Prepare fixtures
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6021 changed files with 722805 additions and 22 deletions
119
kf_sources/AcediaLauncher/Classes/AcediaLauncherMut.uc
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119
kf_sources/AcediaLauncher/Classes/AcediaLauncherMut.uc
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/**
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* Main and only Acedia mutator. Used for providing access to mutator
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* events' calls and detecting server travel.
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* Copyright 2020-2023 Anton Tarasenko
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* 2023 Shtoyan
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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 AcediaLauncherMut extends Mutator;
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// Acedia's reference to a `Global` object.
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var private Global _;
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// Responsible for setting up Acedia's game modes in current voting system
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var private VotingHandlerAdapter votingAdapter;
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var Mutator_OnMutate_Signal onMutateSignal;
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var Mutator_OnModifyLogin_Signal onModifyLoginSignal;
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var Mutator_OnCheckReplacement_Signal onCheckReplacementSignal;
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simulated function PreBeginPlay()
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{
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local StartUp startUpActor;
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_ = class'Global'.static.GetInstance();
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if (level.netMode == NM_DedicatedServer)
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{
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foreach AllActors(class'StartUp', startUpActor)
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{
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votingAdapter = startUpActor.GetVotingHandlerAdapter();
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startUpActor.Destroy();
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break;
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}
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if (votingAdapter != none) {
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votingAdapter.InjectIntoVotingHandler();
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}
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SetupMutatorSignals();
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}
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else {
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class'ClientLevelCore'.static.CreateLevelCore(self);
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}
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}
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function ServerTraveling(string URL, bool bItems)
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{
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if (votingAdapter != none)
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{
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votingAdapter.PrepareForServerTravel();
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votingAdapter.RestoreVotingHandlerConfigBackup();
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_.memory.Free(votingAdapter);
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votingAdapter = none;
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}
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_.environment.ShutDown();
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if (nextMutator != none) {
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nextMutator.ServerTraveling(URL, bItems);
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}
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Destroy();
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}
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// Fetches and sets up signals that `Mutator` needs to provide
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private function SetupMutatorSignals()
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{
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local ServerUnrealService service;
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service = ServerUnrealService(class'ServerUnrealService'.static.Require());
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onMutateSignal = Mutator_OnMutate_Signal(
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service.GetSignal(class'Mutator_OnMutate_Signal'));
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onModifyLoginSignal = Mutator_OnModifyLogin_Signal(
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service.GetSignal(class'Mutator_OnModifyLogin_Signal'));
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onCheckReplacementSignal = Mutator_OnCheckReplacement_Signal(
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service.GetSignal(class'Mutator_OnCheckReplacement_Signal'));
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}
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function bool CheckReplacement(Actor other, out byte isSuperRelevant)
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{
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if (onCheckReplacementSignal != none) {
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return onCheckReplacementSignal.Emit(other, isSuperRelevant);
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}
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return true;
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}
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function Mutate(string command, PlayerController sendingController)
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{
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if (onMutateSignal != none) {
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onMutateSignal.Emit(command, sendingController);
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}
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super.Mutate(command, sendingController);
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}
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function ModifyLogin(out string portal, out string options)
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{
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if (onModifyLoginSignal != none) {
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onModifyLoginSignal.Emit(portal, options);
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}
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super.ModifyLogin(portal, options);
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}
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defaultproperties
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{
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remoteRole = ROLE_SimulatedProxy
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bAlwaysRelevant = true
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// Mutator description
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GroupName = "Package loader"
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FriendlyName = "Acedia loader"
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Description = "Launcher for Acedia packages"
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}
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449
kf_sources/AcediaLauncher/Classes/BaseGameMode.uc
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449
kf_sources/AcediaLauncher/Classes/BaseGameMode.uc
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/**
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* Base class for a game mode config, contains all the information Acedia's
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* game modes must have, including settings
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* (`includeFeature`, `includeFeatureAs` and `excludeFeature`)
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* for picking used `Feature`s.
