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371 lines
15 KiB
371 lines
15 KiB
/** |
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* This feature allows to configure nickname limitations for the server. |
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* It allows you to customize vanilla limitations for nickname length and |
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* color with those of your own design. Enabling this feature overwrites |
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* default behaviour. |
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* Copyright 2022 Anton Tarasenko |
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*------------------------------------------------------------------------------ |
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* This file is part of Acedia. |
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* |
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* Acedia is free software: you can redistribute it and/or modify |
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* it under the terms of the GNU General Public License as published by |
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* the Free Software Foundation, version 3 of the License, or |
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* (at your option) any later version. |
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* |
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* Acedia is distributed in the hope that it will be useful, |
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* but WITHOUT ANY WARRANTY; without even the implied warranty of |
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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* GNU General Public License for more details. |
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* |
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* You should have received a copy of the GNU General Public License |
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* along with Acedia. If not, see <https://www.gnu.org/licenses/>. |
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*/ |
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class FutilityNicknames_Feature extends Feature |
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dependson(FutilityNicknames); |
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/** |
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* This feature's functionality is rather simple, but we will still break up |
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* what its various components are. |
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* |
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* Fallback nicknames are picked at random from |
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* the `fallbackNicknames` array. This is done by copying that array into |
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* `unusedNicknames` and then picking and removing its random elements each |
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* time we need a fallback. Once `unusedNicknames` is empty - it is copied from |
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* `fallbackNicknames` once again, letting already used nicknames to be reused. |
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* `unusedNicknames` contains same references as `fallbackNicknames`, |
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* so they need to be separately deallocated and should also be forgotten once |
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* `fallbackNicknames` are deallocated`. |
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* This is implemented inside `PickNextFallback()` method. |
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* |
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* Nickname changes are applied inside `CensorNickname()` method that uses |
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* several auxiliary methods to perform different stages of "censoring". |
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* Censoring is performed: |
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* 1. On any player's name change |
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* (using `OnPlayerNameChanging()` signal, connected to |
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* `HandleNicknameChange()`); |
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* 2. When new player logins (using `OnNewPlayer()` signal, |
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* conneted to `CensorOriginalNickname()`) to enforce our own |
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* handling of player's original nickname; |
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* 3. When censoring is re-activated. |
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* In case all censoring options of this feature are disabled |
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* (checked by `IsAnyCensoringEnabled()`) - we do not attempt to |
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* catch any events or do anything at all. |
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* If settings change mid-execution, this feature might need to |
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* enable or disable censoring on-the-fly. To accomplish that we |
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* remember current status inside `censoringNicknames` boolean |
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* variable and enable/disable events if required by settings. |
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* So whenever we re-activate censoring we also need to update |
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* ("censor") current players' nicknames - a third occasion to |
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* call `CensorNickname()`, implemented inside |
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* `CensorCurrentPlayersNicknames()`. |
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*/ |
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// How to treat whitespace characters inside players' nicknames. |
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// * `NSA_DoNothing` - does nothing, leaving whitespaces as they are; |
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// * `NSA_Trim` - removes leading and trailing whitespaces for nicknames; |
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// * `NSA_Simplify` - removes leading and trailing whitespaces |
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// for nicknames, also reducing a sequence of whitespaces inside |
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// nickname to a single space, e.g. "my nick" becomes "my nick". |
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// Default is `NSA_DoNothing`, same as on vanilla. |
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var private /*config*/ FutilityNicknames.NicknameSpacesAction spacesAction; |
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|
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// How to treat colored nicknames. |
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// * `NCP_ForbidColor` - completely strips down any color from nicknames; |
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// * `NCP_ForceTeamColor` - forces all nicknames to have player's current |
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// team's color; |
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// * `NCP_ForceSingleColor` - allows nickname to be painted with a single |
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// color (sets nickname's color to that of the first character); |
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// * `NCP_AllowAnyColor` - allows nickname to be colored in any way player |
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// wants. |
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// Default is `NCP_ForbidColor`, same as on vanilla. |
