTraceInKFLog = true
logDebugInKFLog = true
logInfoInKFLog = true
logWarningInKFLog = true
logErrorInKFLog = true
logFatalInKFLog = true
// Parts of the prefix for our log messages, redirected into kf log file.
kfLogPrefix = "Acedia:"
traceLevelName = "Trace"
debugLevelName = "Debug"
infoLevelName = "Info"
warningLevelName = "Warning"
errorLevelName = "Error"
fatalLevelName = "Fatal"
}

290
sources/Core/Memory/MemoryAPI.uc

@ -1,290 +0,0 @@
/**
* API that provides functions for managing objects and actors by providing
* easy and general means to create and destroy them, that allow to make use of
* temporary `Object`s in a more efficient way.
* This is a low-level API that most users of Acedia, most likely,
* would not have to use, since creation of most objects would use their own
* wrapper functions around this API.
* Copyright 2020 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 MemoryAPI extends Singleton;
// This variable counts ticks and should be different each new tick.
var private int currentTick;
// Stores instance of an `Object` that can be borrowed from the pool.
struct BorrowableRecord
{
// Borrowable instance
var Object instance;
// Was this object borrowed?
// This flag will persist unless object was explicitly freed,
// even if borrowed reference timed out.
var bool borrowed;
// When was this object borrowed?
// Used to automatically free borrowed objects after the tick has passed.
var int borrowTick;
};
// Available object pools
var private array<BorrowableRecord> borrowPool;
// Checks if instance in the given `record` is borrowed.
private final function bool IsBorrowed(BorrowableRecord record)
{
// `record.borrowed` means instance was borrowed,
// but not explicitly freed;
// `record.borrowTick >= currentTick` means that rights to the borrowed
// instance hasn't yet ran out.
return (record.borrowed && record.borrowTick >= currentTick);
}
// Loads a reference to class instance from it's string representation.
private final function class<Object> LoadClass(string classReference)
{
return class<Object>(DynamicLoadObject(classReference, class'Class', true));
}
/**
* Creates a new `Object` / `Actor` of a given class.
*
* If uses a proper spawning mechanism for both objects (`new`)
* and actors (`Spawn`).
*
* @param classToAllocate Class of the `Object` / `Actor` that this method
* must create.
* @return Newly created object, might be `none` if creation has failed.
*/
public final function Object Allocate(class<Object> classToAllocate)
{
local class<Actor> actorClassToSpawn;
if (classToAllocate == none) return none;
actorClassToSpawn = class<Actor>(classToAllocate);
if (actorClassToSpawn != none)
{
return Spawn(actorClassToSpawn);
}
return (new classToAllocate);
}
/**
* Creates a new `Object` / `Actor` of a given class.
*
* If uses a proper spawning mechanism for both objects (`new`)
* and actors (`Spawn`).
*
* @param classToAllocate Text representation (name) of the class of the
* `Object` / `Actor` that this method must create.
* Should contain full package-path.
* @return Newly created object, might be `none` if creation has failed.
*/
public final function Object AllocateByReference(string refToClassToAllocate)
{
return Allocate(LoadClass(refToClassToAllocate));
}
/**
* Borrows an instance of an `Object` / `Actor` of the given class
* from the pool.
* Borrowed instance will be auto-freed during next tick.
*
* @param classToBorrow Class of an `Object` / `Actor` we want to borrow.
* @return Borrowed object, might be `none` if borrow pool is empty and
* creation of a new `Object` / `Actor` has failed.
*/
public final function Object Borrow(class<Object> classToBorrow)
{
local int i;
local BorrowableRecord newRecord;
for (i = 0; i < borrowPool.length; i += 1)
{
if (IsBorrowed(borrowPool[i])) continue;
if (borrowPool[i].instance == none) continue;
if (borrowPool[i].instance.class != classToBorrow) continue;
borrowPool[i].borrowed = true;
borrowPool[i].borrowTick = currentTick;
return borrowPool[i].instance;
}
// Create a new instance to borrow, if there isn't any available for
// the given class.
newRecord.borrowed = false;
newRecord.instance = Allocate(classToBorrow);
if (newRecord.instance != none)
{
borrowPool[borrowPool.length] = newRecord;
}
return newRecord.instance;
}
/**
* Borrows an instance of an `Object` / `Actor` of the given class
* from the pool.
* Borrowed instance will be auto-freed during next tick.
*
* @param classToBorrow Text representation (name) of the class of
* an `Object` / `Actor` we want to borrow.
* @return Borrowed object, might be `none` if borrow pool is empty and
* creation of a new `Object` / `Actor` has failed.
*/
public final function Object BorrowByReference(string refToClassToBorrow)
{
return Borrow(LoadClass(refToClassToBorrow));
}
/**
* Claims an instance of an `Object` / `Actor` of the given class
* from the pool.
* Claimed instances are removed from the borrow pool and
* will not be automatically freed.
*
* @param classToClaim Class of an `Object` / `Actor` we wish to borrow.
* @return Borrowed object, might be `none` if borrow pool is empty and
* creation of a new `Object` / `Actor` has failed.
*/
public final function Object Claim(class<Object> classToClaim)
{
local int i;
local Object instance;
for (i = 0; i < borrowPool.length; i += 1)
{
if (IsBorrowed(borrowPool[i])) continue;
if (borrowPool[i].instance == none) continue;
if (borrowPool[i].instance.class != classToClaim) continue;
instance = borrowPool[i].instance;
borrowPool.Remove(i, 1);
return instance;
}
// Create a new instance to borrow, if there isn't any available for
// the given class.
return Allocate(classToClaim);
}
/**
* Claims an instance of an `Object` / `Actor` of the given class
* from the pool.
* Claimed instances are removed from the borrow pool and
* will not be automatically freed.
*
* @param classToClaim Text representation (name) of the class of
* an `Object` / `Actor` we wish to claim.
* @return Borrowed object, might be `none` if borrow pool is empty and
* creation of a new `Object` / `Actor` has failed.
*/
public final function Object ClaimByReference(string refToClassToClaim)
{
return Claim(LoadClass(refToClassToClaim));
}
/**
* Frees given `Object` / `Actor` resource.
*
* By default `Actor`s are destroyed.
* Due to limitations of the engine objects cannot be outright destroyed.
* Instead, they are put into a "borrow pool", from where they can later be
* taken for a reuse.
*
* @param objectToDelete `Object` / `Actor` that must be freed.
* @param forceMakeBorrowable Only has an effect if `objectToDelete`
* is an `Actor`, in which case it forces it to be added
* to the borrow pool, instead of being destroyed.
*/
public final function Free
(
Object objectToDelete,
optional bool forceMakeBorrowable
)
{
local int i;
local Actor actorToDelete;
local BorrowableRecord newRecord;
if (objectToDelete == none) return;
actorToDelete = Actor(objectToDelete);
if (actorToDelete != none && !forceMakeBorrowable)
{
actorToDelete.Destroy();
return;
}
// Check if `objectToDelete` is already in our records.
for (i = 0; i < borrowPool.length; i += 1)
{
if (borrowPool[i].instance == objectToDelete)
{
borrowPool[i].borrowed = false;
return;
}
}
// If not - add it
newRecord.instance = objectToDelete;
newRecord.borrowed = false;
borrowPool[borrowPool.length] = newRecord;
}
/**
* Forces Unreal Engine to do garbage collection.
* By default also cleans up all the objects in the borrow object pool.
*
* Process of garbage collection causes significant lag spike during the game
* and should be used carefully.
*
* NOTE: method does not guarantee that borrow pool will be empty after
* this call (even with `keepBorrowedObjectPool = true`),
* since some of the borrowable objects might be currently in use and,
* therefore, cannot be garbage collected.
*
* @param keepBorrowedObjectPool Set this to `true` to NOT garbage collect
* objects in a borrow pool. Otherwise keep it `false`.
*/
public final function CollectGarbage(optional bool keepBorrowedObjectPool)
{
local int i;
if (!keepBorrowedObjectPool)
{
// Dereference all non-borrowed objects from borrow pool,
// so that they can be garbage collected.
i = 0;
while (i < borrowPool.length)
{
if ( borrowPool[i].instance == none
|| !IsBorrowed(borrowPool[i]) )
{
borrowPool.Remove(i, 1);
}
else
{
i += 1;
}
}
}
// This makes Unreal Engine do garbage collection
ConsoleCommand("obj garbage");
}
event Tick(float delta)
{
currentTick += 1;
}
// TODO: add cleaning on cooldown
defaultproperties
{
currentTick = 0
}

81
sources/Core/Service.uc

@ -1,81 +0,0 @@
/**
* Parent class for all services used in Acedia.
* Currently simply makes itself server-only.
* Copyright 2020 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 Service extends Singleton
abstract;
// Listeners listed here will be automatically activated.
var public const array< class<Listener> > requiredListeners;
// Enables feature of given class.
public static final function Service Require()
{
local Service newInstance;
if (IsRunning())
{
return Service(GetInstance());
}
default.blockSpawning = false;
newInstance = class'Acedia'.static.GetInstance().Spawn(default.class);
default.blockSpawning = true;
return newInstance;
}
// Whether service is currently running is determined by
public static final function bool IsRunning()
{
return (GetInstance() != none);
}
protected function OnLaunch(){}
protected function OnShutdown(){}
protected function OnCreated()
{
default.blockSpawning = true;
SetListenersActiveSatus(true);
OnLaunch();
}
protected function OnDestroyed()
{
SetListenersActiveSatus(false);
OnShutdown();
}
// Set listeners' status
private static function SetListenersActiveSatus(bool newStatus)
{
local int i;
for (i = 0; i < default.requiredListeners.length; i += 1)
{
if (default.requiredListeners[i] == none) continue;
default.requiredListeners[i].static.SetActive(newStatus);
}
}
defaultproperties
{
DrawType = DT_None
// Prevent spawning this feature by any other means than 'Launch()'.
blockSpawning = true
// Features are server-only actors
remoteRole = ROLE_None
}

104
sources/Core/Singleton.uc

@ -1,104 +0,0 @@
/**
* Singleton is an auxiliary class, meant to be used as a base for others,
* that allows for only one instance of it to exist.
* To make sure your child class properly works, either don't overload
* 'PreBeginPlay' or make sure to call it's parent's version.
* Copyright 2019 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 Singleton extends AcediaActor
abstract;
// Default value of this variable will store one and only existing version
// of actor of this class.
var private Singleton activeInstance;
// Setting default value of this variable to 'true' prevents creation of
// a singleton, even if no instances of it exist.
// Only a default value is ever used.
var protected bool blockSpawning;
public final static function Singleton GetInstance(optional bool spawnIfMissing)
{
local bool instanceExists;
instanceExists = default.activeInstance != none
&& !default.activeInstance.bPendingDelete;
if (instanceExists) {
return default.activeInstance;
}
if (spawnIfMissing) {
return class'Acedia'.static.GetInstance().Spawn(default.class);
}
return none;
}
public final static function bool IsSingletonCreationBlocked()
{
return default.blockSpawning;
}
protected function OnCreated(){}
protected function OnDestroyed(){}
// Make sure only one instance of 'Singleton' exists at any point in time.
// Instead of overloading this function we suggest you overload a special
// event function `OnCreated()` that is called whenever a valid `Singleton`
// instance is spawned.
// If you absolutely must overload this function in any child class -
// first call this version of the method and then check if
// you are about to be deleted 'bDeleteMe == true':
// ____________________________________________________________________________
// | super.PreBeginPlay();
// | // ^^^ If singleton wasn't already created, - only after that call
// | // will instance, returned by 'GetInstance()', be set.
// | if (bDeleteMe)
// | return;
// |___________________________________________________________________________
event PreBeginPlay()
{
super.PreBeginPlay();
if (default.blockSpawning || GetInstance() != none)
{
Destroy();
}
else
{
default.activeInstance = self;
OnCreated();
}
}
// Make sure only one instance of 'Singleton' exists at any point in time.
// Instead of overloading this function we suggest you overload a special
// event function `OnDestroyed()` that is called whenever a valid `Singleton`
// instance is destroyed.
// If you absolutely must overload this function in any child class -
// first call this version of the method.
event Destroyed()
{
super.Destroyed();
if (self == default.activeInstance)
{
OnDestroyed();
default.activeInstance = none;
}
}
defaultproperties
{
blockSpawning = false
}

294
sources/Core/Testing/IssueSummary.uc

@ -1,294 +0,0 @@
/**
* Class for storing and processing the information about how well testing
* against a certain issue went.
* Copyright 2020 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 IssueSummary extends AcediaObject;
// Each issue is uniquely identified by these values.
var private class<TestCase> ownerCase;
var private string context;
var private string description;
// Records, in chronological order, results of the tests that were
// run to test this issue.
var private array<byte> successRecords;
private final function byte BoolToByte(bool boolToConvert)
{
if (boolToConvert) return 1;
return 0;
}
/**
* Sets `TestCase`, context and description for the issue,
* tracked in this summary.
*
* Can only be successfully called once, but will fail if passed a `none`
* class reference to `TestCase`.
*
* @param targetCase `TestCase`, in which issue,
* relevant to this summary, is defined.
* @param targetContext Context, in which this issue,
* relevant to this summary, is defined.
* @param targetDescription Description of the issue relevant to
* this summary.
* @return `true` if `TestCase`, context and description were successfully set,
* `false` otherwise.
*/
public final function bool SetIssue(
class<TestCase> targetCase,
string targetContext,
string targetDescription
)
{
if (ownerCase != none) return false;
if (initCase == none) return false;
ownerCase = targetCase;
context = targetContext;
description = targetDescription;
return true;
}
/**
* Returns context for the issue in question.
*
* `TestCase` can be important for both displaying information about testing to
* the user and distinguishing between two different issues with the same
* description and context.
* @see `TestCase` for more information.
*
* @return Test case that tested for relevant issue.
*/
public final function class<TestCase> GetTestCase()
{
return ownerCase;
}
/**
* Returns context for the issue in question.
*
* Context can be important for both displaying information about testing to
* the user and distinguishing between two different issues with
* the same description and in the same `TestCase`.
* @see `TestCase` for more information.
*
* @return Context for relevant issue.
*/
public final function string GetContext()
{
if (ownerCase == none) return "";
return context;
}
/**
* Returns description for the issue in question.
*
* Description of an issue is the main way to distinguish between
* different possibly arising problems.
* Two different issues can have the same description if they are defined
* in different `TestCase`s and/or in different context.
* @see `TestCase` for more information.
*
* @return Description for the issue in question.
*/
public final function string GetDescription()
{
if (ownerCase == none) return "";
return description;
}
/**
* Adds result of another test (success or not) to the records of this summary.
*
* @param success `true` if test was successful and had passed,
* `false` otherwise.
*/
public final function AddTestResult(bool success)
{
successRecords[successRecords.length] = BoolToByte(success);
}
/**
* Returns total amount of test results recorded in caller summary.
* Never a negative value.
*
* @return Amount of tests that were run.
*/
public final function int GetTotalTestsAmount()
{
return successRecords.length;
}
/**
* Returns total amount of recorded successful test results in caller summary.
* Never a negative value.
*
* @return Amount of recorded successfully performed tests for
* the relevant issue.
*/
public final function int GetSuccessfulTestsAmount()
{
local int i;
local int counter;
counter = 0;
for (i = 0; i < successRecords.length; i += 1)
{
if (successRecords[i] > 0) {
counter += 1;
}
}
return counter;
}
/**
* Returns total amount of recorded failed test results in caller summary.
* Never a negative value.
*
* @return Amount of recorded failed tests for the relevant issue.
*/
public final function int GetFailedTestsAmount()
{
return GetTotalTestsAmount() - GetSuccessfulTestsAmount();
}
/**
* Returns total success rate ("amount of successes" / "total amount of tests")
* of recorded test results for relevant issue
* (value between 0 and 1, including boundaries).
*
* If there are no test results recorded - returns `-1`.
*
* @return Success rate of recorded test results for the relevant issue
* Returns values outside [0; 1] segment (specifically, negative values)
* iff no test results at all were recorded.
*/
public final function float GetSuccessRate()
{
local int totalTestsAmount;
totalTestsAmount = GetTotalTestsAmount();
if (totalTestsAmount <= 0) {
return -1;
}
return GetSuccessfulTestsAmount() / totalTestsAmount;
}
/**
* Checks whether all tests recorded in this summary have passed.
*
* @return `true` if all tests for relevant issue have passed,
* `false` otherwise.
*/
public final function bool HasPassedAllTests()
{
return (GetFailedTestsAmount() <= 0);
}
/**
* Returns boolean array of test results: each element recording whether test
* was a success (`>0`) or a failure (`0`).
*
* All results in the array are in a chronological order of arrival.
*
* @return Returns copy of boolean array of recorded test results.
*/
public final function array<byte> GetTestRecords()
{
return successRecords;
}
/**
* Returns index numbers (starting from 1, not 0) of tests that ended in
* a success, while performed for the same test case, context and issue.
* So if tests went: [success, success, failure, success, failure],
* method will return: [1, 2, 4].
*
* All results in the array are in a chronological order of arrival.
*
* @return index numbers of successful tests.
*/
public final function array<int> GetSuccessfulTests()
{
local int i;
local array<int> result;
for (i = 0; i < successRecords.length; i += 1)
{
if (successRecords[i] > 0) {
result[result.length] = i + 1;
}
}
return result;
}
/**
* Returns index numbers (starting from 1, not 0) of tests that ended in
* a failure, while performed for the same test case, context and issue.
* So if tests went: [success, success, failure, success, failure],
* method will return: [3, 5].
*
* All results in the array are in a chronological order of arrival.
*
* @return index numbers of successful tests.
*/
public final function array<int> GetFailedTests()
{
local int i;
local array<int> result;
for (i = 0; i < successRecords.length; i += 1)
{
if (successRecords[i] == 0) {
result[result.length] = i + 1;
}
}
return result;
}
/**
* Returns a formatted text representation of the caller `IssueSummary`
* in a following format:
* "{$text_default <issue_description>} {$text_subtle [<failed_test_numbers>]}"
*
* @return Formatted string with text representation of the
* caller `IssueSummary`.
*/
public final function string ToString()
{
local int i;
local string result;
local array<int> failedTests;
result = "{$text_default" @ GetDescription() $ "}";
if (GetFailedTestsAmount() <= 0) {
return result;
}
result @= "{$text_subtle [";
failedTests = GetFailedTests();
for (i = 0; i < failedTests.length; i += 1)
{
if (i < failedTests.length - 1) {
result $= string(failedTests[i]) $ ", ";
}
else {
result $= string(failedTests[i]);
}
}
return (result $ "]");
}
defaultproperties
{
}

66
sources/Core/Testing/Service/TestingEvents.uc

@ -1,66 +0,0 @@
/**
* Event generator for events related to testing.
* Copyright 2020 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 TestingEvents extends Events
abstract;
static function CallTestingBegan(array< class<TestCase> > testQueue)
{
local int i;
local array< class<Listener> > listeners;
listeners = GetListeners();
for (i = 0; i < listeners.length; i += 1)
{
class<TestingListenerBase>(listeners[i])
.static.TestingBegan(testQueue);
}
}
static function CallCaseTested(
class<TestCase> testedCase,
TestCaseSummary result)
{
local int i;
local array< class<Listener> > listeners;
listeners = GetListeners();
for (i = 0; i < listeners.length; i += 1)
{
class<TestingListenerBase>(listeners[i])
.static.CaseTested(testedCase, result);
}
}
static function CallTestingEnded(
array< class<TestCase> > testQueue,
array<TestCaseSummary> results)
{
local int i;
local array< class<Listener> > listeners;
listeners = GetListeners();
for (i = 0; i < listeners.length; i += 1)
{
class<TestingListenerBase>(listeners[i])
.static.TestingEnded(testQueue, results);
}
}
defaultproperties
{
relatedListener = class'TestingListenerBase'
}