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*
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* Contains three types of methods:
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* 1. Getters for its values;
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* 2. `UpdateFeatureArray()` method for updating list of `Feature`s to
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* be used based on game info's settings;
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* 3. `Report...()` methods that perform various validation checks
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* (and log them) on config data.
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* Copyright 2021-2023 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 BaseGameMode extends AcediaConfig
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dependson(Packages)
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abstract;
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// Name of the game mode players will see in voting (formatted string)
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var protected config string title;
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// Preferable game length (plain string)
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var protected config string length;
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// Preferable difficulty level (plain string)
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var protected config string difficulty;
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// `Mutator`s to add with this game mode
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var protected config array<string> includeMutator;
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// `Feature`s to include (with "default" config)
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var protected config array<string> includeFeature;
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// `Feature`s to exclude from game mode, regardless of other settings
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// (this one has highest priority)
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var protected config array<string> excludeFeature;
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// Lists of maps to include for this game mode
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var protected config array<string> includeMaps;
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struct FeatureConfigPair
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{
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var public string feature;
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var public string config;
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};
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// `Feature`s to include (with specified config).
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// Higher priority than `includeFeature`, but lower than `excludeFeature`.
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var protected config array<FeatureConfigPair> includeFeatureAs;
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var private LoggerAPI.Definition warnBadMutatorName, warnBadFeatureName;
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protected function HashTable ToData()
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{
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local int i;
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local HashTable result;
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local HashTable nextPair;
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local ArrayList nextArray;
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result = _.collections.EmptyHashTable();
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result.SetFormattedString(P("title"), title);
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result.SetString(P("length"), length);
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result.SetString(P("difficulty"), difficulty);
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nextArray = _.collections.EmptyArrayList();
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for (i = 0; i < includeFeature.length; i += 1) {
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nextArray.AddString(includeFeature[i]);
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}
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result.SetItem(P("includeFeature"), nextArray);
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_.memory.Free(nextArray);
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nextArray = _.collections.EmptyArrayList();
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for (i = 0; i < excludeFeature.length; i += 1) {
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nextArray.AddString(excludeFeature[i]);
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}
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result.SetItem(P("excludeFeature"), nextArray);
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_.memory.Free(nextArray);
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nextArray = _.collections.EmptyArrayList();
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for (i = 0; i < includeMutator.length; i += 1) {
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nextArray.AddString(includeFeature[i]);
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}
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result.SetItem(P("includeMutator"), nextArray);
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_.memory.Free(nextArray);
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nextArray = _.collections.EmptyArrayList();
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for (i = 0; i < includeMaps.length; i += 1) {
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nextArray.AddString(includeMaps[i]);
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}
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result.SetItem(P("includeMaps"), nextArray);
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_.memory.Free(nextArray);
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nextArray = _.collections.EmptyArrayList();
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for (i = 0; i < includeFeatureAs.length; i += 1)
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{
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nextPair = _.collections.EmptyHashTable();
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nextPair.SetString(P("feature"), includeFeatureAs[i].feature);
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nextPair.SetString(P("config"), includeFeatureAs[i].config);
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nextArray.AddItem(nextPair);
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_.memory.Free(nextPair);
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}
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result.SetItem(P("includeFeatureAs"), nextArray);
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_.memory.Free(nextArray);
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return result;
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}
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protected function FromData(HashTable source)
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{
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local int i;
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local ArrayList nextArray;
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local HashTable nextPair;
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if (source == none) {
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return;
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}
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title = source.GetFormattedString(P("title"));
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length = source.GetString(P("length"));
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difficulty = source.GetString(P("difficulty"));
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nextArray = source.GetArrayList(P("includeFeature"));
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includeFeature = DynamicIntoStringArray(nextArray);
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_.memory.Free(nextArray);
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nextArray = source.GetArrayList(P("excludeFeature"));
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excludeFeature = DynamicIntoStringArray(nextArray);
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_.memory.Free(nextArray);
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nextArray = source.GetArrayList(P("includeMutator"));
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includeMutator = DynamicIntoStringArray(nextArray);
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_.memory.Free(nextArray);
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nextArray = source.GetArrayList(P("includeMaps"));
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includeMaps = DynamicIntoStringArray(nextArray);
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_.memory.Free(nextArray);
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nextArray = source.GetArrayList(P("includeFeatureAs"));
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if (nextArray == none) {
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return;
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}
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includeFeatureAs.length = 0;
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for (i = 0; i < nextArray.GetLength(); i += 1)
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{
