/**
* 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 .
*/
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 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 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 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'
}