253
sources/Core/Testing/Service/TestingService.uc

@ -1,253 +0,0 @@
/**
* This service allows to separate running separate `TestCase`s in separate
* ticks, which helps to avoid hang ups or false infinite loop detection.
* Copyright 2020 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 TestingService extends Service
config(AcediaSystem);
// All test cases, loaded from all available packages.
// Always use `default` copy of this array.
var private array< class<TestCase> > registeredTestCases;
// Will be `true` if we have yet more tests to run
// (either during current or following ticks)
var private bool runningTests;
// Queue with all test cases for the current/next testing
var private array< class<TestCase> > testCasesToRun;
// Track which test case we need to execute during next tick
var private int nextTestCase;
// Record test results during the last test run here.
// After testing has finished - copy them into it's default value
// `default.summarizedResults` to be available even after `TestingService`
// shuts down.
var private array<TestCaseSummary> summarizedResults;
// Configuration variables that tell Acedia what tests to run
// (and whether to run any at all) on start up.
var public config const bool runTestsOnStartUp;
var public config const bool filterTestsByName;
var public config const bool filterTestsByGroup;
var public config const string requiredName;
var public config const string requiredGroup;
// Shortcut to `TestingEvents`, so that we don't have to write
// class'TestingEvents' every time.
var const class<TestingEvents> events;
/**
* Registers another `TestCase` class for later testing.
*
* @return `true` if registration was successful.
*/
public final static function bool RegisterTestCase(class<TestCase> newTestCase)
{
local int i;
if (newTestCase == none) return false;
for (i = 0; i < default.registeredTestCases.length; i += 1)
{
if (default.registeredTestCases[i] == newTestCase) {
return false;
}
// Warn if there are test cases with the same name and group
if ( !(default.registeredTestCases[i].static.GetGroup()
~= newTestCase.static.GetGroup())) {
continue;
}
if ( !(default.registeredTestCases[i].static.GetName()
~= newTestCase.static.GetName())) {
continue;
}
default._.logger.Warning("Two different test cases with name \""
$ newTestCase.static.GetName() $ "\" in the same group \""
$ newTestCase.static.GetGroup() $ "\"have been registered:"
@ "\"" $ string(newTestCase) $ "\" and \""
$ string(default.registeredTestCases[i])
$ "\". This can lead to issues and it is not something you can fix,"
@ "- contact developers of the relevant packages.");
}
default.registeredTestCases[default.registeredTestCases.length] =
newTestCase;
return true;
}
/**
* Checks whether service is still in the process of running tests.
*
* @return `true` if there are still some tests that are scheduled, but
* were not yet ran and `false` otherwise.
*/
public final static function bool IsRunningTests()
{
local TestingService myInstance;
myInstance = TestingService(class'TestingService'.static.GetInstance());
if (myInstance == none) return false;
return myInstance.runningTests;
}
/**
* Returns the results of the last tests run.
*
* If no tests were run - returns an empty array.
*
* @return Results of the last tests run.
*/
public final static function array<TestCaseSummary> GetLastResults()
{
return default.summarizedResults;
}
/**
* Adds all tests to the testing queue.
*
* To actually run them use `Run()`.
* To only run certain tests, - filter them by `FilterByName()`
* and `FilterByGroup()`
*
* Will do nothing if service is already in the process of testing
* (`IsRunningTests() == true`).
*
* @return Caller `TestService` to allow for method chaining.
*/
public final function TestingService PrepareTests()
{
if (runningTests) {
return self;
}
testCasesToRun = default.registeredTestCases;
return self;
}
/**
* Filters tests in current queue to only those that have a specific name.
* Should be used after `PrepareTests()` call, but before `Run()`.
*
* Will do nothing if service is already in the process of testing
* (`IsRunningTests() == true`).
*
* @return Caller `TestService` to allow for method chaining.
*/
public final function TestingService FilterByName(string caseName)
{
local int i;
local array< class<TestCase> > preFiltered;
if (runningTests) {
return self;
}
preFiltered = testCasesToRun;
testCasesToRun.length = 0;
for (i = 0; i < preFiltered.length; i += 1)
{
if (preFiltered[i].static.GetName() ~= caseName) {
testCasesToRun[testCasesToRun.length] = preFiltered[i];
}
}
return self;
}
/**
* Filters tests in current queue to only those that belong to
* a specific group. Should be used after `PrepareTests()` call,
* but before `Run()`.
*
* Will do nothing if service is already in the process of testing
* (`IsRunningTests() == true`).
*
* @return Caller `TestService` to allow for method chaining.
*/
public final function TestingService FilterByGroup(string caseGroup)
{
local int i;
local array< class<TestCase> > preFiltered;
if (runningTests) {
return self;
}
preFiltered = testCasesToRun;
testCasesToRun.length = 0;
for (i = 0; i < preFiltered.length; i += 1)
{
if (preFiltered[i].static.GetGroup() ~= caseGroup) {
testCasesToRun[testCasesToRun.length] = preFiltered[i];
}
}
return self;
}
/**
* Makes `TestingService` run all tests in a current queue.
*
* Queue musty be build before hand: start with `PrepareTests()` call and
* optionally use `FilterByName()` / `FilterByGroup()` before
* `Run()` method call.
*
* @return `false` if service is already performing the testing
* and `true` otherwise. Note that `TestingService` might be inactive even
* after `Run()` call that returns `true`, if the testing queue was empty.
*/
public final function bool Run()
{
if (runningTests) {
return false;
}
nextTestCase = 0;
runningTests = true;
summarizedResults.length = 0;
events.static.CallTestingBegan(testCasesToRun);
if (testCasesToRun.length <= 0) {
runningTests = false;
events.static.CallTestingEnded(testCasesToRun, summarizedResults);
}
return true;
}
private final function DoTestingStep()
{
local TestCaseSummary newResult;
if (nextTestCase >= testCasesToRun.length)
{
runningTests = false;
default.summarizedResults = summarizedResults;
events.static.CallTestingEnded(testCasesToRun, summarizedResults);
return;
}
testCasesToRun[nextTestCase].static.PerformTests();
newResult = testCasesToRun[nextTestCase].static.GetSummary();
events.static.CallCaseTested(testCasesToRun[nextTestCase], newResult);
summarizedResults[summarizedResults.length] = newResult;
nextTestCase += 1;
}
event Tick(float delta)
{
// This will destroy us on the next tick after we were
// either created or finished performing tests
if (!runningTests) {
Destroy();
return;
}
DoTestingStep();
}
defaultproperties
{
runTestsOnStartUp = false
events = class'TestingEvents'
}

226
sources/Core/Testing/TestCase.uc

@ -1,226 +0,0 @@
/**
* Base class aimed to contain sets of tests for various components of
* Acedia and it's features.
* Neither this class, nor it's children aren't supposed to
* be instantiated.
* Copyright 2020 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 TestCase extends AcediaObject
abstract;
// Name by which this set of unit tests can be referred to.
var protected const string caseName;
// Name of group to which this set of unit tests belong.
var protected const string caseGroup;
// Were all tests performed?
var private bool finishedTests;
// Context under which we are currently performing our tests.
var private string currentContext;
// Error message that will be generated if some test will fail now.
var private string currentIssue;
// Summary where we are recording results of all our tests.
var private TestCaseSummary currentSummary;
/**
* Sets context for any tests that will follow this call (but before the next
* `Context()` call).
*
* Context is supposed to be a short description about what
* exactly you are testing. When reporting failed tests, - failures will be
* grouped up by a context.
*
* Changing current context will also reset current issue, to set it up
* use `Issue()` method.
*
* @param context Context for the following tests.
*/
public final static function Context(string context)
{
default.currentContext = context;
default.currentIssue = ""; // Reset issue.
}
// Call this function to define an error message for tests that
// would fail after it.
// Message is reset by another call of `Issue()` or
// by changing the context via `Context()`.
/**
* Changes an issue that any following tests (but before the next `Issue()` or
* `Context()` call) will test for.
*
* Issue is the message that will be displayed to the user if any relevant
* tests have failed.
*
* NOTE: Current issue will be reset by any `Context()` call.
*
* @param issue Issue that following tests will test for.
*/
public final static function Issue(string issue)
{
default.currentIssue = issue;
}
// Following functions provide simple test primitives
/**
* This call will record either one success or one failure for the caller
* `TestCase` class, depending on passed `bool` argument.
*
* @param result Your test's result as a `bool` value: `true` will record a
* success and `false` a failure.
*/
public final static function TEST_ExpectTrue(bool result)
{
RecordTestResult(result);
}
/**
* This call will record either one success or one failure for the caller
* `TestCase` class, depending on passed `bool` argument.
*
* @param result Your test's result as a `bool` value: `false` will result in
* recording a success and `true` in a failure.
*/
public final static function TEST_ExpectFalse(bool result)
{
RecordTestResult(!result);
}
/**
* This call will record either one success or one failure for the caller
* `TestCase` class, depending on passed `Object` argument.
*
* @param result Your test's result as an `Object` value: `none` will result
* in recording success and any non-`none` value in failure.
*/
public final static function TEST_ExpectNone(Object object)
{
RecordTestResult(object == none);
}
/**
* This call will record either one success or one failure for the caller
* `TestCase` class, depending on passed `Object` argument.
*
* @param result Your test's result as an `Object` value: any non-`none`
* value will result in recording success and `none` in failure.
*/
public final static function TEST_ExpectNotNone(Object object)
{
RecordTestResult(object != none);
}
// Records (in current context summary) that another test was performed and
// succeeded/failed, along with given error message.
private final static function RecordTestResult(bool isSuccessful)
{
if (default.finishedTests) return;
if (default.currentSummary == none) return;
default.currentSummary.AddTestResult( default.currentContext,
default.currentIssue,
isSuccessful);
}
/**
* Once testing has finished returns compiled results as a
* `TestCaseSummary` object.
*
* @return `TestCaseSummary` with compiled results if the testing has finished
* and `none` otherwise.
*/
public final static function TestCaseSummary GetSummary()
{
if (!default.finishedTests) {
return none;
}
return default.currentSummary;
}
/**
* Checks whether this `TestCase` has already finished running all it's tests.
* Finished testing means a prepared `TestCaseSummary` is available
* (by `GetSummary()` method).
*
* @return `true` if this test case already did the testing
* and `false` otherwise.
*/
public final static function bool HasFinishedTesting()
{
return default.finishedTests;
}
/**
* Returns name of this `TestCase`.
*
* @return Name of this `TestCase`.
*/
public final static function string GetName()
{
return default.caseName;
}
/**
* Returns group name of this `TestCase`.
*
* @return Group name of this `TestCase`.
*/
public final static function string GetGroup()
{
return default.caseGroup;
}
// Calling this function will perform unit tests defined in `TESTS()`
// function of this test case and will prepare the summary,
// obtainable through `GetSummary()` function.
// Returns `true` if all tests have successfully passed
// and `false` otherwise.
/**
* Performs all tests for this `TestCase`.
* Guaranteed to be done after this finishes.
*
* @return `true` if all tests have finished successfully
* and `false` otherwise.
*/
public final static function bool PerformTests()
{
default.finishedTests = false;
_().memory.Free(default.currentSummary);
default.currentSummary = new class'TestCaseSummary';
default.currentSummary.Initialize(default.class);
TESTS();
default.finishedTests = true;
return default.currentSummary.HasPassedAllTests();
}
/**
* Any tests that your `TestCase` class needs to perform should be put in
* this function.
* To separate tests into groups it's recommended (as a style
* consideration) to put them in separate function calls and give these
* functions names starting with "Test_". They can have further folded
* functions with prefix "SubTest_", which can contain "SubSubTest_", etc..
*/
protected static function TESTS(){}
defaultproperties
{
caseName = ""
caseGroup = ""
}