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nextPair = nextArray.GetHashTable(i);
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includeFeatureAs[i] = HashTableIntoPair(nextPair);
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_.memory.Free(nextPair);
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}
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_.memory.Free(nextArray);
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}
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private final function FeatureConfigPair HashTableIntoPair(HashTable source)
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{
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local Text nextText;
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local FeatureConfigPair result;
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if (source == none) {
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return result;
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}
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nextText = source.GetText(P("feature"));
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if (nextText != none) {
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result.feature = nextText.ToString();
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}
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nextText = source.GetText(P("config"));
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if (nextText != none) {
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result.config = nextText.ToString();
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}
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return result;
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}
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private final function array<string> DynamicIntoStringArray(ArrayList source)
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{
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local int i;
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local Text nextText;
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local array<string> result;
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if (source == none) {
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return result;
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}
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for (i = 0; i < source.GetLength(); i += 1)
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{
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nextText = source.GetText(i);
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if (nextText != none) {
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includeFeature[i] = nextText.ToString();
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}
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}
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}
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protected function array<Text> StringToTextArray(array<string> input)
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{
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local int i;
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local array<Text> result;
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for (i = 0; i < input.length; i += 1) {
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result[i] = _.text.FromString(input[i]);
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}
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return result;
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}
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/**
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* @return Name of the `GameInfo` class to be used with the caller game mode.
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*/
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public function Text GetGameTypeClass()
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{
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return none;
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}
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/**
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* @return Human-readable name of the caller game mode.
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* Players will see it as the name of the mode in the voting options.
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*/
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public function Text GetTitle()
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{
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return _.text.FromFormattedString(title);
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}
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/**
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* @return Specified game length for the game mode.
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* Interpretation of this value can depend on each particular game mode.
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*/
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public function Text GetLength()
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{
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return _.text.FromString(length);
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}
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/**
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* @return Specified difficulty for the game mode.
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* Interpretation of this value can depend on each particular game mode.
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*/
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public function Text GetDifficulty()
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{
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return _.text.FromString(difficulty);
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}
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/**
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* Checks `Feature`-related settings (`includeFeature`, `includeFeatureAs` and
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* `excludeFeature`) for correctness and reports any issues.
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* Currently correctness check simply ensures that all listed `Feature`s
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* actually exist.
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*/
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public function ReportIncorrectSettings(
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array<Packages.FeatureConfigPair> featuresToEnable)
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{
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local int i;
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local array<string> featureNames, featuresToReplace;
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for (i = 0; i < featuresToEnable.length; i += 1) {
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featureNames[i] = string(featuresToEnable[i].featureClass);
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}
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ValidateFeatureArray(includeFeature, featureNames, "includeFeatures");
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ValidateFeatureArray(excludeFeature, featureNames, "excludeFeatures");
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for (i = 0; i < includeFeatureAs.length; i += 1) {
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featuresToReplace[i] = includeFeatureAs[i].feature;
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}
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ValidateFeatureArray(featuresToReplace, featureNames, "includeFeatureAs");
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}
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/**
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* Checks `Mutator`-related settings (`includeMutator`) for correctness and
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* reports any issues.
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* Currently correctness check performs a simple validity check for mutator,
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* to make sure it would not define a new option in server's URL.
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*
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* See `ValidateServerURLName()` for more information.
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*/
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public function ReportBadMutatorNames()
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{
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local int i;
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for (i = 0; i < includeMutator.length; i += 1)
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{
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if (!ValidateServerURLName(includeMutator[i]))
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{
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_.logger.Auto(warnBadMutatorName)
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.Arg(_.text.FromString(includeMutator[i]))
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.Arg(_.text.FromString(string(name)));
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}
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||||
}
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}
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/**
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* Makes sure that a word to be used in server URL as a part of an option
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* does not contain "," / "?" / "=" or whitespace.
