Launcher mod for all Acedia Framework mods
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/**
* This actor's role is to perform Acedia's server startup.
* Copyright 2019-2023 Anton Tarasenko
* 2023 Shtoyan
*------------------------------------------------------------------------------
* 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 StartUp extends Actor
dependson(Packages);
// Acedia's reference to a `Global` object.
var private Global _;
var private ServerGlobal _server;
// Responsible for setting up Acedia's game modes in current voting system
var private VotingHandlerAdapter votingAdapter;
var private LoggerAPI.Definition infoFeatureEnabled;
var private LoggerAPI.Definition errorCannotRunTests;
function PreBeginPlay()
{
super.PreBeginPlay();
InitializeServer();
if (level != none && level.game != none) {
level.game.AddMutator(string(class'AcediaLauncherMut'));
}
}
public function VotingHandlerAdapter GetVotingHandlerAdapter()
{
if (votingAdapter != none) {
votingAdapter.NewRef();
}
return votingAdapter;
}
private function InitializeServer()
{
local int i;
local GameMode currentGameMode;
local array<Packages.FeatureConfigPair> availableFeatures;
if (class'Packages'.default.clientside) {
AddToPackageMap("AcediaLauncher");
}
CheckForGarbage();
// Launch and setup core Acedia
_ = class'Global'.static.GetInstance();
_server = class'ServerGlobal'.static.GetInstance();
class'ServerLevelCore'.static.CreateLevelCore(self);
class'MapList'.static.Initialize();
for (i = 0; i < class'Packages'.default.package.length; i += 1) {
_.environment.RegisterPackage_S(class'Packages'.default.package[i]);
}
if (class'TestingService'.default.runTestsOnStartUp) {
RunStartUpTests();
}
// Determine required features and launch them
availableFeatures = GetAutoConfigurationInfo();
if (class'Packages'.default.useGameModes)
{
class'GameMode'.static.Initialize();
votingAdapter = VotingHandlerAdapter(
_.memory.Allocate(class'VotingHandlerAdapter'));
currentGameMode = votingAdapter.SetupGameModeAfterTravel();
if (currentGameMode != none) {
currentGameMode.UpdateFeatureArray(availableFeatures);
}
}
EnableFeatures(availableFeatures);
}
// Checks whether Acedia has left garbage after the previous map.
// This can lead to serious problems, so such diagnostic check is warranted.
private function CheckForGarbage()
{
local int leftoverObjectAmount;
local int leftoverActorAmount;
local int leftoverDBRAmount;
local AcediaObject nextObject;
local AcediaActor nextActor;
local DBRecord nextRecord;
foreach AllObjects(class'AcediaObject', nextObject) {
leftoverObjectAmount += 1;
}
foreach AllActors(class'AcediaActor', nextActor) {
leftoverActorAmount += 1;
}
foreach AllObjects(class'DBRecord', nextRecord) {
leftoverDBRAmount += 1;
}
if ( leftoverObjectAmount == 0 && leftoverActorAmount == 0
&& leftoverDBRAmount == 0)
{
Log("Acedia garbage check: nothing was found.");
}
else
{
Log("Acedia garbage check: garbage was found." @
"This can cause problems, report it.");
Log("Leftover object:" @ leftoverObjectAmount);
Log("Leftover actors:" @ leftoverActorAmount);
Log("Leftover database records:" @ leftoverDBRAmount);
}
}
public function array<Packages.FeatureConfigPair> GetAutoConfigurationInfo()
{
local int i;
local Text autoConfig;
local array< class<Feature> > availableFeatures;
local Packages.FeatureConfigPair nextPair;
local array<Packages.FeatureConfigPair> result;
availableFeatures = _.environment.GetAvailableFeatures();
for (i = 0; i < availableFeatures.length; i += 1)
{
autoConfig = availableFeatures[i].static.GetAutoEnabledConfig();
if (autoConfig != none)
{
nextPair.featureClass = availableFeatures[i];
nextPair.configName = autoConfig;
result[result.length] = nextPair;
}
}
return result;
}
private function EnableFeatures(array<Packages.FeatureConfigPair> features)
{
local int i;
local Text defaultConfigName;
local Text nextConfigName;
defaultConfigName = _.text.FromString("default");
for (i = 0; i < features.length; i += 1)
{
if (features[i].featureClass == none) {
continue;
}
// `configName` being `none` here means that config name was not
// specified through config and we should fallback to "default"
if (features[i].configName == none) {
nextConfigName = defaultConfigName.Copy();
}
else {
nextConfigName = features[i].configName.Copy();
}
features[i].featureClass.static.EnableMe(nextConfigName);
_.logger.Auto(infoFeatureEnabled)
.Arg(_.text.FromString(string(features[i].featureClass)))
.Arg(nextConfigName); // consumes `nextConfigName`
}
defaultConfigName.FreeSelf();
}
private final function RunStartUpTests()
{
local TestingService testService;
testService = TestingService(class'TestingService'.static.Require());
testService.PrepareTests();
if (testService.filterTestsByName) {
testService.FilterByName(testService.requiredName);
}
if (testService.filterTestsByGroup) {
testService.FilterByGroup(testService.requiredGroup);
}
if (!testService.Run()) {
_.logger.Auto(errorCannotRunTests);
}
}
defaultproperties
{
// This is a server-only actor
remoteRole = ROLE_None
infoFeatureEnabled = (l=LOG_Info,m="Feature `%1` enabled with config \"%2\".")
errorCannotRunTests = (l=LOG_Error,m="Could not perform Acedia's tests.")
}