540
sources/Core/Testing/TestCaseSummary.uc

@ -1,540 +0,0 @@
/**
* Class for storing and processing the information about how well testing
* for a certain `TestCase` went. That information is stored as
* a collection of `IssueSummary`s, that can be accessed all at once
* or by their context.
* `TestCaseSummary` must be initialized for some `TestCase` before it can
* be used for anything (unlike `IssueSummary`).
* Copyright 2020 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 TestCaseSummary extends AcediaObject;
// Case for which this summary was initialized.
// `none` if it was not.
var private class<TestCase> ownerCase;
/**
*
* We will store issue summaries for different contexts separately.
* INVARIANT: any function that adds records to `contextRecords`
* must guarantee that:
* 1. No two distinct records will have the same `context`;
* 2. All the `IssueSummary`s in `issueSummaries` array have different
* issue descriptions.
* Comparisons of `string`s for two above conditions are case-insensitive.
*/
struct ContextRecord
{
var string context;
var array<IssueSummary> issueSummaries;
};
var private array<ContextRecord> contextRecords;
// String literals used for displaying array of test case summaries
var private const string indent;
var private const string reportHeader;
var private const string reportSuccessfulEnding;
var private const string reportUnsuccessfulEnding;
/**
* Initializes caller summary for given `TestCase` class.
* Can only be successfully done once, but will fail if
* passed a `none` reference.
*
* @param targetCase `TestCase` class for which this summary will be
* recording test results.
* @return `true` if initialization was successful and `false otherwise
* (either summary already initialized or passed reference is `none`).
*/
public final function bool Initialize(class<TestCase> targetCase)
{
if (ownerCase != none) return false;
if (targetCase == none) return false;
ownerCase = targetCase;
return true;
}
/**
* Returns index of a context record with a given description
* (`context`) in `contextRecords`.
* Creates one if missing. Never fails.
*
* @param context Context that desired record must match.
* @return Index of the context record that matches `context`.
* Returned index is always valid.
*/
private final function int TouchContext(string context)
{
local int i;
local ContextRecord newRecord;
// Try to find existing record with given context description
for (i = 0; i < contextRecords.length; i += 1)
{
if (context ~= contextRecords[i].context) {
return i;
}
}
// If there is none - make a new one
newRecord.context = context;
contextRecords[contextRecords.length] = newRecord;
return (contextRecords.length - 1);
}
/**
* Finds indices of a context record and an `IssueSummary` in
* a nested array that have matching `context`
* and `issueDescription`.
* Creates records and/or `IssueSummary` if missing. Never fails.
*
* @param context Context description that
* desired record must match.
* @param issueDescription Issue description that
* desired `IssueSummary`must match.
* @param recordIndex Index of the context record that matches
* `context` description will be recorded here.
* Returned value is always valid. Passed value is discarded.
* @param recordIndex Index of the `IssueSummary` that matches
* `issueDescription` description will be recorded here.
* Returned value is always valid. Passed value is discarded.
*/
private final function TouchIssue(
string context,
string issueDescription,
out int recordIndex,
out int issueIndex
)
{
local int i;
local array<IssueSummary> issueSummaries;
recordIndex = TouchContext(context);
issueSummaries = contextRecords[recordIndex].issueSummaries;
// Try to find existing issue summary with a given description
for (i = 0; i < issueSummaries.length; i += 1)
{
if (issueSummaries[i] == none) continue;
if (issueDescription ~= issueSummaries[i].GetDescription())
{
issueIndex = i;
return;
}
}
// If there is none - add a new one
issueIndex = issueSummaries.length;
issueSummaries[issueIndex] = new class'IssueSummary';
issueSummaries[issueIndex].SetIssue(ownerCase, context, issueDescription);
contextRecords[recordIndex].issueSummaries = issueSummaries;
}
/**
* Checks if caller summary was correctly initialized.
*
* @return `true` if summary was correctly initialized and `false` otherwise.
*/
public final function bool IsInitialized()
{
return (ownerCase != none);
}
/**
* Adds result of another test (success or not) to the records of this summary.
*
* @param context Context under which test was performed.
* @param issueDescription Description of issue,
* for which test was performed.
* @param success `true` if test was successful and had passed,
* `false` otherwise.
*/
public final function AddTestResult(
string context,
string issueDescription,
bool success
)
{
local int recordIndex, issueIndex;
TouchIssue(context, issueDescription, recordIndex, issueIndex);
contextRecords[recordIndex]
.issueSummaries[issueIndex]
.AddTestResult(success);
}
/**
* Returns all contexts, for which caller summary has any records of tests
* being performed.
*
* To check if particular context exists you can use `DoesContextExists()`.
*
* @return Array of `string`s, each representing one of the contexts,
* used in tests.
* Guarantees no duplicates (equality without accounting for case).
*/
public final function array<string> GetContexts()
{
local int i;
local array<string> result;
for (i = 0; i < contextRecords.length; i += 1) {
result[result.length] = contextRecords[i].context;
}
return result;
}
/**
* Checks if given context has any records about performing tests
* (whether they ended in success or a failure) under it.
*
* To get an array of all existing contexts use `GetContexts()`.
*
* @param context A context to check for existing in records.
* @return `true` if there was a record about a test being performed under
* a given context and `false` otherwise.
*/
public final function bool DoesContextExists(string context)
{
local int i;
for (i = 0; i < contextRecords.length; i += 1)
{
if (contextRecords[i].context ~= context) {
return true;
}
}
return false;
}
/**
* `IssueSummary`s for every issue that was tested and recorded in
* the caller `TestCaseSummary`.
*
* @return Array of `IssueSummary`s for every tested and recorded issue.
*/
public final function array<IssueSummary> GetIssueSummaries()
{
local int i, j;
local array<IssueSummary> recordedSummaries;
local array<IssueSummary> result;
for (i = 0; i < contextRecords.length; i += 1)
{
recordedSummaries = contextRecords[i].issueSummaries;
for (j = 0; j < recordedSummaries.length; j += 1) {
result[result.length] = recordedSummaries[j];
}
}
return result;
}
/**
* Returns `IssueSummary`s for every issue that was tested under
* a given context and recorded in caller `TestCaseSummary`.
*
* @param context Context under which issues of interest were tested.
* @return Array of `IssueSummary`s for every issue that was tested under
* given context.
*/
public final function array<IssueSummary> GetIssueSummariesForContext(
string context
)
{
local int i;
local array<IssueSummary> emptyResult;
for (i = 0; i < contextRecords.length; i += 1)
{
if (contextRecords[i].context ~= context) {
return contextRecords[i].issueSummaries;
}
}
return emptyResult;
}
// Counts total amount of tests performed under the contexts
// corresponding to `contextRecords[recordIndex]` record.
private final function int GetTotalTestsAmountForRecord(int recordIndex)
{
local int i;
local int result;
local array<IssueSummary> issueSummaries;
issueSummaries = contextRecords[recordIndex].issueSummaries;
result = 0;
for (i = 0; i < issueSummaries.length; i += 1)
{
if (issueSummaries[i] == none) continue;
result += issueSummaries[i].GetTotalTestsAmount();
}
return result;
}
/**
* Total amount of performed tests, recorded in caller `TestCaseSummary`.
*
* If you are interested in amount of test under a specific context, -
* use `GetTotalTestsAmountForContext()` instead.
*
* @return Total amount of performed tests.
*/
public final function int GetTotalTestsAmount()
{
local int i;
local int result;
for (i = 0; i < contextRecords.length; i += 1)
{
result += GetTotalTestsAmountForRecord(i);
}
return result;
}
/**
* Total amount of tests, performed under a context `context` and
* recorded in caller `TestCaseSummary`.
*
* If you are interested in total amount of test under all contexts, -
* use `GetTotalTestsAmount()` instead.
*
* @param context Context for which method must count amount of
* performed tests.
* @return Total amount of tests, performed under given context.
* If given context does not exist in records, - returns `-1`.
*/
public final function int GetTotalTestsAmountForContext(string context)
{
local int i;
for (i = 0; i < contextRecords.length; i += 1)
{
if (context ~= contextRecords[i].context) {
return GetTotalTestsAmountForRecord(i);
}
}
return -1;
}
// Counts total amount of successful tests performed under the contexts
// corresponding to `contextRecords[recordIndex]` record.
private final function int GetSuccessfulTestsAmountForRecord(int recordIndex)
{
local int i;
local int result;
local array<IssueSummary> issueSummaries;
issueSummaries = contextRecords[recordIndex].issueSummaries;
result = 0;
for (i = 0; i < issueSummaries.length; i += 1)
{
if (issueSummaries[i] == none) continue;
result += issueSummaries[i].GetSuccessfulTestsAmount();
}
return result;
}
/**
* Total amount of successfully performed tests,
* recorded in caller `TestCaseSummary`.
*
* If you are interested in amount of successful test under a specific context,
* - use `GetSuccessfulTestsAmountForContext()` instead.
*
* @return Total amount of successfully performed tests.
*/
public final function int GetSuccessfulTestsAmount()
{
local int i;
local int result;
for (i = 0; i < contextRecords.length; i += 1)
{
result += GetSuccessfulTestsAmountForRecord(i);
}
return result;
}
/**
* Total amount of tests, performed under a context `context` and
* recorded in caller `TestCaseSummary`.
*
* If you are interested in total amount of successful test under all contexts,
* - use `GetSuccessfulTestsAmount()` instead.
*
* @param context Context for which we method must count amount of
* successful tests.
* @return Total amount of successful tests, performed under given context.
* If given context does not exist in records, - returns `-1`.
*/
public final function int GetSuccessfulTestsAmountForContext(string context)
{
local int i;
for (i = 0; i < contextRecords.length; i += 1)
{
if (context ~= contextRecords[i].context) {
return GetSuccessfulTestsAmountForRecord(i);
}
}
return -1;
}
// Counts total amount of tests, failed under the contexts
// corresponding to `contextRecords[recordIndex]` record.
private final function int GetFailedTestsAmountForRecord(int recordIndex)
{
local int i;
local int result;
local array<IssueSummary> issueSummaries;
issueSummaries = contextRecords[recordIndex].issueSummaries;
result = 0;
for (i = 0; i < issueSummaries.length; i += 1)
{
if (issueSummaries[i] == none) continue;
result += issueSummaries[i].GetFailedTestsAmount();
}
return result;
}
/**
* Total amount of failed tests, recorded in caller `TestCaseSummary`.
*
* If you are interested in amount of failed test under a specific context, -
* use `GetFailedTestsAmountForContext()` instead.
*
* @return Total amount of failed tests.
*/
public final function int GetFailedTestsAmount()
{
local int i;
local int result;
for (i = 0; i < contextRecords.length; i += 1)
{
result += GetFailedTestsAmountForRecord(i);
}
return result;
}
/**
* Total amount of failed tests, performed under a context `context` and
* recorded in caller `TestCaseSummary`.
*
* If you are interested in total amount of failed test under all contexts, -
* use `GetFailedTestsAmount()` instead.
*
* @param context Context for which method must count amount of
* failed tests.
* @return Total amount of failed tests, performed under given context.
* If given context does not exist in records, - returns `-1`.
*/
public final function int GetFailedTestsAmountForContext(string context)
{
local int i;
for (i = 0; i < contextRecords.length; i += 1)
{
if (context ~= contextRecords[i].context) {
return GetFailedTestsAmountForRecord(i);
}
}
return -1;
}
/**
* Checks whether all tests recorded in this summary have passed.
*
* @return `true` if all tests have passed, `false` otherwise.
*/
public final function bool HasPassedAllTests()
{
return (GetFailedTestsAmount() <= 0);
}
/**
* Checks whether all tests, performed under given context and
* recorded in this summary, have passed.
*
* @return `true` if all tests under given context have passed,
* `false` otherwise.
* If given context does not exists - it did not fail any tests.
*/
public final function bool HasPassedAllTestsForContext(string context)
{
return (GetFailedTestsAmountForContext(context) <= 0);
}
/**
* Generates a text summary for a set of results, given as array of
* `TestCaseSummary`s (exactly how results are returned by `TestingService`).
*
* @param summaries `TestCase` summaries (obtained as a result of testing)
* that we want to display.
* @return Test representation of `summaries` as an array of
* formatted strings, where each string corresponds to it's own line.
*/
public final static function array<string> GenerateStringSummary(
array<TestCaseSummary> summaries)
{
local int i;
local bool allTestsPassed;
local array<string> result;
allTestsPassed = true;
result[0] = default.reportHeader;
for (i = 0; i < summaries.length; i += 1)
{
if (summaries[i] == none) continue;
summaries[i].AppendCaseSummary(result);
allTestsPassed = allTestsPassed && summaries[i].HasPassedAllTests();
}
if (allTestsPassed) {
result[result.length] = default.reportSuccessfulEnding;
}
else {
result[result.length] = default.reportUnsuccessfulEnding;
}
return result;
}
// Add text representation of caller `TestCase` to the existing array `result`.
private final function AppendCaseSummary(out array<string> result)
{
local int i, j;
local array<string> contexts;
local string testCaseAnnouncement;
local array<IssueSummary> issues;
if (ownerCase == none) return;
// Announce case
testCaseAnnouncement = "{$text_default Test case {$text_emphasis";
if (ownerCase.static.GetGroup() != "") {
testCaseAnnouncement @= "[" $ ownerCase.static.GetGroup() $ "]";
}
testCaseAnnouncement @= ownerCase.static.GetName() $ "}:}";
if (GetFailedTestsAmount() > 0) {
testCaseAnnouncement @= "{$text_failure failed}!";
}
else {
testCaseAnnouncement @= "{$text_ok passed}!";
}
result[result.length] = testCaseAnnouncement;
// Report failed tests
contexts = GetContexts();
for (i = 0;i < contexts.length; i += 1)
{
if (GetFailedTestsAmountForContext(contexts[i]) <= 0) continue;
result[result.length] = "{$text_warning " $ contexts[i] $ "}";
issues = GetIssueSummariesForContext(contexts[i]);
for (j = 0; j < issues.length; j += 1)
{
if (issues[j] == none) continue;
if (issues[j].GetFailedTestsAmount() <= 0) continue;
result[result.length] = indent $ issues[j].ToString();
}
}
}
defaultproperties
{
indent = " "
reportHeader = "{$text_default ############################## {$text_emphasis Test summary} ###############################}"
reportSuccessfulEnding = "{$text_default ########################### {$text_ok All tests have passed!} ############################}"
reportUnsuccessfulEnding = "{$text_default ########################## {$text_failure Some tests have failed :(} ###########################}"
}

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/**
* Text object, meant as Acedia's replacement for a `string` type,
* that is supposed to provide a better (although by no means full)
* Unicode support than what is available from built-in unrealscript functions.
* Main differences with `string` are:
* 1. Text is a reference type, that doesn't copy it's contents with each
* assignment.
* 2. It's functions such as `ToUpper()` work with larger sets of
* symbols than native functions such as `Caps()` that only work with
* ASCII Latin;
* 3. Can store a wider range of characters than `string`, although
* the only way to actually add them to `Text` is via directly
* inputting Unicode code points.
* 4. Since it's functionality implemented in unrealscript,
* Text is slower that a string;
* 5. Once created, Text object won't disappear until garbage collection
* is performed, even if it is not referenced anywhere.
* API that provides extended text handling with extended Cyrillic (Russian)
* support (native functions like `Caps` only work with Latin letters).
* Copyright 2020 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 Text extends AcediaObject;
// Used to store a result of a `ParseSign()` function.
enum StringType
{
STRING_Plain,
STRING_Colored,
STRING_Formatted
};
enum LetterCase
{
LCASE_Lower,
LCASE_Upper
};
enum StringColorType
{
STRCOLOR_Default,
STRCOLOR_Struct,
STRCOLOR_Alias
};
struct Character
{
var int codePoint;
// `false` if relevant character has a particular color,
// `true` if it does not (use context-dependent default color).
var StringColorType colorType;
// Color of the relevant character if `isDefaultColor == false`.
var Color color;
var string colorAlias;
};
// We will store our string data in two different ways at once to make getters
// faster at the cost of doing more work in functions that change the string.
var private array<Character> contents;
/**
* Sets new value of the `Text` object, that has called this method,
* to be equal to the given `Text`. Does not change given `Text`.
*
* @param source After this function caller `Text` will have exactly
* the same contents as given parameter.
* @return Returns the calling `Text` object, to allow for function chaining.
*/
public final function Text Copy(Text otherText)
{
contents = otherText.contents;
return self;
}
/**
* Replaces data of caller `Text` object with data given by the array of
* Unicode code points, preserving the order of characters where it matters
* (some modifier code points are allowed arbitrary order in Unicode standard).
*
* `Text` isn't a simple wrapper around array of Unicode code points, so
* this function call should be assumed to be more expensive than
* a simple copy.
*
* @param source New contents of the `Text`.
* @return Returns the calling object, to allow for function chaining.
*/
public final function Text CopyRaw(array<Character> rawSource)
{
contents = rawSource;
return self;
}
/**
* Copies contents of the given string into caller `Text`.
*
* `Text` isn't a simple wrapper around unrealscript's `string`, so
* this function call should be assumed to be more expensive than simple
* `string` copy.
*
* @param source New contents of the caller `Text`.
* @return Returns the calling `Text` object, to allow for function chaining.
*/
public final function Text CopyString(string source)
{
CopyRaw(_().text.StringToRaw(source));
return self;
}
/**
* Returns data in the caller `Text` object in form of an array of
* Unicode code points, preserving the order of characters where it matters
* (some modifier code points are allowed arbitrary order in Unicode standard).
*/
public final function array<Character> ToRaw()
{
return contents;
}
/**
* Returns the `string` representation of contents of the caller `Text`.
*
* Unreal Engine doesn't seem to store code points higher than 2^16 in
* `string`, so some data might be lost in the process.
* (To check if it concerns you, refer to the Unicode symbol table,
* but it is not a problem for most people).
*/
public final function string ToString(optional StringType resultType)
{
return _().text.RawToString(contents, resultType);
}
/**
* Checks if the caller `Text` and a given `Text` have contain equal text
* content, according to Unicode standard. By default case-sensitive.
*/
public final function bool IsEqual
(
Text otherText,
optional bool caseInsensitive
)
{
local int i;
local array<Character> otherContentsCopy;
local TextAPI api;
if (contents.length != otherText.contents.length) return false;
api = _().text;
// There's some evidence that UnrealEngine might copy the whole
// `otherText.contents` each time we access any element,
// so just copy it once.
otherContentsCopy = otherText.contents;
for (i = 0; i < contents.length; i += 1)
{
if (!api.AreEqual(contents[i], otherContentsCopy[i], caseInsensitive))
{
return false;
}
}
return true;
}
/**
* Checks if the caller `Text` contains the same text content as the given
* `string`. By default case-sensitive.
*
* If text contains Unicode code points that can't be stored in
* a given `string`, equality should be considered impossible.
*/
public final function bool IsEqualToString
(
string source,
optional bool caseInsensitive,
optional StringType sourceType
)
{
local int i;
local array<Character> rawSource;
local TextAPI api;
api = _().text;
rawSource = api.StringToRaw(source, sourceType);
if (contents.length != rawSource.length) return false;
for (i = 0; i < contents.length; i += 1)
{
if (!api.AreEqual(contents[i], rawSource[i], caseInsensitive))
{
return false;
}
}
return true;
}
/**
* Returns `true` if the string has no characters, otherwise returns `false`.
*/
public final function bool IsEmpty()
{
return (contents.length == 0);
}
/**
* Attempts to returns Unicode code point, stored in caller `Text` at the
* given `index`.
*
* Doesn't properly work if `Text` contains characters consisting of
* multiple code points.
*
* @return For a valid index (non-negative, not exceeding the length,
* given by `GetLength()` of the `Text`) returns Unicode code point,
* stored in caller `Text` at the given `index`; otherwise - returns `-1`.
*/
public final function Character GetCharacter(optional int index)
{
if (index < 0) return _().text.GetInvalidCharacter();
if (index >= contents.length) return _().text.GetInvalidCharacter();
return contents[index];
}
/*
* Converts caller `Text` to lower case.
*
* Changes every symbol contained in caller `Text` to it's lower case folding
* (according to Unicode standard). Symbols without lower case folding
* (like "&" or "!") are left unchanged.
*
* @return Returns the calling object, to allow for function chaining.
*/
public final function Text ToLower()
{
local int i;
local TextAPI api;
api = _().text;
for (i = 0; i < contents.length; i += 1)
{
contents[i] = api.ToLower(contents[i]);
}
return self;
}
/*
* Converts caller `Text` to upper case.
*
* Changes every symbol contained in caller `Text` to it's upper case folding
* (according to Unicode standard). Symbols without upper case folding
* (like "&" or "!") are left unchanged.
*
* @return Returns the calling object, to allow for function chaining.
*/
public final function Text ToUpper()
{
local int i;
local TextAPI api;
api = _().text;
for (i = 0; i < contents.length; i += 1)
{
contents[i] = api.ToUpper(contents[i]);
}
return self;
}
public final function int GetHash() {
return _().text.GetHashRaw(contents);
}
/**
* Returns amount of symbols in the caller `Text`.
*/
public final function int GetLength()
{
return contents.length;
}
defaultproperties
{
}

1281
sources/Core/Text/TextAPI.uc

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4320
sources/Core/Text/UnicodeData.uc

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85
sources/Features/FixAmmoSelling/AmmoPickupStalker.uc

@ -1,85 +0,0 @@
/**
* This actor attaches itself to the ammo boxes
* and imitates their collision to let us detect when they're picked up.
* Copyright 2020 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 AmmoPickupStalker extends Actor;
// Ammo box this stalker is attached to.
// If it is destroyed (not just picked up) - stalker must die too.
var private KFAmmoPickup target;
// This variable is used to record if our 'target' ammo box was in
// active state ('Pickup') last time we've checked.
// We need this because ammo box's 'Touch' event can fire off first and
// force the box to sleep before stalker could catch same event.
// Without this variable we would have no way to know if player
// simply walked near the place of a sleeping box or actually grabbed it.
var private bool wasActive;
// Static function that spawns a new stalker for the given box.
// Careful, as there's no checks for whether a stalker is
// already attached to it.
// Ensuring that is on the user of the function.
public final static function StalkAmmoPickup(KFAmmoPickup newTarget)
{
local AmmoPickupStalker newStalker;
if (newTarget == none) return;
newStalker = newTarget.Spawn(class'AmmoPickupStalker');
newStalker.target = newTarget;
newStalker.SetBase(newTarget);
newStalker.SetCollision(true);
newStalker.SetCollisionSize(newTarget.collisionRadius,
newTarget.collisionHeight);
}
event Touch(Actor other)
{
local FixAmmoSelling ammoSellingFix;
if (target == none) return;
// If our box was sleeping for while (more than a tick), -
// player couldn't have gotten any ammo.
if (!wasActive && !target.IsInState('Pickup')) return;
ammoSellingFix = FixAmmoSelling(class'FixAmmoSelling'.static.GetInstance());
if (ammoSellingFix != none)
{
ammoSellingFix.RecordAmmoPickup(Pawn(other), target);
}
}
event Tick(float delta)
{
if (target != none)
{
wasActive = target.IsInState('Pickup');
}
else
{
Destroy();
}
}
defaultproperties
{
// Server-only, hidden
remoteRole = ROLE_None
bAlwaysRelevant = true
drawType = DT_None
}