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var private /*config*/ FutilityNicknames.NicknameColorPermissions colorPermissions; |
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// Set this to `true` if you wish to replace all whitespace characters with |
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// underscores and `false` to leave them as is. |
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// Default is `true`, same as on vanilla. However there is one difference: |
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// Futility replaces all whitespace characters (including tabulations, |
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// non-breaking spaces, etc.) instead of only ' '. |
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var private /*config*/ bool replaceSpacesWithUnderscores; |
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// Set this to `true` to remove single 'quotation marks' and `false` to |
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// leave them. Default is `false`, same as on vanilla. |
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var private /*config*/ bool removeSingleQuotationMarks; |
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// Set this to `true` to remove dobule 'quotation marks' and `false` to |
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// leave them. Default is `true`, same as on vanilla. |
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var private /*config*/ bool removeDoubleQuotationMarks; |
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// Max allowed nickname length. Negative values disable any length limits. |
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// |
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// NOTE #1: `0` resets all nicknames to be empty and, |
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// if `correctEmptyNicknames` is set to `true`, they will be replaced with |
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// one of the fallback nicknames |
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// (see `correctEmptyNicknames` and `fallbackNickname`). |
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// NOTE #2: Because of how color swapping in vanilla Killing Floor works, |
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// every color swap makes text count as being about 4 characters longer. |
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// So if one uses too many colors in the nickname, for drawing functions |
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// it will appear to be longer than it actually is and it *will* mess up |
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// UI. Unless you are using custom HUD it is recommended to keep this value |
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// at default `20` and forbid colored nicknames |
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// (by setting `colorPermissions=NCP_ForbidColor`). Or to allow only one |
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// color (by setting `colorPermissions=NCP_ForceSingleColor` or |
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// `colorPermissions=NCP_ForceTeamColor`) and reducing `maxNicknameLength` |
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// to `16` (20 characters - 4 for color swap). |
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// If you want to increase the limit above that, you can also do your |
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// own research by testing nicknames of various length on |
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// screen resolutions you care about. |
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var private /*config*/ int maxNicknameLength; |
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// Should we replace empty player nicknames with a random fallback nickname |
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// (defined in `fallbackNickname` array)? |
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var private /*config*/ bool correctEmptyNicknames; |
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// Array of fallback nicknames that will be used to replace any empty nicknames |
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// if `correctEmptyNicknames` is set to `true`. |
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var private /*config*/ array<Text> fallbackNickname; |
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// Guaranteed order of applying changes (only chosen ones) is as following: |
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// 1. Trim/simplify spaces; |
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// 2. Remove single and double quotation marks; |
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// 3. Enforce max limit of nickname's length; |
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// 4. Replace empty nickname with fallback nickname (no further changes |
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// will be applied to fallback nickname in that case); |
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// 5. Enforce color limitation; |
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// 6. Replace remaining whitespaces with underscores. |
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// |
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// NOTE #1: as follows from the instruction described above, no changes will |
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// ever be applied to fallback nicknames (unless player's nickname |
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// coincides with one by pure accident). |
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// NOTE #2: whitespaces inside steam nicknames are converted into underscores |
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// before they are passed into the game and this is a change Futility |
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// cannot currently abort. |
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// Therefore all changes relevant to whitespaces inside nicknames will only |
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// be applied to in-game changes. |
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// Nicknames from `fallbackNickname` that can still be picked in |
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// the current rotation. |
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var private array<Text> unusedNicknames; |
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// Are we currently censoring nicknames? |
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// Set to `false` if none of the feature's options require |
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// any action (censoring) and, therefore, we do not listen to any signals. |
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var private bool censoringNicknames; |
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var private const int CODEPOINT_UNDERSCORE; |
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protected function OnDisabled() |
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{ |
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_.memory.FreeMany(fallbackNickname); |
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// Free this `Text` data - it will be refilled with `SwapConfig()` |
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// if this feature is ever reenabled |
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if (fallbackNickname.length > 0) |
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{ |
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_.memory.FreeMany(fallbackNickname); |
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fallbackNickname.length = 0; |
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unusedNicknames.length = 0; |
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} |
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if (censoringNicknames) |
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{ |
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censoringNicknames = false; |