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* This is useful to make sure that user-specified mutator entries only add
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* one mutator or option's key / values will not specify only one pair,
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* avoiding "?opt1=value1?opt2=value2" entries.
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*/
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protected function bool ValidateServerURLName(string entry)
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{
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if (InStr(entry, "=") >= 0) return false;
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if (InStr(entry, "?") >= 0) return false;
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if (InStr(entry, ",") >= 0) return false;
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if (InStr(entry, " ") >= 0) return false;
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return true;
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}
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||||
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// Is every element `subset` present inside `whole`?
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private function ValidateFeatureArray(
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array<string> subset,
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array<string> whole,
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string arrayName)
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{
|
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local int i, j;
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local bool foundItem;
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||||
|
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for (i = 0; i < subset.length; i += 1)
|
||||
{
|
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foundItem = false;
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||||
for (j = 0; j < whole.length; j += 1)
|
||||
{
|
||||
if (subset[i] ~= whole[j])
|
||||
{
|
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foundItem = true;
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break;
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||||
}
|
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}
|
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if (!foundItem)
|
||||
{
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_.logger.Auto(warnBadFeatureName)
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.Arg(_.text.FromString(includeMutator[i]))
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.Arg(_.text.FromString(string(name)))
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.Arg(_.text.FromString(arrayName));
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||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
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* Updates passed `Feature` settings according to this game mode's settings.
|
||||
*
|
||||
* @param featuresToEnable Settings to update.
|
||||
* `FeatureConfigPair` is a pair of `Feature` (`featureClass`) and its
|
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* config's name (`configName`).
|
||||
* If `configName` is set to `none`, then corresponding `Feature`
|
||||
* should not be enabled.
|
||||
* Otherwise it should be enabled with a specified config.
|
||||
*/
|
||||
public function UpdateFeatureArray(
|
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out array<Packages.FeatureConfigPair> featuresToEnable)
|
||||
{
|
||||
local int i;
|
||||
local HashTable includedFeaturesMap;
|
||||
local Text nextKey, nextConfig;
|
||||
local string nextFeatureClassName;
|
||||
local CollectionIterator iter;
|
||||
local Packages.FeatureConfigPair newPair;
|
||||
|
||||
// Exclude features we're told to exclude
|
||||
while (i < featuresToEnable.length)
|
||||
{
|
||||
nextFeatureClassName = string(featuresToEnable[i].featureClass);
|
||||
if (IsFeatureExcluded(nextFeatureClassName))
|
||||
{
|
||||
_.memory.Free(featuresToEnable[i].configName);
|
||||
featuresToEnable.Remove(i, 1);
|
||||
}
|
||||
else {
|
||||
i += 1;
|
||||
}
|
||||
}
|
||||
// Rewrite auto-enabled configs if different config was specified
|
||||
includedFeaturesMap = BuildIncludedFeaturesMap();