395
sources/Features/FixAmmoSelling/FixAmmoSelling.uc

@ -1,395 +0,0 @@
/**
* This feature addressed an oversight in vanilla code that
* allows clients to sell weapon's ammunition.
* Moreover, when being sold, ammunition cost is always multiplied by 0.75,
* without taking into an account possible discount a player might have.
* This allows cheaters to "print money" by buying and selling ammo over and
* over again ammunition for some weapons,
* notably pipe bombs (74% discount for lvl6 demolition)
* and crossbow (42% discount for lvl6 sharpshooter).
*
* This feature fixes this problem by setting 'pickupClass' variable in
* potentially abusable weapons to our own value that won't receive a discount.
* Luckily for us, it seems that pickup spawn and discount checks are the only
* two place where variable is directly checked in a vanilla game's code
* ('default.pickupClass' is used everywhere else),
* so we can easily deal with the side effects of such change.
* Copyright 2020 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 FixAmmoSelling extends Feature;
/**
* We will replace 'pickupClass' variable for all instances of potentially
* abusable weapons. That is weapons, that have a discount for their ammunition
* (via 'GetAmmoCostScaling' function in a corresponding perk class).
* They are defined (along with our pickup replacements) in 'rules' array.
* That array isn't configurable, since the abusable status is hardcoded into
* perk classes and the main mod that allows to change those (ServerPerks),
* also solves ammo selling by a more direct method
* (only available for the mods that replace player pawn class).
* This change already completely fixes ammo printing.
* Possible concern with changing the value of 'pickupClass' is that
* it might affect gameplay in too many ways.
* But, luckily for us, that value is only used when spawning a new pickup and
* in 'ServerBuyAmmo' function of 'KFPawn'
* (all the other places use it's default value instead).
* This means that the only two side-effects of our change are:
* 1. That wrong pickup class will be spawned. This problem is easily
* solved by replacing spawned actor in 'CheckReplacement'.
* 2. That ammo will be sold at a different (lower for us) price,
* while trader would still display and require the original price.
* This problem is solved by manually taking from player the difference
* between what he should have had to pay and what he actually paid.
* This brings us to the second issue -
* detecting when player bought the ammo.
* Unfortunately, it doesn't seem possible to detect with 100% certainty
* without replacing pawn or shop classes,
* so we have to eliminate other possibilities.
* There are seem to be three ways for players to get more ammo:
* 1. For some mod to give it;
* 2. Found it an ammo box;
* 3. To buy ammo (can only happen in trader).
* We don't want to provide mods with low-level API for bug fixes,
* so to ensure the compatibility, mods that want to increase ammo values
* will have to solve compatibility issue by themselves:
* either by reimplementing this fix (possibly the best option)
* or by giving players appropriate money along with the ammo.
* The only other case we have to eliminate is ammo boxes.
* First, all cases of ammo boxes outside the trader are easy to detect,
* since in this case we can be sure that player didn't buy ammo
* (and mods that can allow it can just get rid of
* 'ServerSellAmmo' function directly, similarly to how ServerPerks does it).
* We'll detect all the other boxes by attaching an auxiliary actor
* ('AmmoPickupStalker') to them, that will fire off 'Touch' event
* at the same time as ammo boxes.
* The only possible problem is that part of the ammo cost is
* taken with a slight delay, which leaves cheaters a window of opportunity
* to buy more than they can afford.
* This issue is addressed by each ammo type costing as little as possible
* (its' cost for corresponding perk at lvl6)
* and a flag that does allow players to go into negative dosh values
* (the cost is potential bugs in this fix itself, that
* can somewhat affect regular players).
*/
// Due to how this fix works, players with level below 6 get charged less
// than necessary by the shop and this fix must take the rest of
// the cost by itself.
// The problem is, due to how ammo purchase is coded, low-level (<6 lvl)
// players can actually buy more ammo for "fixed" weapons than they can afford
// by filling ammo for one or all weapons.
// Setting this flag to 'true' will allow us to still take full cost
// from them, putting them in "debt" (having negative dosh amount).
// If you don't want to have players with negative dosh values on your server
// as a side-effect of this fix, then leave this flag as 'false',
// letting low level players buy ammo cheaper
// (but not cheaper than lvl6 could).
// NOTE: this issue doesn't affect level 6 players.
// NOTE #2: this fix does give players below level 6 some
// technical advantage compared to vanilla game, but this advantage
// cannot exceed benefits of having level 6.
var private config const bool allowNegativeDosh;
// This structure records what classes of weapons can be abused
// and what pickup class we should use to fix the exploit.
struct ReplacementRule
{
var class<KFWeapon> abusableWeapon;
var class<KFWeaponPickup> pickupReplacement;
};
// Actual list of abusable weapons.
var private const array<ReplacementRule> rules;
// We create one such record for any
// abusable weapon instance in the game to store:
struct WeaponRecord
{
// The instance itself.
var KFWeapon weapon;
// Corresponding ammo instance
// (all abusable weapons only have one ammo type).
var KFAmmunition ammo;
// Last ammo amount we've seen, used to detect players gaining ammo
// (from either ammo boxes or buying it).
var int lastAmmoAmount;
};
// All weapons we've detected so far.
var private array<WeaponRecord> registeredWeapons;
protected function OnEnabled()
{
local KFWeapon nextWeapon;
local KFAmmoPickup nextPickup;
// Find all abusable weapons
foreach level.DynamicActors(class'KFMod.KFWeapon', nextWeapon)
{
FixWeapon(nextWeapon);
}
// Start tracking all ammo boxes
foreach level.DynamicActors(class'KFMod.KFAmmoPickup', nextPickup)
{
class'AmmoPickupStalker'.static.StalkAmmoPickup(nextPickup);
}
}
protected function OnDisabled()
{
local int i;
local AmmoPickupStalker nextStalker;
local array<AmmoPickupStalker> stalkers;
// Restore all the 'pickupClass' variables we've changed.
for (i = 0; i < registeredWeapons.length; i += 1)
{
if (registeredWeapons[i].weapon != none)
{
registeredWeapons[i].weapon.pickupClass =
registeredWeapons[i].weapon.default.pickupClass;
}
}
registeredWeapons.length = 0;
// Kill all the stalkers;
// to be safe, avoid destroying them directly in the iterator.
foreach level.DynamicActors(class'AmmoPickupStalker', nextStalker)
{
stalkers[stalkers.length] = nextStalker;
}
for (i = 0; i < stalkers.length; i += 1)
{
if (stalkers[i] != none)
{
stalkers[i].Destroy();
}
}
}
// Checks if given class is a one of our pickup replacer classes.
public static final function bool IsReplacer(class<Actor> pickupClass)
{
local int i;
if (pickupClass == none) return false;
for (i = 0; i < default.rules.length; i += 1)
{
if (pickupClass == default.rules[i].pickupReplacement)
{
return true;
}
}
return false;
}
// 1. Checks if weapon can be abused and if it can, - fixes the problem.
// 2. Starts tracking abusable weapon to detect when player buys ammo for it.
public final function FixWeapon(KFWeapon potentialAbuser)
{
local int i;
local WeaponRecord newRecord;
if (potentialAbuser == none) return;
for (i = 0; i < registeredWeapons.length; i += 1)
{
if (registeredWeapons[i].weapon == potentialAbuser)
{
return;
}
}
for (i = 0; i < rules.length; i += 1)
{
if (potentialAbuser.class == rules[i].abusableWeapon)
{
potentialAbuser.pickupClass = rules[i].pickupReplacement;
newRecord.weapon = potentialAbuser;
registeredWeapons[registeredWeapons.length] = newRecord;
return;
}
}
}
// Finds ammo instance for recorded weapon in it's owner's inventory.
private final function WeaponRecord FindAmmoInstance(WeaponRecord record)
{
local Inventory invIter;
local KFAmmunition ammo;
if (record.weapon == none) return record;
if (record.weapon.instigator == none) return record;
// Find instances anew
invIter = record.weapon.instigator.inventory;
while (invIter != none)
{
if (record.weapon.ammoClass[0] == invIter.class)
{
ammo = KFAmmunition(invIter);
}
invIter = invIter.inventory;
}
// Add missing instances
if (ammo != none)
{
record.ammo = ammo;
record.lastAmmoAmount = ammo.ammoAmount;
}
return record;
}
// Calculates how much more player should have paid for 'ammoAmount'
// amount of ammo, compared to how much trader took after our fix.
private final function float GetPriceCorrection
(
KFWeapon kfWeapon,
int ammoAmount
)
{
local float boughtMagFraction;
// 'vanillaPrice' - price that would be calculated
// without our interference
// 'fixPrice' - price that will be calculated after
// we've replaced pickup class
local float vanillaPrice, fixPrice;
local KFPlayerReplicationInfo kfRI;
local class<KFWeaponPickup> vanillaPickupClass, fixPickupClass;
if (kfWeapon == none || kfWeapon.instigator == none) return 0.0;
fixPickupClass = class<KFWeaponPickup>(kfWeapon.pickupClass);
vanillaPickupClass = class<KFWeaponPickup>(kfWeapon.default.pickupClass);
if (fixPickupClass == none || vanillaPickupClass == none) return 0.0;
// Calculate base prices
boughtMagFraction = (float(ammoAmount) / kfWeapon.default.magCapacity);
fixPrice = boughtMagFraction * fixPickupClass.default.AmmoCost;
vanillaPrice = boughtMagFraction * vanillaPickupClass.default.AmmoCost;
// Apply perk discount for vanilla price
// (we don't need to consider secondary ammo or husk gun special cases,
// since such weapons can't be abused via ammo dosh-printing)
kfRI = KFPlayerReplicationInfo(kfWeapon.instigator.playerReplicationInfo);
if (kfRI != none && kfRI.clientVeteranSkill != none)
{
vanillaPrice *= kfRI.clientVeteranSkill.static.
GetAmmoCostScaling(kfRI, vanillaPickupClass);
}
// TWI's code rounds up ammo cost
// to the integer value whenever ammo is bought,
// so to calculate exactly how much we need to correct the cost,
// we must find difference between the final, rounded cost values.
return float(Max(0, int(vanillaPrice) - int(fixPrice)));
}
// Takes current ammo and last recorded in 'record' value to calculate
// how much money to take from the player
// (calculations are done via 'GetPriceCorrection').
private final function WeaponRecord TaxAmmoChange(WeaponRecord record)
{
local int ammoDiff;
local KFPawn taxPayer;
local PlayerReplicationInfo replicationInfo;
taxPayer = KFPawn(record.weapon.instigator);
if (record.weapon == none || taxPayer == none) return record;
// No need to charge money if player couldn't have
// possibly bought the ammo.
if (!taxPayer.CanBuyNow()) return record;
// Find ammo difference with recorded value.
if (record.ammo != none)
{
ammoDiff = Max(0, record.ammo.ammoAmount - record.lastAmmoAmount);
record.lastAmmoAmount = record.ammo.ammoAmount;
}
// Make player pay dosh
replicationInfo = taxPayer.playerReplicationInfo;
if (replicationInfo != none)
{
replicationInfo.score -= GetPriceCorrection(record.weapon, ammoDiff);
// This shouldn't happen, since shop is supposed to make sure
// player has enough dosh to buy ammo at full price
// (actual price + our correction).
// But if user is extra concerned about it, -
// we can additionally for force the score above 0.
if (!allowNegativeDosh)
{
replicationInfo.score = FMax(0, replicationInfo.score);
}
}
return record;
}
// Changes our records to account for player picking up the ammo box,
// to avoid charging his for it.
public final function RecordAmmoPickup(Pawn pawnWithAmmo, KFAmmoPickup pickup)
{
local int i;
local int newAmount;
// Check conditions from 'KFAmmoPickup' code ('Touch' function)
if (pickup == none) return;
if (pawnWithAmmo == none) return;
if (pawnWithAmmo.controller == none) return;
if (!pawnWithAmmo.bCanPickupInventory) return;
if (!FastTrace(pawnWithAmmo.location, pickup.location)) return;
// Add relevant amount of ammo to our records
for (i = 0; i < registeredWeapons.length; i += 1)
{
if (registeredWeapons[i].weapon == none) continue;
if (registeredWeapons[i].weapon.instigator == pawnWithAmmo)
{
newAmount = registeredWeapons[i].lastAmmoAmount
+ registeredWeapons[i].ammo.ammoPickupAmount;
newAmount = Min(registeredWeapons[i].ammo.maxAmmo, newAmount);
registeredWeapons[i].lastAmmoAmount = newAmount;
}
}
}
event Tick(float delta)
{
local int i;
// For all the weapon records...
i = 0;
while (i < registeredWeapons.length)
{
// ...remove dead records
if (registeredWeapons[i].weapon == none)
{
registeredWeapons.Remove(i, 1);
continue;
}
// ...find ammo if it's missing
if (registeredWeapons[i].ammo == none)
{
registeredWeapons[i] = FindAmmoInstance(registeredWeapons[i]);
}
// ...tax for ammo, if we can
registeredWeapons[i] = TaxAmmoChange(registeredWeapons[i]);
i += 1;
}
}
defaultproperties
{
allowNegativeDosh = false
rules(0)=(abusableWeapon=class'KFMod.Crossbow',pickupReplacement=class'FixAmmoSellingClass_CrossbowPickup')
rules(1)=(abusableWeapon=class'KFMod.PipeBombExplosive',pickupReplacement=class'FixAmmoSellingClass_PipeBombPickup')
rules(2)=(abusableWeapon=class'KFMod.M79GrenadeLauncher',pickupReplacement=class'FixAmmoSellingClass_M79Pickup')
rules(3)=(abusableWeapon=class'KFMod.GoldenM79GrenadeLauncher',pickupReplacement=class'FixAmmoSellingClass_GoldenM79Pickup')
rules(4)=(abusableWeapon=class'KFMod.M32GrenadeLauncher',pickupReplacement=class'FixAmmoSellingClass_M32Pickup')
rules(5)=(abusableWeapon=class'KFMod.CamoM32GrenadeLauncher',pickupReplacement=class'FixAmmoSellingClass_CamoM32Pickup')
rules(6)=(abusableWeapon=class'KFMod.LAW',pickupReplacement=class'FixAmmoSellingClass_LAWPickup')
rules(7)=(abusableWeapon=class'KFMod.SPGrenadeLauncher',pickupReplacement=class'FixAmmoSellingClass_SPGrenadePickup')
rules(8)=(abusableWeapon=class'KFMod.SealSquealHarpoonBomber',pickupReplacement=class'FixAmmoSellingClass_SealSquealPickup')
rules(9)=(abusableWeapon=class'KFMod.SeekerSixRocketLauncher',pickupReplacement=class'FixAmmoSellingClass_SeekerSixPickup')
// Listeners
requiredListeners(0) = class'MutatorListener_FixAmmoSelling'
}

26
sources/Features/FixAmmoSelling/FixedClasses/FixAmmoSellingClass_CamoM32Pickup.uc

@ -1,26 +0,0 @@
/**
* A helper class for 'FixAmmoSelling' that sets ammo cost for M32 to that
* of a level 6 player and doesn't allow for a perk discount.
* Copyright 2019 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 FixAmmoSellingClass_CamoM32Pickup extends CamoM32Pickup;
defaultproperties
{
AmmoCost = 42
}

26
sources/Features/FixAmmoSelling/FixedClasses/FixAmmoSellingClass_CrossbowPickup.uc

@ -1,26 +0,0 @@
/**
* A helper class for 'FixAmmoSelling' that sets ammo cost for xbow to that
* of a level 6 player and doesn't allow for a perk discount.
* Copyright 2019 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 FixAmmoSellingClass_CrossbowPickup extends CrossbowPickup;
defaultproperties
{
AmmoCost = 11.6
}

26
sources/Features/FixAmmoSelling/FixedClasses/FixAmmoSellingClass_GoldenM79Pickup.uc

@ -1,26 +0,0 @@
/**
* A helper class for 'FixAmmoSelling' that sets ammo cost for m79 to that
* of a level 6 player and doesn't allow for a perk discount.
* Copyright 2019 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 FixAmmoSellingClass_GoldenM79Pickup extends GoldenM79Pickup;
defaultproperties
{
AmmoCost = 7
}

26
sources/Features/FixAmmoSelling/FixedClasses/FixAmmoSellingClass_LAWPickup.uc

@ -1,26 +0,0 @@
/**
* A helper class for 'FixAmmoSelling' that sets ammo cost for LAW to that
* of a level 6 player and doesn't allow for a perk discount.
* Copyright 2019 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 FixAmmoSellingClass_LAWPickup extends LAWPickup;
defaultproperties
{
AmmoCost = 21
}

26
sources/Features/FixAmmoSelling/FixedClasses/FixAmmoSellingClass_M32Pickup.uc

@ -1,26 +0,0 @@
/**
* A helper class for 'FixAmmoSelling' that sets ammo cost for M32 to that
* of a level 6 player and doesn't allow for a perk discount.
* Copyright 2019 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 FixAmmoSellingClass_M32Pickup extends M32Pickup;
defaultproperties
{
AmmoCost = 42
}

26
sources/Features/FixAmmoSelling/FixedClasses/FixAmmoSellingClass_M79Pickup.uc

@ -1,26 +0,0 @@
/**
* A helper class for 'FixAmmoSelling' that sets ammo cost for M79 to that
* of a level 6 player and doesn't allow for a perk discount.
* Copyright 2019 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 FixAmmoSellingClass_M79Pickup extends M79Pickup;
defaultproperties
{
AmmoCost = 7
}

26
sources/Features/FixAmmoSelling/FixedClasses/FixAmmoSellingClass_PipeBombPickup.uc

@ -1,26 +0,0 @@
/**
* A helper class for 'FixAmmoSelling' that sets ammo cost for pipes
* to that of a level 6 player and doesn't allow for a perk discount.
* Copyright 2019 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 FixAmmoSellingClass_PipeBombPickup extends PipeBombPickup;
defaultproperties
{
AmmoCost = 195
}

27
sources/Features/FixAmmoSelling/FixedClasses/FixAmmoSellingClass_SPGrenadePickup.uc

@ -1,27 +0,0 @@
/**
* A helper class for 'FixAmmoSelling' that sets ammo cost for
* orca grnade launcher to that of a level 6 player
* and doesn't allow for a perk discount.
* Copyright 2019 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 FixAmmoSellingClass_SPGrenadePickup extends SPGrenadePickup;
defaultproperties
{
AmmoCost = 7
}

26
sources/Features/FixAmmoSelling/FixedClasses/FixAmmoSellingClass_SealSquealPickup.uc

@ -1,26 +0,0 @@
/**
* A helper class for 'FixAmmoSelling' that sets ammo cost for harpoon
* to that of a level 6 player and doesn't allow for a perk discount.
* Copyright 2019 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 FixAmmoSellingClass_SealSquealPickup extends SealSquealPickup;
defaultproperties
{
AmmoCost = 21
}

26
sources/Features/FixAmmoSelling/FixedClasses/FixAmmoSellingClass_SeekerSixPickup.uc

@ -1,26 +0,0 @@
/**
* A helper class for 'FixAmmoSelling' that sets ammo cost for seeker
* to that of a level 6 player and doesn't allow for a perk discount.
* Copyright 2019 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 FixAmmoSellingClass_SeekerSixPickup extends SeekerSixPickup;
defaultproperties
{
AmmoCost = 10.5
}

97
sources/Features/FixAmmoSelling/MutatorListener_FixAmmoSelling.uc

@ -1,97 +0,0 @@
/**
* Overloaded mutator events listener to register every new
* spawned weapon and ammo pickup.
* Copyright 2020 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 MutatorListener_FixAmmoSelling extends MutatorListenerBase
abstract;
static function bool CheckReplacement(Actor other, out byte isSuperRelevant)
{
if (other == none) return true;
// We need to replace pickup classes back,
// as they might not even exist on clients.
if (class'FixAmmoSelling'.static.IsReplacer(other.class))
{
ReplacePickupWith(Pickup(other));
return false;
}
CheckAbusableWeapon(KFWeapon(other));
// If it's ammo pickup - we need to stalk it
class'AmmoPickupStalker'.static.StalkAmmoPickup(KFAmmoPickup(other));
return true;
}
private static function CheckAbusableWeapon(KFWeapon newWeapon)
{
local FixAmmoSelling ammoSellingFix;
if (newWeapon == none) return;
ammoSellingFix = FixAmmoSelling(class'FixAmmoSelling'.static.GetInstance());
if (ammoSellingFix == none) return;
ammoSellingFix.FixWeapon(newWeapon);
}
// This function recreates the logic of 'KFWeapon.DropFrom()',
// since standard 'ReplaceWith' function produces bad results.
private static function ReplacePickupWith(Pickup oldPickup)
{
local Pawn instigator;
local Pickup newPickup;
local KFWeapon relevantWeapon;
if (oldPickup == none) return;
instigator = oldPickup.instigator;
if (instigator == none) return;
relevantWeapon = GetWeaponOfClass(instigator, oldPickup.inventoryType);
if (relevantWeapon == none) return;
newPickup = relevantWeapon.Spawn( relevantWeapon.default.pickupClass,,,
relevantWeapon.location);
newPickup.InitDroppedPickupFor(relevantWeapon);
newPickup.velocity = relevantWeapon.velocity +
Vector(instigator.rotation) * 100;
if (instigator.health > 0)
KFWeaponPickup(newPickup).bThrown = true;
}
// TODO: this is code duplication, some sort of solution is needed
static final function KFWeapon GetWeaponOfClass
(
Pawn playerPawn,
class<Inventory> weaponClass
)
{
local Inventory invIter;
if (playerPawn == none) return none;
invIter = playerPawn.inventory;
while (invIter != none)
{
if (invIter.class == weaponClass)
{
return KFWeapon(invIter);
}
invIter = invIter.inventory;
}
return none;
}
defaultproperties
{
relatedEvents = class'MutatorEvents'
}