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_.players.OnPlayerNameChanging(self).Disconnect(); |
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_.players.OnNewPlayer(self).Disconnect(); |
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} |
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} |
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protected function SwapConfig(FeatureConfig config) |
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{ |
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local bool configRequiresCensoring; |
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local FutilityNicknames newConfig; |
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newConfig = FutilityNicknames(config); |
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if (newConfig == none) { |
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return; |
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} |
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replaceSpacesWithUnderscores = newConfig.replaceSpacesWithUnderscores; |
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removeSingleQuotationMarks = newConfig.removeSingleQuotationMarks; |
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removeDoubleQuotationMarks = newConfig.removeDoubleQuotationMarks; |
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correctEmptyNicknames = newConfig.correctEmptyNicknames; |
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spacesAction = newConfig.spacesAction; |
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colorPermissions = newConfig.colorPermissions; |
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maxNicknameLength = newConfig.maxNicknameLength; |
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configRequiresCensoring = IsAnyCensoringEnabled(); |
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// Enable or disable censoring if `IsAnyCensoringEnabled()`'s response |
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// has changed. |
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if (!censoringNicknames && configRequiresCensoring) |
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{ |
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censoringNicknames = true; |
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// Do this before adding event handler to |
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// avoid censoring nicknames second time |
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CensorCurrentPlayersNicknames(); |
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_.players.OnPlayerNameChanging(self).connect = HandleNicknameChange; |
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_.players.OnNewPlayer(self).connect = CensorOriginalNickname; |
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} |
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if (censoringNicknames && !configRequiresCensoring) |
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{ |
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censoringNicknames = false; |
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_.players.OnPlayerNameChanging(self).Disconnect(); |
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_.players.OnNewPlayer(self).Disconnect(); |
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} |
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SwapFallbackNicknames(newConfig); |
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} |
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private function Text PickNextFallback() |
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{ |
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local int pickedIndex; |
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local Text result; |
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if (fallbackNickname.length <= 0) |
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{ |
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// Just in case this feature is really misconfigured |
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return P("Fresh Meat").Copy(); |
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} |
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if (unusedNicknames.length <= 0) { |
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unusedNicknames = fallbackNickname; |
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} |
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// Pick one nickname at random. |
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// `pickedIndex` will belong to [0; unusedNicknames.length - 1] segment. |
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pickedIndex = Rand(unusedNicknames.length); |
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result = unusedNicknames[pickedIndex].Copy(); |
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unusedNicknames.Remove(pickedIndex, 1); |
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return result; |
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} |
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protected function SwapFallbackNicknames(FutilityNicknames newConfig) |
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{ |
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local int i; |
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_.memory.FreeMany(fallbackNickname); |
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if (fallbackNickname.length > 0) { |
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fallbackNickname.length = 0; |
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} |
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for (i = 0; i < newConfig.fallbackNickname.length; i += 1) |
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{ |
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fallbackNickname[i] = |
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_.text.FromFormattedString(newConfig.fallbackNickname[i]); |
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} |
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unusedNicknames = fallbackNickname; |
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} |
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private function bool IsAnyCensoringEnabled() |
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{ |
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return ( replaceSpacesWithUnderscores |
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|| removeSingleQuotationMarks |
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|| removeDoubleQuotationMarks |
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|| correctEmptyNicknames |
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|| maxNicknameLength >= 0 |
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|| colorPermissions != NCP_AllowAnyColor |
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|| spacesAction != NSA_DoNothing); |
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} |
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// For nickname changes mid-game. |
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private function HandleNicknameChange( |
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EPlayer affectedPlayer, |
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Text oldName, |
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MutableText newName) |
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{ |
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CensorNickname(newName, affectedPlayer); |
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} |
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// For handling of player's original nicknames. |
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private function CensorOriginalNickname(EPlayer affectedPlayer) |
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{ |
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local Text originalNickname; |
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if (affectedPlayer == none) { |
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return; |