|
||||
for (i = 0; i < featuresToEnable.length; i += 1)
|
||||
{
|
||||
nextKey =
|
||||
_.text.FromString(Locs(string(featuresToEnable[i].featureClass)));
|
||||
nextConfig = Text(includedFeaturesMap.TakeItem(nextKey));
|
||||
if (nextConfig != none)
|
||||
{
|
||||
_.memory.Free(featuresToEnable[i].configName);
|
||||
featuresToEnable[i].configName = nextConfig;
|
||||
}
|
||||
nextKey.FreeSelf();
|
||||
}
|
||||
// Add features that are included, but weren't auto-enabled in
|
||||
// the first place
|
||||
for (iter = includedFeaturesMap.Iterate(); !iter.HasFinished(); iter.Next())
|
||||
{
|
||||
nextKey = Text(iter.GetKey());
|
||||
newPair.featureClass = class<Feature>(_.memory.LoadClass(nextKey));
|
||||
newPair.configName = Text(iter.Get());
|
||||
nextKey.FreeSelf();
|
||||
featuresToEnable[featuresToEnable.length] = newPair;
|
||||
}
|
||||
includedFeaturesMap.FreeSelf();
|
||||
}
|
||||
|
||||
private function HashTable BuildIncludedFeaturesMap()
|
||||
{
|
||||
local int i;
|
||||
local Text nextKey;
|
||||
local HashTable result;
|
||||
|
||||
result = _.collections.EmptyHashTable();
|
||||
// First fill `HashTable` with non-specified conmfigs from `includeFeature`
|
||||
for (i = 0; i < includeFeature.length; i += 1)
|
||||
{
|
||||
nextKey = _.text.FromString(Locs(includeFeature[i]));
|
||||
result.SetItem(nextKey, none);
|
||||
nextKey.FreeSelf();
|
||||
}
|
||||
// Then add/rewrite configs from `includeFeatureAs`
|
||||
for (i = 0; i < includeFeatureAs.length; i += 1)
|
||||
{
|
||||
nextKey = _.text.FromString(Locs(includeFeatureAs[i].feature));
|
||||
result.SetString(nextKey, Locs(includeFeatureAs[i].config));
|
||||
nextKey.FreeSelf();
|
||||
}
|
||||
return result;
|
||||
}
|
||||
|
||||
private function bool IsFeatureExcluded(string featureClassName)
|
||||
{
|
||||
local int i;
|
||||
|
||||
for (i = 0; i < excludeFeature.length; i += 1)
|
||||
{
|
||||
if (excludeFeature[i] ~= featureClassName) {
|
||||
return true;
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
public function array<Text> GetIncludedMutators()
|
||||
{
|
||||
local int i;
|
||||
local array<string> validatedMutators;
|
||||
|
||||
for (i = 0; i < includeMutator.length; i += 1)
|
||||
{
|
||||
if (ValidateServerURLName(includeMutator[i])) {
|
||||
validatedMutators[validatedMutators.length] = includeMutator[i];
|
||||
}
|
||||
}
|
||||
return StringToTextArray(validatedMutators);
|
||||
}
|
||||
|
||||
public function array<Text> GetIncludedMapLists()
|
||||
{
|
||||
return StringToTextArray(includeMaps);
|
||||
}
|
||||
|
||||
public function array<string> GetIncludedMapLists_S()
|
||||
{
|
||||
return includeMaps;
|
||||
}
|
||||
|
||||
defaultproperties
|
||||
{
|
||||
configName = "AcediaGameModes"
|
||||
warnBadMutatorName = (l=LOG_Warning,m="Mutator \"%1\" specified for game mode \"%2\" contains invalid characters and will be ignored. This is a configuration error, you should fix it.")
|
||||
warnBadFeatureName = (l=LOG_Warning,m="Feature \"%1\" specified for game mode \"%2\" in array `%3` does not exist in enabled packages and will be ignored. This is a configuration error, you should fix it.")
|
||||
}
|
||||
266
kf_sources/AcediaLauncher/Classes/GameMode.uc
Normal file
266
kf_sources/AcediaLauncher/Classes/GameMode.uc
Normal file
|
|
@ -0,0 +1,266 @@
|
|||
/**
|
||||
* The only implementation for `BaseGameMode` suitable for standard
|
||||
* killing floor game types.
|
||||
* Copyright 2021-2023 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 <https://www.gnu.org/licenses/>.
|
||||
*/
|
||||
class GameMode extends BaseGameMode
|
||||
perobjectconfig
|
||||
config(AcediaGameModes);
|
||||
|
||||
struct GameOption
|
||||
{
|
||||
var public string key;
|
||||
var public string value;
|
||||
};
|
||||
// Allow to specify additional server options for this game mode
|
||||
var protected config array<GameOption> option;
|
||||
// Specify `GameInfo`'s class to use, default is "KFMod.KFGameType"
|
||||
// (plain string)
|
||||
var protected config string gameTypeClass;
|
||||
// Short version of the name of the game mode players will see in
|
||||
// voting handler messages sometimes (plain string)
|
||||
var protected config string acronym;
|
||||
|
||||
// Aliases are an unnecessary overkill for difficulty names, so just define
|
||||
// them in special `string` arrays.
