/**
* Author: Anton Tarasenko
* Home repo: https://insultplayers.ru/git/AcediaFramework/AcediaCore/
* License: GPL
* Copyright 2023 Anton Tarasenko
*------------------------------------------------------------------------------
* This file is part of Acedia.
*
* Acedia is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, version 3 of the License, or
* (at your option) any later version.
*
* Acedia is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with Acedia. If not, see .
*/
class MapTool extends AcediaObject;
//! Tool for adapting AcediaLauncher's map lists for [`xVotingHandler`].
//!
//! This class is responsible for making [`xVotingHandler`] use specific maps (defined in
//! AcediaLauncer's configs) for specific game modes.
//! To achieve that it abuses [`xVotingHandler`]'s ability to filter maps by
//! game mode-specific prefix.
//! Normally prefix filtering for [`xVotingHandler`] is of limited use, because most Killing Floor
//! maps start with the same prefix `KF-` (and some objective ones starting with `KFO-`).
//! However we swap that prefix for something unique for each game mode: `MapSet0-`, `MapSet1-`,
//! etc, allowing us to pick the precise map set we want.
//!
//! There's two main challenges:
//!
//! 1. *Altered map names break voting* - since [`xVotingHandler`] expects to be provided real map
//! names and our mangled ones. We deal with it by catching a map change message broadcasted
//! right before actual map change occurs and swap our names with real ones.
//! 2. *Increased amount of maps to replicate* - if we implement this name mangling by using
//! a naive approach, in which we separately add maps for every game mode, then it will lead to
//! drastic increase in replication time of the complete map list to players.
//! Consider, for example, that you have 10 different game modes with exactly the same maps:
//! we will be needlessly replicating the exact same thing 10 times!
//! To solve this issue we specifically track map lists other game modes use, along with
//! prefixes assigned to them, and reuse already added maps in case two game modes are defined
//! to use the exactly same ones.
/// For storing which map sequences have which prefixes. Storage order is important.
struct MapSequenceRecord {
var public array sequence;
var public string prefix;
};
// To avoid doing excesive work when injecting maps for a second time
var private bool injectedMaps;
// Finding voting handler is not cheap, so only do it once and then store it.
var private NativeActorRef votingHandlerReference;
// Resulting full map list with pseudonim (with replaced prefixes) and real names of maps.
var private array pseudonimMapList;
var private array realMapList;
// Map sequences used by game modes we've seen so far.
var private array usedMapSequences;
// To more easily detect broadcasted message about map change we replace it with our own that is
// both unlikely to occur and is easy to get voted map name from.
var private string backupMessageMapWon;
var private string backupMessageAdminMapChange;
var private const string ACEDIA_ADMIN_MAP_CHANGE_COMMAND;
var private const string ACEDIA_MAP_WON_COMMAND;
var private LoggerAPI.Definition fatVotingHandlerMissing, warnMissingMapList;
protected function Finalizer() {
_server.unreal.broadcasts.OnHandleText(self).Disconnect();
_.memory.Free(votingHandlerReference);
votingHandlerReference = none;
pseudonimMapList.length = 0;
realMapList.length = 0;
usedMapSequences.length = 0;
injectedMaps = false;
}
/// Initializes [`MapTool`] by associating it with an [`XVotingHandler`].
///
/// Initialization fails if [`initVotingHandlerReference`] doesn't provide reference to
/// [`XVotingHandler`] or caller [`MapTool`] already was initialized.
/// Returns `true` iff initialization was successful.
public final function bool Initialize(NativeActorRef initVotingHandlerReference) {
if (initVotingHandlerReference == none) return false;
if (XVotingHandler(initVotingHandlerReference.Get()) == none) return false;
initVotingHandlerReference.NewRef();
votingHandlerReference = initVotingHandlerReference;
return true;
}
/// Adds map information from the new game mode.
///
/// Returns prefix that given game mode must use to display maps configured for it.
public final function string AddGameMode(GameMode gameMode) {
local XVotingHandler votingHandler;
local string gameModePrefix;
votingHandler = GetVotingHandler();
if (votingHandler == none) {
_.logger.Auto(fatVotingHandlerMissing);
return "KF";
}
if (CheckNeedToLoadMaps(gameMode, gameModePrefix)) {
LoadGameModeMaps(gameMode, gameModePrefix, votingHandler);
}
return gameModePrefix;
}
/// Injects final map list into [`XVotingHandler`].