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} |
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originalNickname = affectedPlayer.GetOriginalName(); |
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// This will automatically trigger `OnPlayerNameChanging()` signal and |
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// our `HandleNicknameChange()` handler. |
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affectedPlayer.SetName(originalNickname); |
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_.memory.Free(originalNickname); |
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} |
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// For handling nicknames of players after censoring is re-activated by |
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// config change. |
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private function CensorCurrentPlayersNicknames() |
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{ |
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local int i; |
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local Text nextNickname; |
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local MutableText alteredNickname; |
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local array<EPlayer> currentPlayers; |
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currentPlayers = _.players.GetAll(); |
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for (i = 0; i < currentPlayers.length; i += 1) |
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{ |
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nextNickname = currentPlayers[i].GetName(); |
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alteredNickname = nextNickname.MutableCopy(); |
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CensorNickname(alteredNickname, currentPlayers[i]); |
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if (!alteredNickname.Compare(nextNickname)) { |
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currentPlayers[i].SetName(alteredNickname); |
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} |
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_.memory.Free(alteredNickname); |
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_.memory.Free(nextNickname); |
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} |
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} |
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private function CensorNickname(MutableText nickname, EPlayer affectedPlayer) |
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{ |
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local Text fallback; |
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local Text.Formatting newFormatting; |
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if (nickname == none) return; |
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if (affectedPlayer == none) return; |
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if (spacesAction != NSA_DoNothing) { |
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nickname.Simplify(spacesAction == NSA_Simplify); |
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} |
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if (removeSingleQuotationMarks) { |
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nickname.Replace(P("'"), P("")); |
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} |
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if (removeDoubleQuotationMarks) { |
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nickname.Replace(P("\""), P("")); |
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} |
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if (maxNicknameLength >= 0) { |
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nickname.Remove(maxNicknameLength); |
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} |
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if (correctEmptyNicknames && nickname.IsEmpty()) |
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{ |
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fallback = PickNextFallback(); |
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nickname.Append(fallback); |
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_.memory.Free(fallback); |
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return; |
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} |
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if (colorPermissions != NCP_AllowAnyColor) |
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{ |
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if (colorPermissions == NCP_ForceSingleColor) { |
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newFormatting = nickname.GetCharacter(0).formatting; |
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} |
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else if (colorPermissions == NCP_ForceTeamColor) |
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{ |
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newFormatting.isColored = true; |
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newFormatting.color = affectedPlayer.GetTeamColor(); |
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} |
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// `colorPermissions == NCP_ForbidColor` |
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// `newFormatting` is colorless by default |
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nickname.ChangeFormatting(newFormatting); |
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} |
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if (replaceSpacesWithUnderscores) { |
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ReplaceSpaces(nickname); |
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} |
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} |
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// Asusmes `nickname != none`. |
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private function ReplaceSpaces(MutableText nickname) |
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{ |
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local int i; |
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local MutableText nicknameCopy; |
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local Text.Character nextCharacter, underscoreCharacter; |
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nicknameCopy = nickname.MutableCopy(); |
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nickname.Clear(); |
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underscoreCharacter = |
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_.text.CharacterFromCodePoint(CODEPOINT_UNDERSCORE); |
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for (i = 0; i < nicknameCopy.GetLength(); i += 1) |
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{ |
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nextCharacter = nicknameCopy.GetCharacter(i); |
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if (_.text.IsWhitespace(nextCharacter)) |
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{ |
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// Replace character with underscore, leaving the formatting |
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underscoreCharacter.formatting = nextCharacter.formatting; |
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nextCharacter = underscoreCharacter; |
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} |
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nickname.AppendCharacter(nextCharacter); |
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} |
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_.memory.Free(nicknameCopy); |
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} |
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defaultproperties |
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{ |
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configClass = class'FutilityNicknames' |
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CODEPOINT_UNDERSCORE = 95 // '_' |
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} |