252
sources/Features/FixDoshSpam/FixDoshSpam.uc

@ -1,252 +0,0 @@
/**
* This feature addressed two dosh-related issues:
* 1. Crashing servers by spamming 'CashPickup' actors with 'TossCash';
* 2. Breaking collision detection logic by stacking large amount of
* 'CashPickup' actors in one place, which allows one to either
* reach unintended locations or even instantly kill zeds.
*
* It fixes them by limiting speed, with which dosh can spawn, and
* allowing this limit to decrease when there's already too much dosh
* present on the map.
* Copyright 2019 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 FixDoshSpam extends Feature;
/**
* First, we limit amount of dosh that can be spawned simultaneously.
* The simplest method is to place a cooldown on spawning 'CashPickup' actors,
* i.e. after spawning one 'CashPickup' we'd completely prevent spawning
* any other instances of it for a fixed amount of time.
* However, that might allow a malicious spammer to block others from
* throwing dosh, - all he needs to do is to spam dosh at right time intervals.
* We'll resolve this issue by recording how many 'CashPickup' actors
* each player has spawned as their "contribution" and decay
* that value with time, only allowing to spawn new dosh after
* contribution decayed to zero. Speed of decay is derived from current dosh
* spawning speed limit and decreases with amount of players
* with non-zero contributions (since it means that they're throwing dosh).
* Second issue is player amassing a large amount of dosh in one point
* that leads to skipping collision checks, which then allows players to pass
* through level geometry or enter zeds' collisions, instantly killing them.
* Since dosh disappears on it's own, the easiest method to prevent that is to
* severely limit how much dosh players can throw per second,
* so that there's never enough dosh laying around to affect collision logic.
* The downside to such severe limitations is that game behaves less
* vanilla-like, where you could throw away streams of dosh.
* To solve that we'll first use a more generous limit on dosh players can
* throw per second, but will track how much dosh is currently present
* in a level and linearly decelerate speed, according to that amount.
*/
// Highest and lowest speed with which players can throw dosh wads.
// It'll be evenly spread between all players.
// For example, if speed is set to 6 and only one player will be spamming dosh,
// - he'll be able to throw 6 wads of dosh per second;
// but if all 6 players are spamming it, - each will throw only 1 per second.
// NOTE: these speed values can be exceeded, since a player is guaranteed
// to be able to throw at least one wad of dosh, if he didn't do so in awhile.
// NOTE #2: if maximum value is less than minimum one,
// the lowest (maximum one) will be used.
var private config const float doshPerSecondLimitMax;
var private config const float doshPerSecondLimitMin;
// Amount of dosh pickups on the map at which we must set dosh per second
// to 'doshPerSecondLimitMin'.
// We use 'doshPerSecondLimitMax' when there's no dosh on the map and
// scale linearly between them as it's amount grows.
var private config const int criticalDoshAmount;
// To limit dosh spawning speed we need some measure of
// time passage between ticks.
// This variable stores last value seen by us as a good approximation.
// It's a real (not in-game) time.
var private float lastTickDuration;
// This structure records how much a certain player has
// contributed to an overall dosh creation.
struct DoshStreamPerPlayer
{
var PlayerController player;
// Amount of dosh we remember this player creating, decays with time.
var float contribution;
};
var private array<DoshStreamPerPlayer> currentContributors;
// Wads of cash that are lying around on the map.
var private array<CashPickup> wads;
protected function OnEnabled()
{
local CashPickup nextCash;
// Find all wads of cash laying around on the map,
// so that we could accordingly limit the cash spam.
foreach level.DynamicActors(class'KFMod.CashPickup', nextCash)
{
wads[wads.length] = nextCash;
}
}
protected function OnDisabled()
{
wads.length = 0;
currentContributors.length = 0;
}
// Did player with this controller contribute to the latest dosh generation?
public final function bool IsContributor(PlayerController player)
{
return (GetContributorIndex(player) >= 0);
}
// Did we already reach allowed limit of dosh per second?
public final function bool IsDoshStreamOverLimit()
{
local int i;
local float overallContribution;
overallContribution = 0.0;
for (i = 0; i < currentContributors.length; i += 1)
{
overallContribution += currentContributors[i].contribution;
}
return (overallContribution > lastTickDuration * GetCurrentDPSLimit());
}
// What is our current dosh per second limit?
private final function float GetCurrentDPSLimit()
{
local float speedScale;
if (doshPerSecondLimitMax < doshPerSecondLimitMin)
{
return doshPerSecondLimitMax;
}
speedScale = Float(wads.length) / Float(criticalDoshAmount);
speedScale = FClamp(speedScale, 0.0, 1.0);
// At 0.0 scale (no dosh on the map) - use max speed
// At 1.0 scale (critical dosh on the map) - use min speed
return Lerp(speedScale, doshPerSecondLimitMax, doshPerSecondLimitMin);
}
// Returns index of the contributor corresponding to the given controller.
// Returns '-1' if no connection correspond to the given controller.
// Returns '-1' if given controller is equal to 'none'.
private final function int GetContributorIndex(PlayerController player)
{
local int i;
if (player == none) return -1;
for (i = 0; i < currentContributors.length; i += 1)
{
if (currentContributors[i].player == player)
{
return i;
}
}
return -1;
}
// Adds given cash to given player contribution record and
// registers that cash in our wads array.
// Does nothing if given cash was already registered.
public final function AddContribution(PlayerController player, CashPickup cash)
{
local int i;
local int playerIndex;
local DoshStreamPerPlayer newStreamRecord;
// Check if given dosh was already accounted for.
for (i = 0; i < wads.length; i += 1)
{
if (cash == wads[i])
{
return;
}
}
wads[wads.length] = cash;
// Add contribution to player
playerIndex = GetContributorIndex(player);
if (playerIndex >= 0)
{
currentContributors[playerIndex].contribution += 1.0;
return;
}
newStreamRecord.player = player;
newStreamRecord.contribution = 1.0;
currentContributors[currentContributors.length] = newStreamRecord;
}
private final function ReducePlayerContributions(float trueTimePassed)
{
local int i;
local float streamReduction;
streamReduction = trueTimePassed *
(GetCurrentDPSLimit() / currentContributors.length);
for (i = 0; i < currentContributors.length; i += 1)
{
currentContributors[i].contribution -= streamReduction;
}
}
// Clean out wads that disappeared or were picked up by players.
private final function CleanWadsArray()
{
local int i;
i = 0;
while (i < wads.length)
{
if (wads[i] == none)
{
wads.Remove(i, 1);
}
else
{
i += 1;
}
}
}
// Don't track players that no longer contribute to dosh generation.
private final function RemoveNonContributors()
{
local int i;
local array<DoshStreamPerPlayer> updContributors;
for (i = 0; i < currentContributors.length; i += 1)
{
// We want to keep on record even players that quit,
// since their contribution still must be accounted for.
if (currentContributors[i].contribution <= 0.0) continue;
updContributors[updContributors.length] = currentContributors[i];
}
currentContributors = updContributors;
}
event Tick(float delta)
{
local float trueTimePassed;
trueTimePassed = delta * (1.1 / level.timeDilation);
CleanWadsArray();
ReducePlayerContributions(trueTimePassed);
RemoveNonContributors();
lastTickDuration = trueTimePassed;
}
defaultproperties
{
doshPerSecondLimitMax = 50
doshPerSecondLimitMin = 5
criticalDoshAmount = 25
// Listeners
requiredListeners(0) = class'MutatorListener_FixDoshSpam'
}

51
sources/Features/FixDoshSpam/MutatorListener_FixDoshSpam.uc

@ -1,51 +0,0 @@
/**
* Overloaded mutator events listener to catch and, possibly,
* prevent spawning dosh actors.
* Copyright 2019 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 MutatorListener_FixDoshSpam extends MutatorListenerBase
abstract;
static function bool CheckReplacement(Actor other, out byte isSuperRelevant)
{
local FixDoshSpam doshFix;
local PlayerController player;
if (other.class != class'CashPickup') return true;
// This means this dosh wasn't spawned in 'TossCash' of 'KFPawn',
// so it isn't related to the exploit we're trying to fix.
if (other.instigator == none) return true;
doshFix = FixDoshSpam(class'FixDoshSpam'.static.GetInstance());
if (doshFix == none) return true;
// We only want to prevent spawning cash if we're already over
// the limit and the one trying to throw this cash contributed to it.
// We allow other players to throw at least one wad of cash.
player = PlayerController(other.instigator.controller);
if (doshFix.IsDoshStreamOverLimit() && doshFix.IsContributor(player))
{
return false;
}
// If we do spawn cash - record this contribution.
doshFix.AddContribution(player, CashPickup(other));
return true;
}
defaultproperties
{
relatedEvents = class'MutatorEvents'
}

45
sources/Features/FixDualiesCost/DualiesCostRule.uc

@ -1,45 +0,0 @@
/**
* This rule detects any pickup events to allow us to
* properly record and/or fix pistols' prices.
* Copyright 2019 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 DualiesCostRule extends GameRules;
function bool OverridePickupQuery
(
Pawn other,
Pickup item,
out byte allowPickup
)
{
local KFWeaponPickup weaponPickup;
local FixDualiesCost dualiesCostFix;
weaponPickup = KFWeaponPickup(item);
dualiesCostFix = FixDualiesCost(class'FixDualiesCost'.static.GetInstance());
if (weaponPickup != none && dualiesCostFix != none)
{
dualiesCostFix.ApplyPendingValues();
dualiesCostFix.StoreSinglePistolValues();
dualiesCostFix.SetNextSellValue(weaponPickup.sellValue);
}
return super.OverridePickupQuery(other, item, allowPickup);
}
defaultproperties
{
}

454
sources/Features/FixDualiesCost/FixDualiesCost.uc

@ -1,454 +0,0 @@
/**
* This feature fixes several issues related to the selling price of both
* single and dual pistols, all originating from the existence of dual weapons.
* Most notable issue is the ability to "print" money by buying and
* selling pistols in a certain way.
*
* It fixes all of the issues by manually setting pistols'
* 'SellValue' variables to proper values.
* Fix only works with vanilla pistols, as it's unpredictable what
* custom ones can do and they can handle these issues on their own
* in a better way.
* Copyright 2020 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 FixDualiesCost extends Feature;
/**
* Issues with pistols' cost may look varied and surface in
* a plethora of ways, but all of them originate from the two main errors
* in vanilla's code:
* 1. If you have a pistol in your inventory at the time when you
* buy/pickup another one - the sell value of resulting dualies is
* incorrectly set to the sell value of the second pistol;
* 2. When player has dual pistols and drops one on the floor, -
* the sell value for the one left with the player isn't set.
* All weapons in Killing Floor get sell value assigned to them
* (appropriately, in a 'SellValue' variable). This is to ensure that the sell
* price is set the moment players buys the gun. Otherwise, due to ridiculous
* perked discounts, you'd be able to buy a pistol at 30% price
* as sharpshooter, but sell at 75% of a price as any other perk,
* resulting in 45% of pure profit.
* Unfortunately, that's exactly what happens when 'SellValue' isn't set
* (left as it's default value of '-1'): sell value of such weapons is
* determined only at the moment of sale and depends on the perk of the seller,
* allowing for possible exploits.
*
* These issues are fixed by directly assigning
* proper values to 'SellValue'. To do that we need to detect when player
* buys/sells/drops/picks up weapons, which we accomplish by catching
* 'CheckReplacement' event for weapon instances. This approach has two issues.
* One is that, if vanilla's code sets an incorrect sell value, -
* it's doing it after weapon is spawned and, therefore,
* after 'CheckReplacement' call, so we have, instead, to remember to do
* it later, as early as possible
* (either the next tick or before another operation with weapons).
* Another issue is that when you have a pistol and pick up a pistol of
* the same type, - at the moment dualies instance is spawned,
* the original pistol in player's inventory is gone and we can't use
* it's sell value to calculate new value of dual pistols.
* This problem is solved by separately recording the value for every
* single pistol every tick.
* However, if pistol pickups are placed close enough together on the map,
* player can start touching them (which triggers a pickup) at the same time,
* picking them both in a single tick. This leaves us no room to record
* the value of a single pistol players picks up first.
* To get it we use game rules to catch 'OverridePickupQuery' event that's
* called before the first one gets destroyed,
* but after it's sell value was already set.
* Last issue is that when player picks up a second pistol - we don't know
* it's sell value and, therefore, can't calculate value of dual pistols.
* This is resolved by recording that value directly from a pickup,
* in abovementioned function 'OverridePickupQuery'.
* NOTE: 9mm is an exception due to the fact that you always have at least
* one and the last one can't be sold. We'll deal with it by setting
* the following rule: sell value of the un-droppable pistol is always 0
* and the value of a pair of 9mms is the value of the single droppable pistol.
*/
// Some issues involve possible decrease in pistols' price and
// don't lead to exploit, but are still bugs and require fixing.
// If you have a Deagle in your inventory and then get another one
// (by either buying or picking it off the ground) - the price of resulting
// dual pistols will be set to the price of the last deagle,
// like the first one wasn't worth anything at all.
// In particular this means that (prices are off-perk for more clarity):
// 1. If you buy dual deagles (-1000 do$h) and then sell them at 75% of
// the cost (+750 do$h), you lose 250 do$h;
// 2. If you first buy a deagle (-500 do$h), then buy
// the second one (-500 do$h) and then sell them, you'll only get
// 75% of the cost of 1 deagle (+375 do$h), now losing 625 do$h;
// 3. So if you already have bought a deagle (-500 do$h),
// you can get a more expensive weapon by doing a stupid thing
// and first selling your Deagle (+375 do$h),
// then buying dual deagles (-1000 do$h).
// If you sell them after that, you'll gain 75% of the cost of
// dual deagles (+750 do$h), leaving you with losing only 375 do$h.
// Of course, situations described above are only relevant if you're planning
// to sell your weapons at some point and most people won't even notice it.
// But such an oversight still shouldn't exist in a game and we fix it by
// setting sell value of dualies as a sum of values of each pistol.
// Yet, fixing this issue leads to players having more expensive
// (while fairly priced) weapons than on vanilla, technically making
// the game easier. And some people might object to having that in
// a whitelisted bug-fixing feature.
// These people are, without a question, complete degenerates.
// But making mods for only non-mentally challenged isn't inclusive.
// So we add this option.
// Set it to 'false' if you only want to fix ammo printing
// and leave the rest of the bullshit as-is.
var private config const bool allowSellValueIncrease;
// Describe all the possible pairs of dual pistols in a vanilla game.
struct DualiesPair
{
var class<KFWeapon> single;
var class<KFWeapon> dual;
};
var private const array<DualiesPair> dualiesClasses;
// Describe sell values that need to be applied at earliest later point.
struct WeaponValuePair
{
var KFWeapon weapon;
var float value;
};
var private const array<WeaponValuePair> pendingValues;
// Describe sell values of all currently existing single pistols.
struct WeaponDataRecord
{
var KFWeapon reference;
var class<KFWeapon> class;
var float value;
// The whole point of this structure is to remember value of a weapon
// after it's destroyed. Since 'reference' will become 'none' by then,
// we will use the 'owner' reference to identify the weapon.
var Pawn owner;
};
var private const array<WeaponDataRecord> storedValues;
// Sell value of the last seen pickup in 'OverridePickupQuery'
var private int nextSellValue;
protected function OnEnabled()
{
local KFWeapon nextWeapon;
// Find all frags, that spawned when this fix wasn't running.
foreach level.DynamicActors(class'KFMod.KFWeapon', nextWeapon)
{
RegisterSinglePistol(nextWeapon, false);
}
level.game.AddGameModifier(Spawn(class'DualiesCostRule'));
}
protected function OnDisabled()
{
local GameRules rulesIter;
local DualiesCostRule ruleToDestroy;
// Check first rule
if (level.game.gameRulesModifiers == none) return;
ruleToDestroy = DualiesCostRule(level.game.gameRulesModifiers);
if (ruleToDestroy != none)
{
level.game.gameRulesModifiers = ruleToDestroy.nextGameRules;
ruleToDestroy.Destroy();
return;
}
// Check rest of the rules
rulesIter = level.game.gameRulesModifiers;
while (rulesIter != none)
{
ruleToDestroy = DualiesCostRule(rulesIter.nextGameRules);
if (ruleToDestroy != none)
{
rulesIter.nextGameRules = ruleToDestroy.nextGameRules;
ruleToDestroy.Destroy();
}
rulesIter = rulesIter.nextGameRules;
}
}
public final function SetNextSellValue(int newValue)
{
nextSellValue = newValue;
}
// Finds a weapon of a given class in given 'Pawn' 's inventory.
// Returns 'none' if weapon isn't there.
private final function KFWeapon GetWeaponOfClass
(
Pawn playerPawn,
class<KFWeapon> weaponClass
)
{
local Inventory invIter;
if (playerPawn == none) return none;
invIter = playerPawn.inventory;
while (invIter != none)
{
if (invIter.class == weaponClass)
{
return KFWeapon(invIter);
}
invIter = invIter.inventory;
}
return none;
}
// Gets weapon index in our record of dual pistol classes.
// Second variable determines whether we're searching for single
// or dual variant:
// ~ 'true' - searching for single
// ~ 'false' - for dual
// Returns '-1' if weapon isn't found
// (dual MK23 won't be found as a single weapon).
private final function int GetIndexAs(KFWeapon weapon, bool asSingle)
{
local int i;
if (weapon == none) return -1;
for (i = 0; i < dualiesClasses.length; i += 1)
{
if (asSingle && dualiesClasses[i].single == weapon.class)
{
return i;
}
if (!asSingle && dualiesClasses[i].dual == weapon.class)
{
return i;
}
}
return -1;
}
// Calculates full cost of a weapon with a discount,
// dependent on it's instigator's perk.
private final function float GetFullCost(KFWeapon weapon)
{
local float cost;
local class<KFWeaponPickup> pickupClass;
local KFPlayerReplicationInfo instigatorRI;
if (weapon == none) return 0.0;
pickupClass = class<KFWeaponPickup>(weapon.default.pickupClass);
if (pickupClass == none) return 0.0;
cost = pickupClass.default.cost;
if (weapon.instigator != none)
{
instigatorRI =
KFPlayerReplicationInfo(weapon.instigator.playerReplicationInfo);
}
if (instigatorRI != none && instigatorRI.clientVeteranSkill != none)
{
cost *= instigatorRI.clientVeteranSkill.static
.GetCostScaling(instigatorRI, pickupClass);
}
return cost;
}
// If passed weapon is a pistol - we start tracking it's value;
// Otherwise - do nothing.
public final function RegisterSinglePistol
(
KFWeapon singlePistol,
bool justSpawned
)
{
local WeaponDataRecord newRecord;
if (singlePistol == none) return;
if (GetIndexAs(singlePistol, true) < 0) return;
newRecord.reference = singlePistol;
newRecord.class = singlePistol.class;
newRecord.owner = singlePistol.instigator;
if (justSpawned)
{
newRecord.value = nextSellValue;
}
else
{
newRecord.value = singlePistol.sellValue;
}
storedValues[storedValues.length] = newRecord;
}
// Fixes sell value after player throws one pistol out of a pair.
public final function FixCostAfterThrow(KFWeapon singlePistol)
{
local int index;
local KFWeapon dualPistols;
if (singlePistol == none) return;
index = GetIndexAs(singlePistol, true);
if (index < 0) return;
dualPistols = GetWeaponOfClass( singlePistol.instigator,
dualiesClasses[index].dual);
if (dualPistols == none) return;
// Sell value recorded into 'dualPistols' will end up as a value of
// a dropped pickup.
// Sell value of 'singlePistol' will be the value for the pistol,
// left in player's hands.
if (dualPistols.class == class'KFMod.Single')
{
// 9mm is an exception.
// Remaining weapon costs nothing.
singlePistol.sellValue = 0;
// We don't change the sell value of the dropped weapon,
// as it's default behavior to transfer full value of a pair to it.
return;
}
// For other pistols - divide the value.
singlePistol.sellValue = dualPistols.sellValue / 2;
dualPistols.sellValue = singlePistol.sellValue;
}
// Fixes sell value after buying a pair of dual pistols,
// if player already had a single version.
public final function FixCostAfterBuying(KFWeapon dualPistols)
{
local int index;
local KFWeapon singlePistol;
local WeaponValuePair newPendingValue;
if (dualPistols == none) return;
index = GetIndexAs(dualPistols, false);
if (index < 0) return;
singlePistol = GetWeaponOfClass(dualPistols.instigator,
dualiesClasses[index].single);
if (singlePistol == none) return;
// 'singlePistol' will get destroyed, so it's sell value is irrelevant.
// 'dualPistols' will be the new pair of pistols, but it's value will
// get overwritten by vanilla's code after this function.
// So we must add it to pending values to be changed later.
newPendingValue.weapon = dualPistols;
if (dualPistols.class == class'KFMod.Dualies')
{
// 9mm is an exception.
// The value of pair of 9mms is the price of additional pistol,
// that defined as a price of a pair in game.
newPendingValue.value = GetFullCost(dualPistols) * 0.75;
}
else
{
// Otherwise price of a pair is the price of two pistols:
// 'singlePistol.sellValue' - the one we had
// '(FullCost / 2) * 0.75' - and the one we bought
newPendingValue.value = singlePistol.sellValue
+ (GetFullCost(dualPistols) / 2) * 0.75;
}
pendingValues[pendingValues.length] = newPendingValue;
}
// Fixes sell value after player picks up a single pistol,
// while already having one of the same time in his inventory.
public final function FixCostAfterPickUp(KFWeapon dualPistols)
{
local int i;
local int index;
local KFWeapon singlePistol;
local WeaponValuePair newPendingValue;
if (dualPistols == none) return;
// In both cases of:
// 1. buying dualies, without having a single pistol of
// corresponding type;
// 2. picking up a second pistol, while having another one;
// by the time of 'CheckReplacement' (and, therefore, this function)
// is called, there's no longer any single pistol in player's inventory
// (in first case it never was there, in second - it got destroyed).
// To distinguish between those possibilities we can check the owner of
// the spawned weapon, since it's only set to instigator at the time of
// 'CheckReplacement' when player picks up a weapon.
// So we require that owner exists.
if (dualPistols.owner == none) return;
index = GetIndexAs(dualPistols, false);
if (index < 0) return;
singlePistol = GetWeaponOfClass(dualPistols.instigator,
dualiesClasses[index].single);
if (singlePistol != none) return;
if (nextSellValue == -1)
{
nextSellValue = GetFullCost(dualPistols) * 0.75;
}
for (i = 0; i < storedValues.length; i += 1)
{
if (storedValues[i].reference != none) continue;
if (storedValues[i].class != dualiesClasses[index].single) continue;
if (storedValues[i].owner != dualPistols.instigator) continue;
newPendingValue.weapon = dualPistols;
newPendingValue.value = storedValues[i].value + nextSellValue;
pendingValues[pendingValues.length] = newPendingValue;
break;
}
}
public final function ApplyPendingValues()
{
local int i;
for (i = 0; i < pendingValues.length; i += 1)
{
if (pendingValues[i].weapon == none) continue;
// Our fixes can only increase the correct ('!= -1')
// sell value of weapons, so if we only need to change sell value
// if we're allowed to increase it or it's incorrect.
if (allowSellValueIncrease || pendingValues[i].weapon.sellValue == -1)
{
pendingValues[i].weapon.sellValue = pendingValues[i].value;
}
}
pendingValues.length = 0;
}
public final function StoreSinglePistolValues()
{
local int i;
i = 0;
while (i < storedValues.length)
{
if (storedValues[i].reference == none)
{
storedValues.Remove(i, 1);
continue;
}
storedValues[i].owner = storedValues[i].reference.instigator;
storedValues[i].value = storedValues[i].reference.sellValue;
i += 1;
}
}
event Tick(float delta)
{
ApplyPendingValues();
StoreSinglePistolValues();
}
defaultproperties
{
allowSellValueIncrease = true
// Inner variables
dualiesClasses(0)=(single=class'KFMod.Single',dual=class'KFMod.Dualies')
dualiesClasses(1)=(single=class'KFMod.Magnum44Pistol',dual=class'KFMod.Dual44Magnum')
dualiesClasses(2)=(single=class'KFMod.MK23Pistol',dual=class'KFMod.DualMK23Pistol')
dualiesClasses(3)=(single=class'KFMod.Deagle',dual=class'KFMod.DualDeagle')
dualiesClasses(4)=(single=class'KFMod.GoldenDeagle',dual=class'KFMod.GoldenDualDeagle')
dualiesClasses(5)=(single=class'KFMod.FlareRevolver',dual=class'KFMod.DualFlareRevolver')
// Listeners
requiredListeners(0) = class'MutatorListener_FixDualiesCost'
}