///
/// Call this after all game modes have been added.
/// Shouldn't be called more than once.
public final function Inject() {
local XVotingHandler votingHandler;
votingHandler = GetVotingHandler();
if (votingHandler == none) {
_.logger.Auto(fatVotingHandlerMissing);
return;
}
votingHandler.mapList = pseudonimMapList;
votingHandler.mapCount = pseudonimMapList.length;
// Replace map change messages with our commands and make sure it is done only once,
// in case we mess up somewhere else and call this method second time
if (!injectedMaps) {
backupMessageMapWon = votingHandler.lmsgMapWon;
backupMessageAdminMapChange = votingHandler.lmsgAdminMapChange;
votingHandler.lmsgMapWon = ACEDIA_MAP_WON_COMMAND $ "::%mapname%";
votingHandler.lmsgAdminMapChange = ACEDIA_ADMIN_MAP_CHANGE_COMMAND $ "::%mapname%";
_server.unreal.broadcasts.OnHandleText(self).connect = HandleMapChange;
}
injectedMaps = true;
}
/// Builds arrays of [`VotingHandler::MapVoteMapList`] (each such item describes a map +
/// its meta data in a way [`XVotingHandler`] understands).
private function string LoadGameModeMaps(
GameMode gameMode,
string gameModePrefix,
XVotingHandler votingHandler
) {
local int i;
local ArrayList gameModeMaps;
local Text mapNameReal, mapNamePseudonim;
local VotingHandler.MapHistoryInfo nextMapInfo;
local VotingHandler.MapVoteMapList nextRecord;
local array newMapsPseudonim, newMapReal;
nextRecord.bEnabled = true;
gameModeMaps = GetAllGameModeMaps(gameMode);
for (i = 0; i < gameModeMaps.GetLength(); i += 1) {
mapNameReal = gameModeMaps.GetText(i);
mapNamePseudonim = MakeMapPseudonim(mapNameReal, gameModePrefix);
if (votingHandler.history != none) {
nextMapInfo = votingHandler.history.GetMapHistory(mapNameReal.ToString());
nextRecord.playCount = nextMapInfo.p;
nextRecord.sequence = nextMapInfo.s;
}
nextRecord.mapName = _.text.IntoString(mapNamePseudonim);
newMapsPseudonim[newMapsPseudonim.length] = nextRecord;
nextRecord.mapName = _.text.IntoString(mapNameReal);
newMapReal[newMapReal.length] = nextRecord;
}
AppendMapsIntoVotingHandler(newMapsPseudonim, newMapReal);
_.memory.Free(gameModeMaps);
return gameModePrefix;
}
private function bool CheckNeedToLoadMaps(GameMode gameMode, out string prefix) {
local int mapSequenceIndex, mapListIndex;
local bool sameMapList, foundMatch;
local array existingMapSequence, newMapSequence;
local MapSequenceRecord newRecord;
// We don't need to load maps for the `gameMode` only when we've already added the exactly same
// map sequence, order being important
newMapSequence = gameMode.GetIncludedMapLists_S();
for (mapSequenceIndex = 0; mapSequenceIndex < usedMapSequences.length; mapSequenceIndex += 1) {
existingMapSequence = usedMapSequences[mapSequenceIndex].sequence;
if (existingMapSequence.length != newMapSequence.length) {
continue;
}
foundMatch = true;
for (mapListIndex = 0; mapListIndex < newMapSequence.length; mapListIndex += 1) {
// Map lists are ASCII config names, so we can compare them with case-ignoring
// built-in `~=` operator works (it can only handle properly ASCII input)
sameMapList = (existingMapSequence[mapListIndex] ~= newMapSequence[mapListIndex]);
if (!sameMapList) {
foundMatch = false;
break;
}
}
if (foundMatch) {
prefix = usedMapSequences[mapSequenceIndex].prefix;
return false;
}
}
newRecord.sequence = newMapSequence;
newRecord.prefix = "MapSet" $ usedMapSequences.length;
usedMapSequences[usedMapSequences.length] = newRecord;
prefix = newRecord.prefix;
return true;
}
// Replaces prefixes like "KF-", "KFO-" or "KFS-" with "{gameModePrefix}-".