43
sources/Features/FixDualiesCost/MutatorListener_FixDualiesCost.uc

@ -1,43 +0,0 @@
/**
* Overloaded mutator events listener to catch when pistol-type weapons
* (single or dual) are spawned and to correct their price.
* Copyright 2020 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 MutatorListener_FixDualiesCost extends MutatorListenerBase
abstract;
static function bool CheckReplacement(Actor other, out byte isSuperRelevant)
{
local KFWeapon weapon;
local FixDualiesCost dualiesCostFix;
weapon = KFWeapon(other);
if (weapon == none) return true;
dualiesCostFix = FixDualiesCost(class'FixDualiesCost'.static.GetInstance());
if (dualiesCostFix == none) return true;
dualiesCostFix.RegisterSinglePistol(weapon, true);
dualiesCostFix.FixCostAfterThrow(weapon);
dualiesCostFix.FixCostAfterBuying(weapon);
dualiesCostFix.FixCostAfterPickUp(weapon);
return true;
}
defaultproperties
{
relatedEvents = class'MutatorEvents'
}

74
sources/Features/FixFFHack/FFHackRule.uc

@ -1,74 +0,0 @@
/**
* This rule detects suspicious attempts to deal damage and
* applies friendly fire scaling according to 'FixFFHack's rules.
* Copyright 2019 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 FFHackRule extends GameRules;
function int NetDamage
(
int originalDamage,
int damage,
Pawn injured,
Pawn instigator,
Vector hitLocation,
out Vector momentum,
class<DamageType> damageType
)
{
local KFGameType gameType;
local FixFFHack ffHackFix;
gameType = KFGameType(level.game);
// Something is very wrong and we can just bail on this damage
if (damageType == none || gameType == none) return 0;
// We only check when suspicious instigators that aren't a world
if (!damageType.default.bCausedByWorld && IsSuspicious(instigator))
{
ffHackFix = FixFFHack(class'FixFFHack'.static.GetInstance());
if (ffHackFix != none && ffHackFix.ShouldScaleDamage(damageType))
{
// Remove pushback to avoid environmental kills
momentum = Vect(0.0, 0.0, 0.0);
damage *= gameType.friendlyFireScale;
}
}
return super.NetDamage( originalDamage, damage, injured, instigator,
hitLocation, momentum, damageType);
}
private function bool IsSuspicious(Pawn instigator)
{
// Instigator vanished
if (instigator == none) return true;
// Instigator already became spectator
if (KFPawn(instigator) != none)
{
if (instigator.playerReplicationInfo != none)
{
return instigator.playerReplicationInfo.bOnlySpectator;
}
return true; // Replication info is gone => suspicious
}
return false;
}
defaultproperties
{
}

152
sources/Features/FixFFHack/FixFFHack.uc

@ -1,152 +0,0 @@
/**
* This feature fixes a bug that can allow players to bypass server's
* friendly fire limitations and teamkill.
* Usual fixes apply friendly fire scale to suspicious damage themselves, which
* also disables some of the environmental damage.
* In order to avoid that, this fix allows server owner to define precisely
* to what damage types to apply the friendly fire scaling.
* It should be all damage types related to projectiles.
* Copyright 2019 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 FixFFHack extends Feature;
/**
* It's possible to bypass friendly fire damage scaling and always deal
* full damage to other players, if one were to either leave the server or
* spectate right after shooting a projectile. We use game rules to catch
* such occurrences and apply friendly fire scaling to weapons,
* specified by server admins.
* To specify required subset of weapons, one must first
* chose a general rule (scale by default / don't scale by default) and then,
* optionally, add exceptions to it.
* Choosing 'scaleByDefault == true' as a general rule will make this fix
* behave in the similar way to 'KFExplosiveFix' by mutant and will disable
* some environmental sources of damage on some maps. One can then add relevant
* damage classes as exceptions to fix that downside, but making an extensive
* list of such sources might prove problematic.
* On the other hand, setting 'scaleByDefault == false' will allow to get
* rid of team-killing exploits by simply adding damage types of all
* projectile weapons, used on a server. This fix comes with such filled-in
* list of all vanilla projectile classes.
*/
// Defines a general rule for choosing whether or not to apply
// friendly fire scaling.
// This can be overwritten by exceptions ('alwaysScale' or 'neverScale').
// Enabling scaling by default without any exceptions in 'neverScale' will
// make this fix behave almost identically to Mutant's 'Explosives Fix Mutator'.
var private config const bool scaleByDefault;
// Damage types, for which we should always reapply friendly fire scaling.
var private config const array< class<DamageType> > alwaysScale;
// Damage types, for which we should never reapply friendly fire scaling.
var private config const array< class<DamageType> > neverScale;
protected function OnEnabled()
{
level.game.AddGameModifier(Spawn(class'FFHackRule'));
}
protected function OnDisabled()
{
local GameRules rulesIter;
local FFHackRule ruleToDestroy;
// Check first rule
if (level.game.gameRulesModifiers == none) return;
ruleToDestroy = FFHackRule(level.game.gameRulesModifiers);
if (ruleToDestroy != none)
{
level.game.gameRulesModifiers = ruleToDestroy.nextGameRules;
ruleToDestroy.Destroy();
return;
}
// Check rest of the rules
rulesIter = level.game.gameRulesModifiers;
while (rulesIter != none)
{
ruleToDestroy = FFHackRule(rulesIter.nextGameRules);
if (ruleToDestroy != none)
{
rulesIter.nextGameRules = ruleToDestroy.nextGameRules;
ruleToDestroy.Destroy();
}
rulesIter = rulesIter.nextGameRules;
}
}
// Checks general rule and exception list
public final function bool ShouldScaleDamage(class<DamageType> damageType)
{
local int i;
local array< class<DamageType> > exceptions;
if (damageType == none) return false;
if (scaleByDefault)
exceptions = neverScale;
else
exceptions = alwaysScale;
for (i = 0; i < exceptions.length; i += 1)
{
if (exceptions[i] == damageType)
{
return (!scaleByDefault);
}
}
return scaleByDefault;
}
defaultproperties
{
scaleByDefault = false
// Vanilla damage types for projectiles
alwaysScale(0) = class'KFMod.DamTypeCrossbuzzsawHeadShot'
alwaysScale(1) = class'KFMod.DamTypeCrossbuzzsaw'
alwaysScale(2) = class'KFMod.DamTypeFrag'
alwaysScale(3) = class'KFMod.DamTypePipeBomb'
alwaysScale(4) = class'KFMod.DamTypeM203Grenade'
alwaysScale(5) = class'KFMod.DamTypeM79Grenade'
alwaysScale(6) = class'KFMod.DamTypeM79GrenadeImpact'
alwaysScale(7) = class'KFMod.DamTypeM32Grenade'
alwaysScale(8) = class'KFMod.DamTypeLAW'
alwaysScale(9) = class'KFMod.DamTypeLawRocketImpact'
alwaysScale(10) = class'KFMod.DamTypeFlameNade'
alwaysScale(11) = class'KFMod.DamTypeFlareRevolver'
alwaysScale(12) = class'KFMod.DamTypeFlareProjectileImpact'
alwaysScale(13) = class'KFMod.DamTypeBurned'
alwaysScale(14) = class'KFMod.DamTypeTrenchgun'
alwaysScale(15) = class'KFMod.DamTypeHuskGun'
alwaysScale(16) = class'KFMod.DamTypeCrossbow'
alwaysScale(17) = class'KFMod.DamTypeCrossbowHeadShot'
alwaysScale(18) = class'KFMod.DamTypeM99SniperRifle'
alwaysScale(19) = class'KFMod.DamTypeM99HeadShot'
alwaysScale(20) = class'KFMod.DamTypeShotgun'
alwaysScale(21) = class'KFMod.DamTypeNailGun'
alwaysScale(22) = class'KFMod.DamTypeDBShotgun'
alwaysScale(23) = class'KFMod.DamTypeKSGShotgun'
alwaysScale(24) = class'KFMod.DamTypeBenelli'
alwaysScale(25) = class'KFMod.DamTypeSPGrenade'
alwaysScale(26) = class'KFMod.DamTypeSPGrenadeImpact'
alwaysScale(27) = class'KFMod.DamTypeSeekerSixRocket'
alwaysScale(28) = class'KFMod.DamTypeSeekerRocketImpact'
alwaysScale(29) = class'KFMod.DamTypeSealSquealExplosion'
alwaysScale(30) = class'KFMod.DamTypeRocketImpact'
alwaysScale(31) = class'KFMod.DamTypeBlowerThrower'
alwaysScale(32) = class'KFMod.DamTypeSPShotgun'
alwaysScale(33) = class'KFMod.DamTypeZEDGun'
alwaysScale(34) = class'KFMod.DamTypeZEDGunMKII'
}

233
sources/Features/FixInfiniteNades/FixInfiniteNades.uc

@ -1,233 +0,0 @@
/**
* This feature fixes a vulnerability in a code of 'Frag' that can allow
* player to throw grenades even when he no longer has any.
* There's also no cooldowns on the throw, which can lead to a server crash.
* Copyright 2019 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 FixInfiniteNades extends Feature;
/**
* It is possible to call 'ServerThrow' function from client,
* forcing it to get executed on a server. This function consumes the grenade
* ammo and spawns a nade, but it doesn't check if player had any grenade ammo
* in the first place, allowing you him to throw however many grenades
* he wants. Moreover, unlike a regular throwing method, calling this function
* allows to spawn many grenades without any delay,
* which can lead to a server crash.
*
* This fix tracks every instance of 'Frag' weapon that's responsible for
* throwing grenades and records how much ammo they have have.
* This is necessary, because whatever means we use, when we get a say in
* preventing grenade from spawning the ammo was already reduced.
* This means that we can't distinguished between a player abusing a bug by
* throwing grenade when he doesn't have necessary ammo and player throwing
* his last nade, as in both cases current ammo visible to us will be 0.
* Then, before every nade throw, it checks if player has enough ammo and
* blocks grenade from spawning if he doesn't.
* We change a 'FireModeClass[0]' from 'FragFire' to 'FixedFragFire' and
* only call 'super.DoFireEffect()' if we decide spawning grenade
* should be allowed. The side effect is a change in server's 'FireModeClass'.
*/
// Setting this flag to 'true' will allow to throw grenades by calling
// 'ServerThrow' directly, as long as player has necessary ammo.
// This can allow some players to throw grenades much quicker than intended,
// therefore it's suggested to keep this flag set to 'false'.
var private config const bool ignoreTossFlags;
// Records how much ammo given frag grenade ('Frag') has.
struct FragAmmoRecord
{
var public Frag fragReference;
var public int amount;
};
var private array<FragAmmoRecord> ammoRecords;
protected function OnEnabled()
{
local Frag nextFrag;
// Find all frags, that spawned when this fix wasn't running.
foreach level.DynamicActors(class'KFMod.Frag', nextFrag)
{
RegisterFrag(nextFrag);
}
RecreateFrags();
}
protected function OnDisabled()
{
RecreateFrags();
ammoRecords.length = 0;
}
// Returns index of the connection corresponding to the given controller.
// Returns '-1' if no connection correspond to the given controller.
// Returns '-1' if given controller is equal to 'none'.
private final function int GetAmmoIndex(Frag fragToCheck)
{
local int i;
if (fragToCheck == none) return -1;
for (i = 0; i < ammoRecords.length; i += 1)
{
if (ammoRecords[i].fragReference == fragToCheck)
{
return i;
}
}
return -1;
}
// Recreates all the 'Frag' actors, to change their fire mode mid-game.
private final function RecreateFrags()
{
local int i;
local float maxAmmo, currentAmmo;
local Frag newFrag;
local Pawn fragOwner;
local array<FragAmmoRecord> oldRecords;
oldRecords = ammoRecords;
for (i = 0; i < oldRecords.length; i += 1)
{
// Check if we even need to recreate that instance of 'Frag'
if (oldRecords[i].fragReference == none) continue;
fragOwner = oldRecords[i].fragReference.instigator;
if (fragOwner == none) continue;
// Recreate
oldRecords[i].fragReference.Destroy();
fragOwner.CreateInventory("KFMod.Frag");
newFrag = GetPawnFrag(fragOwner);
// Restore ammo amount
if (newFrag != none)
{
newFrag.GetAmmoCount(maxAmmo, currentAmmo);
newFrag.AddAmmo(oldRecords[i].amount - Int(currentAmmo), 0);
}
}
}
// Utility function to help find a 'Frag' instance in a given pawn's inventory.
static private final function Frag GetPawnFrag(Pawn pawnWithFrag)
{
local Frag foundFrag;
local Inventory invIter;
if (pawnWithFrag == none) return none;
invIter = pawnWithFrag.inventory;
while (invIter != none)
{
foundFrag = Frag(invIter);
if (foundFrag != none)
{
return foundFrag;
}
invIter = invIter.inventory;
}
return none;
}
// Utility function for extracting current ammo amount from a frag class.
private final function int GetFragAmmo(Frag fragReference)
{
local float maxAmmo;
local float currentAmmo;
if (fragReference == none) return 0;
fragReference.GetAmmoCount(maxAmmo, currentAmmo);
return Int(currentAmmo);
}
// Attempts to add new 'Frag' instance to our records.
public final function RegisterFrag(Frag newFrag)
{
local int index;
local FragAmmoRecord newRecord;
index = GetAmmoIndex(newFrag);
if (index >= 0) return;
newRecord.fragReference = newFrag;
newRecord.amount = GetFragAmmo(newFrag);
ammoRecords[ammoRecords.length] = newRecord;
}
// This function tells our fix that there was a nade throw and we should
// reduce current 'Frag' ammo in our records.
// Returns 'true' if we had ammo for that, and 'false' if we didn't.
public final function bool RegisterNadeThrow(Frag relevantFrag)
{
if (CanThrowGrenade(relevantFrag))
{
ReduceGrenades(relevantFrag);
return true;
}
return false;
}
// Can we throw grenade according to our rules?
// A throw can be prevented if:
// - we think that player doesn't have necessary ammo;
// - Player isn't currently 'tossing' a nade,
// meaning it was a direct call of 'ServerThrow'.
private final function bool CanThrowGrenade(Frag fragToCheck)
{
local int index;
// Nothing to check
if (fragToCheck == none) return false;
// No ammo
index = GetAmmoIndex(fragToCheck);
if (index < 0) return false;
if (ammoRecords[index].amount <= 0) return false;
// Not tossing
if (ignoreTossFlags) return true;
if (!fragToCheck.bTossActive || fragToCheck.bTossSpawned) return false;
return true;
}
// Reduces recorded amount of ammo in our records for the given nade.
private final function ReduceGrenades(Frag relevantFrag)
{
local int index;
index = GetAmmoIndex(relevantFrag);
if (index < 0) return;
ammoRecords[index].amount -= 1;
}
event Tick(float delta)
{
local int i;
// Update our ammo records with current, correct data.
i = 0;
while (i < ammoRecords.length)
{
if (ammoRecords[i].fragReference != none)
{
ammoRecords[i].amount = GetFragAmmo(ammoRecords[i].fragReference);
i += 1;
}
else
{
ammoRecords.Remove(i, 1);
}
}
}
defaultproperties
{
ignoreTossFlags = false
// Listeners
requiredListeners(0) = class'MutatorListener_FixInfiniteNades'
}

36
sources/Features/FixInfiniteNades/FixedFragFire.uc

@ -1,36 +0,0 @@
/**
* A replacement for vanilla 'FragFire' fire class for 'Frag' weapon that
* adds additional ammo check in accordance to ammo records
* of 'FixInfiniteNades'.
* Copyright 2019 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 FixedFragFire extends KFMod.FragFire;
function DoFireEffect()
{
local FixInfiniteNades nadeFix;
nadeFix = FixInfiniteNades(class'FixInfiniteNades'.static.GetInstance());
if (nadeFix == none || nadeFix.RegisterNadeThrow(Frag(weapon)))
{
super.DoFireEffect();
}
}
defaultproperties
{
}

44
sources/Features/FixInfiniteNades/MutatorListener_FixInfiniteNades.uc

@ -1,44 +0,0 @@
/**
* Overloaded mutator events listener to catch
* new 'Frag' weapons and 'Nade' projectiles.
* Copyright 2019 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 MutatorListener_FixInfiniteNades extends MutatorListenerBase
abstract;
static function bool CheckReplacement(Actor other, out byte isSuperRelevant)
{
local Frag relevantFrag;
local FixInfiniteNades nadeFix;
nadeFix = FixInfiniteNades(class'FixInfiniteNades'.static.GetInstance());
if (nadeFix == none) return true;
// Handle detecting new frag (weapons that allows to throw nades)
relevantFrag = Frag(other);
if (relevantFrag != none)
{
nadeFix.RegisterFrag(relevantFrag);
relevantFrag.FireModeClass[0] = class'FixedFragFire';
return true;
}
return true;
}
defaultproperties
{
}

225
sources/Features/FixInventoryAbuse/FixInventoryAbuse.uc

@ -1,225 +0,0 @@
/**
* This feature addressed two inventory issues:
* 1. Players carrying amount of weapons that shouldn't be allowed by the
* weight limit.
* 2. Players carrying two variants of the same gun.
* For example carrying both M32 and camo M32.
* Single and dual version of the same weapon are also considered
* the same gun, so you can't carry both MK23 and dual MK23 or
* dual handcannons and golden handcannon.
*
* It fixes them by doing repeated checks to find violations of those rules
* and destroys all droppable weapons of people that use this exploit.
* Copyright 2020 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 FixInventoryAbuse extends Feature;
// How often (in seconds) should we do our inventory validations?
// We shouldn't really worry about performance, but there's also no need to
// do this check too often.
var private config const float checkInterval;
struct DualiesPair
{
var class<KFWeaponPickup> single;
var class<KFWeaponPickup> dual;
};
// For this fix to properly work, this array must contain an entry for
// every dual weapon in the game (like pistols, with single and dual versions).
// It's made configurable in case of custom dual weapons.
var private config const array<DualiesPair> dualiesClasses;
protected function OnEnabled()
{
local float actualInterval;
actualInterval = checkInterval;
if (actualInterval <= 0)
{
actualInterval = 0.25;
}
SetTimer(actualInterval, true);
}
protected function OnDisabled()
{
SetTimer(0.0f, false);
}
// Did player with this controller contribute to the latest dosh generation?
private final function bool IsWeightLimitViolated(KFHumanPawn playerPawn)
{
if (playerPawn == none) return false;
return (playerPawn.currentWeight > playerPawn.maxCarryWeight);
}
// Returns a root pickup class.
// For non-dual weapons, root class is defined as either:
// 1. the first variant (reskin), if there are variants for that weapon;
// 2. and as the class itself, if there are no variants.
// For dual weapons (all dual pistols) root class is defined as
// a root of their single version.
// This definition is useful because:
// ~ Vanilla game rules are such that player can only have two weapons
// in the inventory if they have different roots;
// ~ Root is easy to find.
private final function class<KFWeaponPickup> GetRootPickupClass(KFWeapon weapon)
{
local int i;
local class<KFWeaponPickup> root;
if (weapon == none) return none;
// Start with a pickup of the given weapons
root = class<KFWeaponPickup>(weapon.default.pickupClass);
if (root == none) return none;
// In case it's a dual version - find corresponding single pickup class
// (it's root would be the same).
for (i = 0; i < dualiesClasses.length; i += 1)
{
if (dualiesClasses[i].dual == root)
{
root = dualiesClasses[i].single;
break;
}
}
// Take either first variant class or the class itself, -
// it's going to be root by definition.
if (root.default.variantClasses.length > 0)
{
root = class<KFWeaponPickup>(root.default.variantClasses[0]);
}
return root;
}
// Returns 'true' if passed pawn has two weapons that are just variants of
// each other (they have the same root, see 'GetRootPickupClass').
private final function bool HasDuplicateGuns(KFHumanPawn playerPawn)
{
local int i, j;
local Inventory inv;
local KFWeapon nextWeapon;
local class<KFWeaponPickup> rootClass;
local array< class<Pickup> > rootList;
if (playerPawn == none) return false;
// First find a root for every weapon in the pawn's inventory.
for (inv = playerPawn.inventory; inv != none; inv = inv.inventory)
{
nextWeapon = KFWeapon(inv);
if (nextWeapon == none) continue;
if (nextWeapon.bKFNeverThrow) continue;
rootClass = GetRootPickupClass(nextWeapon);
if (rootClass != none)
{
rootList[rootList.length] = rootClass;
}
}
// Then just check obtained roots for duplicates.
for (i = 0; i < rootList.length; i += 1)
{
for (j = i + 1; j < rootList.length; j += 1)
{
if (rootList[i] == rootList[j])
{
return true;
}
}
}
return false;
}
private final function Vector DropWeapon(KFWeapon weaponToDrop)
{
local Vector x, y, z;
local Vector weaponVelocity;
local Vector dropLocation;
local KFHumanPawn playerPawn;
if (weaponToDrop == none) return Vect(0, 0, 0);
playerPawn = KFHumanPawn(weaponToDrop.instigator);
if (playerPawn == none) return Vect(0, 0, 0);
// Calculations from 'PlayerController.ServerThrowWeapon'
weaponVelocity = Vector(playerPawn.GetViewRotation());
weaponVelocity *= (playerPawn.velocity dot weaponVelocity) + 150;
weaponVelocity += Vect(0, 0, 100);
// Calculations from 'Pawn.TossWeapon'
GetAxes(playerPawn.rotation, x, y, z);
dropLocation = playerPawn.location + 0.8 * playerPawn.collisionRadius * x -
0.5 * playerPawn.collisionRadius * y;
// Do the drop
weaponToDrop.velocity = weaponVelocity;
weaponToDrop.DropFrom(dropLocation);
}
// Kill the gun devil!
private final function DropEverything(KFHumanPawn playerPawn)
{
local int i;
local Inventory inv;
local KFWeapon nextWeapon;
local array<KFWeapon> weaponList;
if (playerPawn == none) return;
// Going through the linked list while removing items can be tricky,
// so just find all weapons first.
for (inv = playerPawn.inventory; inv != none; inv = inv.inventory)
{
nextWeapon = KFWeapon(inv);
if (nextWeapon == none) continue;
if (nextWeapon.bKFNeverThrow) continue;
weaponList[weaponList.length] = nextWeapon;
}
// And destroy them later.
for(i = 0; i < weaponList.length; i += 1)
{
DropWeapon(weaponList[i]);
}
}
event Timer()
{
local int i;
local KFHumanPawn nextPawn;
local ConnectionService service;
local array<ConnectionService.Connection> connections;
service = ConnectionService(class'ConnectionService'.static.GetInstance());
if (service == none) return;
connections = service.GetActiveConnections();
for (i = 0; i < connections.length; i += 1)
{
nextPawn = none;
if (connections[i].controllerReference != none)
{
nextPawn = KFHumanPawn(connections[i].controllerReference.pawn);
}
if (IsWeightLimitViolated(nextPawn) || HasDuplicateGuns(nextPawn))
{
DropEverything(nextPawn);
}
}
}
defaultproperties
{
checkInterval = 0.25
dualiesClasses(0)=(single=class'KFMod.SinglePickup',dual=class'KFMod.DualiesPickup')
dualiesClasses(1)=(single=class'KFMod.Magnum44Pickup',dual=class'KFMod.Dual44MagnumPickup')
dualiesClasses(2)=(single=class'KFMod.MK23Pickup',dual=class'KFMod.DualMK23Pickup')
dualiesClasses(3)=(single=class'KFMod.DeaglePickup',dual=class'KFMod.DualDeaglePickup')
dualiesClasses(4)=(single=class'KFMod.GoldenDeaglePickup',dual=class'KFMod.GoldenDualDeaglePickup')
dualiesClasses(5)=(single=class'KFMod.FlareRevolverPickup',dual=class'KFMod.DualFlareRevolverPickup')
}

51
sources/Features/FixSpectatorCrash/BroadcastListener_FixSpectatorCrash.uc

@ -1,51 +0,0 @@
/**
* Overloaded broadcast events listener to catch the moment
* someone becomes alive player / spectator.
* Copyright 2020 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 BroadcastListener_FixSpectatorCrash extends BroadcastListenerBase
abstract;
var private const int becomeAlivePlayerID;
var private const int becomeSpectatorID;
static function bool HandleLocalized
(
Actor sender,
BroadcastEvents.LocalizedMessage message
)
{
local FixSpectatorCrash specFix;
local PlayerController senderController;
if (sender == none) return true;
if (sender.level == none || sender.level.game == none) return true;
if (message.class != sender.level.game.gameMessageClass) return true;
if ( message.id != default.becomeAlivePlayerID
&& message.id != default.becomeSpectatorID) return true;
specFix = FixSpectatorCrash(class'FixSpectatorCrash'.static.GetInstance());
senderController = GetController(sender);
specFix.NotifyStatusChange(senderController);
return (!specFix.IsViolator(senderController));
}
defaultproperties
{
becomeAlivePlayerID = 1
becomeSpectatorID = 14
}

291
sources/Features/FixSpectatorCrash/FixSpectatorCrash.uc

@ -1,291 +0,0 @@
/**
* This feature attempts to prevent server crashes caused by someone
* quickly switching between being spectator and an active player.
*
* We do so by disconnecting players who start switching way too fast
* (more than twice in a short amount of time) and temporarily faking a large
* amount of players on the server, to prevent such spam from affecting the server.
* Copyright 2020 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 FixSpectatorCrash extends Feature
dependson(ConnectionService);
/**
* We use broadcast events to track when someone is switching
* to active player or spectator and remember such people
* for a short time (cooldown), defined by ('spectatorChangeTimeout').
* If one of the player we've remembered tries to switch again,
* before the defined cooldown ran out, - we kick him
* by destroying his controller.
* One possible problem arises from the fact that controllers aren't
* immediately destroyed and instead initiate player disconnection, -
* exploiter might have enough time to cause a lag or even crash the server.
* We address this issue by temporarily blocking anyone from
* becoming active player (we do this by setting 'numPlayers' variable in
* killing floor's game info to a large value).
* After all malicious players have successfully disconnected, -
* we remove the block.
*/
// This fix will try to kick any player that switches between active player
// and cooldown faster than time (in seconds) in this value.
// NOTE: raising this value past default value of '0.25'
// won't actually improve crash prevention.
var private config const float spectatorChangeTimeout;
// [ADVANCED] Don't change this setting unless you know what you're doing.
// Allows you to turn off server blocking.
// Players that don't respect timeout will still be kicked.
// This might be needed if this fix conflicts with another mutator
// that also changes 'numPlayers'.
// However, it is necessary to block aggressive enough server crash attempts,
// but can cause compatibility issues with some mutators.
// It's highly preferred to rewrite such a mutator to be compatible.
// NOTE: it should be compatible with most faked players-type mutators,
// since this fix remembers the difference between amount of
// real players and 'numPlayers'.
// After unblocking, it sets 'numPlayers' to
// the current amount of real players + that difference.
// So 4 players + 3 (=7 numPlayers) after kicking 1 player becomes
// 3 players + 3 (=6 numPlayers).
var private config const bool allowServerBlock;
// Stores remaining cooldown value before the next allowed
// spectator change per player.
struct CooldownRecord
{
var PlayerController player;
var float cooldown;
};
// Currently active cooldowns
var private array<CooldownRecord> currentCooldowns;
// Players who were decided to be violators and
// were marked for disconnecting.
// We'll be maintaining server block as long as even one
// of them hasn't yet disconnected.
var private array<PlayerController> violators;
// Is server currently blocked?
var private bool becomingActiveBlocked;
// This value introduced to accommodate mods such as faked player that can
// change 'numPlayers' to a value that isn't directly tied to the
// current number of active players.
// We remember the difference between active players and 'numPlayers'
/// variable in game type before server block and add it after block is over.
// If some mod introduces a more complicated relation between amount of
// active players and 'numPlayers', then it must take care of
// compatibility on it's own.
var private int recordedNumPlayersMod;
// If given 'PlayerController' is registered in our cooldown records, -
// returns it's index.
// If it doesn't exists (or 'none' value was passes), - returns '-1'.
private final function int GetCooldownIndex(PlayerController player)
{
local int i;
if (player == none) return -1;
for (i = 0; i < currentCooldowns.length; i += 1)
{
if (currentCooldowns[i].player == player)
{
return i;
}
}
return -1;
}
// Checks if given 'PlayerController' is registered as a violator.
// 'none' value isn't a violator.
public final function bool IsViolator(PlayerController player)
{
local int i;
if (player == none) return false;
for (i = 0; i < violators.length; i += 1)
{
if (violators[i] == player)
{
return true;
}
}
return false;
}
// This function is to notify our fix that some player just changed status
// of active player / spectator.
// If passes value isn't 'none', it puts given player on cooldown or kicks him.
public final function NotifyStatusChange(PlayerController player)
{
local int index;
local CooldownRecord newRecord;
if (player == none) return;
index = GetCooldownIndex(player);
// Players already on cool down must be kicked and marked as violators
if (index >= 0)
{
player.Destroy();
currentCooldowns.Remove(index, 1);
violators[violators.length] = player;
if (allowServerBlock)
{
SetBlock(true);
}
}
// Players that aren't on cooldown are
// either violators (do nothing, just wait for their disconnect)
// or didn't recently change their status (put them on cooldown).
else if (!IsViolator(player))
{
newRecord.player = player;
newRecord.cooldown = spectatorChangeTimeout;
currentCooldowns[currentCooldowns.length] = newRecord;
}
}
// Pass 'true' to block server, 'false' to unblock.
// Only works if 'allowServerBlock' is set to 'true'.
private final function SetBlock(bool activateBlock)
{
local KFGameType kfGameType;
// Do we even need to do anything?
if (!allowServerBlock) return;
if (activateBlock == becomingActiveBlocked) return;
// Only works with 'KFGameType' and it's children.
if (level != none) kfGameType = KFGameType(level.game);
if (kfGameType == none) return;
// Actually block/unblock
becomingActiveBlocked = activateBlock;
if (activateBlock)
{
recordedNumPlayersMod = GetNumPlayersMod();
// This value both can't realistically fall below
// 'kfGameType.maxPlayer' and won't overflow from random increase
// in vanilla code.
kfGameType.numPlayers = maxInt / 2;
}
else
{
// Adding 'recordedNumPlayersMod' should prevent
// faked players from breaking.
kfGameType.numPlayers = GetRealPlayers() + recordedNumPlayersMod;
}
}
// Performs server blocking if violators have disconnected.
private final function TryUnblocking()
{
local int i;
if (!allowServerBlock) return;
if (!becomingActiveBlocked) return;
for (i = 0; i < violators.length; i += 1)
{
if (violators[i] != none)
{
return;
}
}
SetBlock(false);
}
// Counts current amount of "real" active players
// (connected to the server and not spectators).
// Need 'ConnectionService' to be running, otherwise return '-1'.
private final function int GetRealPlayers()
{
// Auxiliary variables
local int i;
local int realPlayersAmount;
local PlayerController player;
// Information extraction
local ConnectionService service;
local array<ConnectionService.Connection> connections;
service = ConnectionService(class'ConnectionService'.static.GetInstance());
if (service == none) return -1;
// Count non-spectators
connections = service.GetActiveConnections();
realPlayersAmount = 0;
for (i = 0; i < connections.length; i += 1)
{
player = connections[i].controllerReference;
if (player == none) continue;
if (player.playerReplicationInfo == none) continue;
if (!player.playerReplicationInfo.bOnlySpectator)
{
realPlayersAmount += 1;
}
}
return realPlayersAmount;
}
// Calculates difference between current amount of "real" active players
// and 'numPlayers' from 'KFGameType'.
// Most typically this difference will be non-zero when using
// faked players-type mutators
// (difference will be equal to the amount of faked players).
private final function int GetNumPlayersMod()
{
local KFGameType kfGameType;
if (level != none) kfGameType = KFGameType(level.game);
if (kfGameType == none) return 0;
return kfGameType.numPlayers - GetRealPlayers();
}
private final function ReduceCooldowns(float timePassed)
{
local int i;
i = 0;
while (i < currentCooldowns.length)
{
currentCooldowns[i].cooldown -= timePassed;
if ( currentCooldowns[i].player != none
&& currentCooldowns[i].cooldown > 0.0)
{
i += 1;
}
else
{
currentCooldowns.Remove(i, 1);
}
}
}
event Tick(float delta)
{
local float trueTimePassed;
trueTimePassed = delta * (1.1 / level.timeDilation);
TryUnblocking();
ReduceCooldowns(trueTimePassed);
}
defaultproperties
{
// Configurable variables
spectatorChangeTimeout = 0.25
allowServerBlock = true
// Inner variables
becomingActiveBlocked = false
// Listeners
requiredListeners(0) = class'BroadcastListener_FixSpectatorCrash'
}