private function Text MakeMapPseudonim(Text realName, string gameModePrefix) {
local Parser parser;
local MutableText prefix, nameBody;
local MutableText result;
result = _.text.FromStringM(gameModePrefix);
result.Append(P("-"));
parser = realName.Parse();
parser.MUntil(prefix, _.text.GetCharacter("-"));
parser.Match(P("-"));
if (parser.Ok()) {
nameBody = parser.GetRemainderM();
result.Append(nameBody);
}
else {
result.Append(realName);
}
_.memory.Free(nameBody);
_.memory.Free(prefix);
_.memory.Free(parser);
return result.IntoText();
}
private function ArrayList GetAllGameModeMaps(GameMode gameMode) {
local int i, j;
local HashTable uniqueMapSet;
local ArrayList result;
local array usedMapLists;
local array nextMapArray;
local Text nextMapName, lowerMapName;
uniqueMapSet = _.collections.EmptyHashTable(); // for testing map name uniqueness
result = _.collections.EmptyArrayList();
usedMapLists = gameMode.GetIncludedMapLists();
for (i = 0; i < usedMapLists.length; i += 1) {
nextMapArray = GetMapNameFromConfig(usedMapLists[i]);
for (j = 0; j < nextMapArray.length; j += 1) {
nextMapName = _.text.FromString(nextMapArray[j]);
// Use lower case version of map name for uniqueness testing to ignore characters' case
lowerMapName = nextMapName.LowerCopy();
if (!uniqueMapSet.HasKey(lowerMapName)) {
uniqueMapSet.SetItem(lowerMapName, none);
result.AddItem(nextMapName);
}
_.memory.Free(lowerMapName);
_.memory.Free(nextMapName);
}
}
_.memory.Free(uniqueMapSet);
_.memory.FreeMany(usedMapLists);
return result;
}
private function array GetMapNameFromConfig(Text configName) {
local MapList mapConfig;
local array result;
mapConfig = MapList(class'MapList'.static.GetConfigInstance(configName));
if (mapConfig == none) {
_.logger.Auto(warnMissingMapList).Arg(configName.Copy());
} else {
result = mapConfig.map;
_.memory.Free(mapConfig);
}
return result;
}
private function AppendMapsIntoVotingHandler(
array newMapsPseudonim,
array newMapsReal) {
local int i;
local XVotingHandler votingHandler;
votingHandler = GetVotingHandler();
if (votingHandler == none) {
_.logger.Auto(fatVotingHandlerMissing);
return;
}
for (i = 0; i < newMapsPseudonim.length; i += 1) {
pseudonimMapList[pseudonimMapList.length] = newMapsPseudonim[i];
}
for (i = 0; i < newMapsReal.length; i += 1) {
realMapList[realMapList.length] = newMapsReal[i];
}
}
private function bool HandleMapChange(
Actor sender,
out string message,
name type,
bool teamMessage
) {
local Parser parser;
local XVotingHandler votingHandler;
votingHandler = GetVotingHandler();
if (sender == none) return true;
if (votingHandler != sender) return true;
parser = _.text.ParseString(message);
parser.Match(P(ACEDIA_MAP_WON_COMMAND));
parser.Match(P("::"));
if (parser.Ok()) {
message = Repl(backupMessageMapWon, "%mapname%", parser.GetRemainderS());
} else {
parser.Match(P(ACEDIA_ADMIN_MAP_CHANGE_COMMAND));
parser.Match(P("::"));
if (parser.Ok()) {
message = Repl(backupMessageAdminMapChange, "%mapname%", parser.GetRemainderS());
}
}
if (parser.Ok()) {
votingHandler.mapList = realMapList;
votingHandler.mapCount = realMapList.length;
}
_.memory.Free(parser);
return true;
}
private function XVotingHandler GetVotingHandler() {
if (votingHandlerReference != none) {
return XVotingHandler(votingHandlerReference.Get());
}
return none;
}
defaultproperties {
ACEDIA_ADMIN_MAP_CHANGE_COMMAND = "ACEDIA_LAUNCHER:ADMIN_MAP_CHANGE:DEADBEEF"
ACEDIA_MAP_WON_COMMAND = "ACEDIA_LAUNCHER:MAP_WON:DEADBEEF"
fatVotingHandlerMissing = (l=LOG_Fatal,m="No voting `XVotingHandler` available. This is unexpected at this stage. Report this issue.")
warnMissingMapList = (l=LOG_Warning,m="Cannot find map list `%1`.")
}