188
sources/Features/FixZedTimeLags/FixZedTimeLags.uc

@ -1,188 +0,0 @@
/**
* This feature fixes lags caused by a zed time that can occur
* on some maps when a lot of zeds are present at once.
* As a side effect it also fixes an issue where during zed time speed up
* 'zedTimeSlomoScale' was assumed to be default value of '0.2'.
* Now zed time will behave correctly with mods that
* change 'zedTimeSlomoScale'.
* Copyright 2020 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 FixZedTimeLags extends Feature
dependson(ConnectionService);
/**
* When zed time activates, game speed is immediately set to
* 'zedTimeSlomoScale' (0.2 by default), defined, like all other variables,
* in 'KFGameType'. Zed time lasts 'zedTimeDuration' seconds (3.0 by default),
* but during last 'zedTimeDuration * 0.166' seconds (by default 0.498)
* it starts to speed back up, causing game speed to update every tick.
* This makes animations look more smooth when exiting zed-time;
* however, updating speed every tick for that purpose seems like
* an overkill and, combined with things like
* increased tick rate, certain maps and raised zed limit,
* it can lead to noticeable lags at the end of zed time.
* To fix this issue we disable 'Tick' event in
* 'KFGameType' and then repeat that functionality in our own 'Tick' event,
* but only perform game speed updates occasionally,
* to make sure that overall amount of updates won't go over a limit,
* that can be configured via 'maxGameSpeedUpdatesAmount'
* Author's test (looking really hard on clots' animations)
* seem to suggest that there shouldn't be much visible difference if
* we limit game speed updates to about 2 or 3.
*/
// Max amount of game speed updates during speed up phase
// (actual amount of updates can't be larger than amount of ticks).
// On servers with default 30 tick rate there's usually
// about 13 updates total on vanilla game.
// Values lower than 1 are treated like 1.
var private config const int maxGameSpeedUpdatesAmount;
// [ADVANCED] Don't change this setting unless you know what you're doing.
// Compatibility setting that allows to keep 'GameInfo' 's 'Tick' event
// from being disabled.
// Useful when running Acedia along with custom 'GameInfo'
// (that isn't 'KFGameType') that relies on 'Tick' event.
// Note, however, that in order to keep this fix working properly,
// it's on you to make sure 'KFGameType.Tick()' logic isn't executed.
var private config const bool disableTick;
// Counts how much time is left until next update
var private float updateCooldown;
// Recorded game type, to avoid constant conversions every tick
var private KFGameType gameType;
protected function OnEnabled()
{
gameType = KFGameType(level.game);
if (gameType == none)
{
Destroy();
}
else if (disableTick)
{
gameType.Disable('Tick');
}
}
protected function OnDisabled()
{
gameType = KFGameType(level.game);
if (gameType != none && disableTick)
{
gameType.Enable('Tick');
}
}
event Tick(float delta)
{
local float trueTimePassed;
if (gameType == none) return;
if (!gameType.bZEDTimeActive) return;
// Unfortunately we need to keep disabling 'Tick' probe function,
// because it constantly gets enabled back and I don't know where
// (maybe native code?); only really matters during zed time.
if (disableTick)
{
gameType.Disable('Tick');
}
// How much real (not in-game) time has passed
trueTimePassed = delta * (1.1 / level.timeDilation);
gameType.currentZEDTimeDuration -= trueTimePassed;
// Handle speeding up phase
if (gameType.bSpeedingBackUp)
{
DoSpeedBackUp(trueTimePassed);
}
else if (gameType.currentZEDTimeDuration < GetSpeedupDuration())
{
gameType.bSpeedingBackUp = true;
updateCooldown = GetFullUpdateCooldown();
TellClientsZedTimeEnds();
DoSpeedBackUp(trueTimePassed);
}
// End zed time once it's duration has passed
if (gameType.currentZEDTimeDuration <= 0)
{
gameType.bZEDTimeActive = false;
gameType.bSpeedingBackUp = false;
gameType.zedTimeExtensionsUsed = 0;
gameType.SetGameSpeed(1.0);
}
}
private final function TellClientsZedTimeEnds()
{
local int i;
local KFPlayerController player;
local ConnectionService service;
local array<ConnectionService.Connection> connections;
service = ConnectionService(class'ConnectionService'.static.GetInstance());
if (service == none) return;
connections = service.GetActiveConnections();
for (i = 0; i < connections.length; i += 1)
{
player = KFPlayerController(connections[i].controllerReference);
if (player != none)
{
// Play sound of leaving zed time
player.ClientExitZedTime();
}
}
}
// This function is called every tick during speed up phase and manages
// gradual game speed increase.
private final function DoSpeedBackUp(float trueTimePassed)
{
// Game speed will always be updated in our 'Tick' event
// at the very end of the zed time.
// The rest of the updates will be uniformly distributed
// over the speed up duration.
local float newGameSpeed;
local float slowdownScale;
if (maxGameSpeedUpdatesAmount <= 1) return;
if (updateCooldown > 0.0)
{
updateCooldown -= trueTimePassed;
return;
}
else
{
updateCooldown = GetFullUpdateCooldown();
}
slowdownScale = gameType.currentZEDTimeDuration / GetSpeedupDuration();
newGameSpeed = Lerp(slowdownScale, 1.0, gameType.zedTimeSlomoScale);
gameType.SetGameSpeed(newGameSpeed);
}
private final function float GetSpeedupDuration()
{
return gameType.zedTimeDuration * 0.166;
}
private final function float GetFullUpdateCooldown()
{
return GetSpeedupDuration() / maxGameSpeedUpdatesAmount;
}
defaultproperties
{
maxGameSpeedUpdatesAmount = 3
disableTick = true
}

51
sources/Global.uc

@ -1,51 +0,0 @@
/**
* Class for an object that will provide an access to a Acedia's functionality
* by giving a reference to this actor to all Acedia's objects and actors,
* emulating a global API namespace.
* Copyright 2020 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 Global extends Singleton;
var public Acedia acedia;
var public LoggerAPI logger;
var public JSONAPI json;
var public AliasesAPI alias;
var public TextAPI text;
var public MemoryAPI memory;
var public ConsoleAPI console;
var public ColorAPI color;
// TODO: APIs must be `remoteRole = ROLE_None`
protected function OnCreated()
{
acedia = class'Acedia'.static.GetInstance();
Spawn(class'LoggerAPI');
logger = LoggerAPI(class'LoggerAPI'.static.GetInstance());
Spawn(class'JSONAPI');
json = JSONAPI(class'JSONAPI'.static.GetInstance());
Spawn(class'AliasesAPI');
alias = AliasesAPI(class'AliasesAPI'.static.GetInstance());
Spawn(class'TextAPI');
text = TextAPI(class'TextAPI'.static.GetInstance());
Spawn(class'MemoryAPI');
memory = MemoryAPI(class'MemoryAPI'.static.GetInstance());
Spawn(class'ConsoleAPI');
console = ConsoleAPI(class'ConsoleAPI'.static.GetInstance());
Spawn(class'ColorAPI');
color = ColorAPI(class'ColorAPI'.static.GetInstance());
}

55
sources/Manifest.uc

@ -1,55 +0,0 @@
/**
* Manifest is meant to describe contents of the package (mutator file)
* as well as what actors/objects should be automatically created when package
* is loaded and what event listeners should be activated.
* Currently only implements automatic listener activation.
* Copyright 2019 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 Manifest extends Object
abstract;
// List of features in this manifest's package.
var public const array< class<AliasSource> > aliasSources;
// List of features in this manifest's package.
var public const array< class<Feature> > features;
// List of features in this manifest's package.
var public const array< class<TestCase> > testCases;
defaultproperties
{
aliasSources(0) = class'AliasSource'
aliasSources(1) = class'WeaponAliasSource'
aliasSources(2) = class'ColorAliasSource'
features(0) = class'FixZedTimeLags'
features(1) = class'FixDoshSpam'
features(2) = class'FixFFHack'
features(3) = class'FixInfiniteNades'
features(4) = class'FixAmmoSelling'
features(5) = class'FixSpectatorCrash'
features(6) = class'FixDualiesCost'
features(7) = class'FixInventoryAbuse'
// Unit tests
testCases(0) = class'TEST_Aliases'
testCases(1) = class'TEST_ColorAPI'
testCases(2) = class'TEST_JSON'
testCases(3) = class'TEST_Text'
testCases(4) = class'TEST_TextAPI'
testCases(5) = class'TEST_Parser'
}

76
sources/Core/Acedia.uc → sources/Packages.uc

@ -1,6 +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 Anton Tarasenko
*------------------------------------------------------------------------------
* This file is part of Acedia.
@ -18,7 +19,7 @@
* You should have received a copy of the GNU General Public License
* along with Acedia. If not, see <https://www.gnu.org/licenses/>.
*/
class Acedia extends Mutator
class Packages extends Mutator
config(Acedia);
// Default value of this variable will be used to store
@ -26,15 +27,22 @@ class Acedia extends 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 Acedia selfReference;
var private Packages selfReference;
// Array of predefined services that must be started along with Acedia mutator.
var private config array< class<Manifest> > registeredManifests;
// Acedia's reference to a `Global` object.
var private Global _;
// Package's manifest is supposed to always have a name of
// "<package_name>.Manifest", this variable stores the ".Manifest" part
var private const string manifestSuffix;
// Array of predefined services that must be started along with Acedia mutator.
var private array< class<Service> > systemServices;
var private config array<string> package;
// AcediaCore package that this launcher is build for
var private config const string corePackage;
static public final function Acedia GetInstance()
static public final function Packages GetInstance()
{
return default.selfReference;
}
@ -57,10 +65,32 @@ event PreBeginPlay()
private final function BootUp()
{
local int i;
Spawn(class'Global');
for (i = 0; i < registeredManifests.length; i += 1) {
LoadManifest(registeredManifests[i]);
local class<_manifest> nextManifest;
_ = Spawn(class'Global');
// Load core
nextManifest = LoadManifestClass(corePackage);
if (nextManifest == none)
{
_.logger.Fatal("Cannot load required AcediaCore package \""
$ corePackage $ "\". Acedia will shut down.");
Destroy();
return;
}
LoadManifest(nextManifest);
// Load packages
for (i = 0; i < package.length; i += 1)
{
nextManifest = LoadManifestClass(package[i]);
if (nextManifest == none)
{
_.logger.Failure("Cannot load `Manifest` for package \""
$ package[i] $ "\". Check if it's missing or"
@ "if it's name is spelled incorrectly.");
continue;
}
LoadManifest(nextManifest);
}
// Inject broadcast handler
InjectBroadcastHandler(); // TODO: move this to 'SideEffect' mechanic
}
@ -75,10 +105,24 @@ private final function RunStartUpTests()
if (testService.filterTestsByGroup) {
testService.FilterByName(testService.requiredGroup);
}
testService.Run();
if (testService.Run())
{
// This listener will output test results into server's console
class'TestingListener_AcediaLauncher'.static.SetActive(true);
}
else
{
_.logger.Failure("Could not launch Acedia's start up testing process.");
}
}
private final function class<_manifest> LoadManifestClass(string packageName)
{
return class<_manifest>(DynamicLoadObject( packageName $ manifestSuffix,
class'Class', true));
}
private final function LoadManifest(class<Manifest> manifestClass)
private final function LoadManifest(class<_manifest> manifestClass)
{
local int i;
// Load alias sources
@ -140,13 +184,13 @@ function Mutate(string command, PlayerController sendingController)
defaultproperties
{
// Add Acedia's own manifest
registeredManifests(0) = class'Manifest'
corePackage = "AcediaCore_0_2"
manifestSuffix = ".Manifest"
// This is a server-only mutator
remoteRole = ROLE_None
bAlwaysRelevant = true
// Mutator description
GroupName = "Core mutator"
FriendlyName = "Acedia"
Description = "Launcher for Acedia modules"
GroupName = "Package loader"
FriendlyName = "Acedia loader"
Description = "Launcher for Acedia packages"
}

52
sources/Services/Connection/ConnectionEvents.uc

@ -1,52 +0,0 @@
/**
* Event generator for 'ConnectionService'.
* Copyright 2019 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 ConnectionEvents extends Events
dependson(ConnectionService)
abstract;
static function CallPlayerConnected(ConnectionService.Connection connection)
{
local int i;
local array< class<Listener> > listeners;
listeners = GetListeners();
for (i = 0; i < listeners.length; i += 1)
{
class<ConnectionListenerBase>(listeners[i])
.static.PlayerConnected(connection);
}
}
static function CallPlayerDisconnected(ConnectionService.Connection connection)
{
local int i;
local array< class<Listener> > listeners;
listeners = GetListeners();
for (i = 0; i < listeners.length; i += 1)
{
class<ConnectionListenerBase>(listeners[i])
.static.PlayerDisconnected(connection);
}
}
defaultproperties
{
relatedListener = class'ConnectionListenerBase'
connectedServiceClass = class'ConnectionService'
}

34
sources/Services/Connection/ConnectionListenerBase.uc

@ -1,34 +0,0 @@
/**
* Listener for events generated by 'ConnectionService'.
* Copyright 2019 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 ConnectionListenerBase extends Listener
dependson(ConnectionService)
abstract;
// 'PlayerConnected' is called the moment we detect a new player on a server.
static function PlayerConnected(ConnectionService.Connection connection);
// 'PlayerDisconnected' is called the moment we
// detect a player leaving the server.
static function PlayerDisconnected(ConnectionService.Connection connection);
defaultproperties
{
relatedEvents = class'ConnectionEvents'
}

143
sources/Services/Connection/ConnectionService.uc

@ -1,143 +0,0 @@
/**
* This service tracks current connections to the server
* as well as their basic information,
* like IP or steam ID of connecting player.
* Copyright 2019 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 ConnectionService extends Service;
// Stores basic information about a connection
struct Connection
{
var public string networkAddress;
var public string steamID;
var public PlayerController controllerReference;
// Reference to 'AcediaReplicationInfo' for this client,
// in case it was created.
var private AcediaReplicationInfo acediaRI;
};
var private array<Connection> activeConnections;
// Shortcut to 'ConnectionEvents', so that we don't have to write
// class'ConnectionEvents' every time.
var const class<ConnectionEvents> events;
// Returning 'true' guarantees that 'controllerToCheck != none'
// and either 'controllerToCheck.playerReplicationInfo != none'
// or 'auxiliaryRepInfo != none'.
private function bool IsHumanController(PlayerController controllerToCheck)
{
local PlayerReplicationInfo replicationInfo;
if (controllerToCheck == none) return false;
if (!controllerToCheck.bIsPlayer) return false;
// Is this a WebAdmin that didn't yet set 'bIsPlayer = false'
if (MessagingSpectator(controllerToCheck) != none) return false;
// Check replication info
replicationInfo = controllerToCheck.playerReplicationInfo;
if (replicationInfo == none) return false;
if (replicationInfo.bBot) return false;
return true;
}
// Returns index of the connection corresponding to the given controller.
// Returns '-1' if no connection correspond to the given controller.
// Returns '-1' if given controller is equal to 'none'.
private function int GetConnectionIndex(PlayerController controllerToCheck)
{
local int i;
if (controllerToCheck == none) return -1;
for (i = 0; i < activeConnections.length; i += 1)
{
if (activeConnections[i].controllerReference == controllerToCheck)
{
return i;
}
}
return -1;
}
// Remove connections with now invalid ('none') player controller reference.
private function RemoveBrokenConnections()
{
local int i;
i = 0;
while (i < activeConnections.length)
{
if (activeConnections[i].controllerReference == none)
{
if (activeConnections[i].acediaRI != none)
{
activeConnections[i].acediaRI.Destroy();
}
events.static.CallPlayerDisconnected(activeConnections[i]);
activeConnections.Remove(i, 1);
}
else
{
i += 1;
}
}
}
// Return connection, corresponding to a given player controller.
public final function Connection GetConnection(PlayerController player)
{
local int connectionIndex;
local Connection emptyConnection;
connectionIndex = GetConnectionIndex(player);
if (connectionIndex < 0) return emptyConnection;
return activeConnections[connectionIndex];
}
// Attempts to register a connection for this player controller.
// Shouldn't be used outside of 'ConnectionService' module.
// Returns 'true' if connection is registered (even if it was already added).
public final function bool RegisterConnection(PlayerController player)
{
local Connection newConnection;
if (!IsHumanController(player)) return false;
if (GetConnectionIndex(player) >= 0) return true;
newConnection.controllerReference = player;
if (!class'Acedia'.static.GetInstance().IsServerOnly())
{
newConnection.acediaRI = Spawn(class'AcediaReplicationInfo', player);
newConnection.acediaRI.linkOwner = player;
}
newConnection.networkAddress = player.GetPlayerNetworkAddress();
newConnection.steamID = player.GetPlayerIDHash();
activeConnections[activeConnections.length] = newConnection;
events.static.CallPlayerConnected(newConnection);
return true;
}
public final function array<Connection> GetActiveConnections()
{
return activeConnections;
}
event Tick(float delta)
{
RemoveBrokenConnections();
}
defaultproperties
{
events = class'ConnectionEvents'
requiredListeners(0) = class'MutatorListener_Connection'
}

53
sources/Services/Connection/MutatorListener_Connection.uc

@ -1,53 +0,0 @@
/**
* Overloaded mutator events listener to catch connecting players.
* Copyright 2019 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 MutatorListener_Connection extends MutatorListenerBase
abstract;
static function bool CheckReplacement(Actor other, out byte isSuperRelevant)
{
local KFSteamStatsAndAchievements playerSteamStatsAndAchievements;
local PlayerController player;
local ConnectionService service;
// We are looking for 'KFSteamStatsAndAchievements' instead of
// 'PlayerController' because, by the time they it's created,
// controller should have a valid reference to 'PlayerReplicationInfo',
// as well as valid network address and IDHash (steam id).
// However, neither of those are properly initialized at the point when
// 'CheckReplacement' is called for 'PlayerController'.
//
// Since 'KFSteamStatsAndAchievements'
// is created soon after (at the same tick)
// for each new `PlayerController`,
// we'll be detecting new users right after server
// detected and properly initialized them.
playerSteamStatsAndAchievements = KFSteamStatsAndAchievements(other);
if (playerSteamStatsAndAchievements == none) return true;
service = ConnectionService(class'ConnectionService'.static.GetInstance());
if (service == none) return true;
player = PlayerController(playerSteamStatsAndAchievements.owner);
service.RegisterConnection(player);
return true;
}
defaultproperties
{
relatedEvents = class'MutatorEvents'
}

2
sources/Core/StartUp.uc → sources/StartUp.uc

@ -25,7 +25,7 @@ function PreBeginPlay()
super.PreBeginPlay();
if (level != none && level.game != none)
{
level.game.AddMutator(string(class'Acedia'));
level.game.AddMutator(string(class'Packages'));
}
Destroy();
}

27
sources/Core/Testing/Service/TestingListenerBase.uc → sources/TestingListener_AcediaLauncher.uc

@ -1,5 +1,6 @@
/**
* Listener for events related to testing.
* Overloaded testing events listener to catch when tests that we run during
* server loading finish.
* Copyright 2020 Anton Tarasenko
*------------------------------------------------------------------------------
* This file is part of Acedia.
@ -17,16 +18,26 @@
* You should have received a copy of the GNU General Public License
* along with Acedia. If not, see <https://www.gnu.org/licenses/>.
*/
class TestingListenerBase extends Listener
class TestingListener_AcediaLauncher extends TestingListenerBase
abstract;
static function TestingBegan(array< class<TestCase> > testQueue) {}
static function CaseTested(class<TestCase> testQueue, TestCaseSummary result) {}
static function TestingEnded(
array< class<TestCase> > testedCase,
array<TestCaseSummary> results) {}
array< class<TestCase> > testQueue,
array<TestCaseSummary> results)
{
local int i;
local string nextLine;
local array<string> textSummary;
textSummary = class'TestCaseSummary'.static.GenerateStringSummary(results);
for (i = 0; i < textSummary.length; i += 1)
{
nextLine = _().text.ConvertString( textSummary[i],
STRING_Formatted, STRING_Plain);
Log(nextLine);
}
// No longer need to listen to testing events
SetActive(false);
}
defaultproperties
{
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