|
||||
// We accept not just these exact words, but any of their prefixes.
|
||||
var private const array<string> beginnerSynonyms;
|
||||
var private const array<string> normalSynonyms;
|
||||
var private const array<string> hardSynonyms;
|
||||
var private const array<string> suicidalSynonyms;
|
||||
var private const array<string> hoeSynonyms;
|
||||
|
||||
var private LoggerAPI.Definition warnBadOption, warnDifficultyOption;
|
||||
|
||||
protected function DefaultIt()
|
||||
{
|
||||
title = "Acedia game mode";
|
||||
length = "long";
|
||||
difficulty = "Hell On Earth";
|
||||
gameTypeClass = "KFMod.KFGameType";
|
||||
acronym = "";
|
||||
includeFeature.length = 0;
|
||||
excludeFeature.length = 0;
|
||||
includeMutator.length = 0;
|
||||
option.length = 0;
|
||||
}
|
||||
|
||||
protected function HashTable ToData()
|
||||
{
|
||||
local int i;
|
||||
local ArrayList nextArray;
|
||||
local HashTable result, nextPair;
|
||||
|
||||
result = super.ToData();
|
||||
if (result == none) {
|
||||
return none;
|
||||
}
|
||||
result.SetString(P("gameTypeClass"), gameTypeClass);
|
||||
result.SetString(P("acronym"), acronym);
|
||||
|
||||
nextArray = _.collections.EmptyArrayList();
|
||||
for (i = 0; i < option.length; i += 1)
|
||||
{
|
||||
nextPair = _.collections.EmptyHashTable();
|
||||
nextPair.SetString(P("key"), option[i].key);
|
||||
nextPair.SetString(P("value"), option[i].value);
|
||||
nextArray.AddItem(nextPair);
|
||||
_.memory.Free(nextPair);
|
||||
}
|
||||
result.SetItem(P("option"), nextArray);
|
||||
_.memory.Free(nextArray);
|
||||
return result;
|
||||
}
|
||||
|
||||
protected function FromData(HashTable source)
|
||||
{
|
||||
local int i;
|
||||
local GameOption nextGameOption;
|
||||
local ArrayList nextArray;
|
||||
local HashTable nextPair;
|
||||
|
||||
super.FromData(source);
|
||||
if (source == none) {
|
||||
return;
|
||||
}
|
||||
gameTypeClass = source.GetString(P("gameTypeClass"));
|
||||
acronym = source.GetString(P("acronym"));
|
||||
|
||||
nextArray = source.GetArrayList(P("option"));
|
||||
if (nextArray == none) {
|
||||
return;
|
||||
}
|
||||
option.length = 0;
|
||||
for (i = 0; i < nextArray.GetLength(); i += 1)
|
||||
{
|
||||
nextPair = HashTable(nextArray.GetItem(i));
|
||||
if (nextPair == none) {
|
||||
continue;
|
||||
}
|
||||
nextGameOption.key = nextPair.GetString(P("key"));
|
||||
nextGameOption.value = nextPair.GetString(P("value"));
|
||||
option[option.length] = nextGameOption;
|
||||
_.memory.Free(nextPair);
|
||||
}
|
||||
_.memory.Free(nextArray);
|
||||
}
|
||||
|
||||
public function Text GetGameTypeClass()
|
||||
{
|
||||
if (gameTypeClass == "") {
|
||||
return P("KFMod.KFGameType").Copy();
|
||||
}
|
||||
else {
|
||||
return _.text.FromString(gameTypeClass);
|
||||
}
|
||||
}
|
||||
|
||||
public function Text GetAcronym()
|
||||
{
|
||||
if (acronym == "") {
|
||||
return _.text.FromString(string(name));
|
||||
}
|
||||
else {
|
||||
return _.text.FromFormattedString(acronym);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Checks option-related settings (`option`) for correctness and reports
|
||||
* any issues.
|
||||
* Currently correctness check performs a simple validity check for mutator,
|
||||
* to make sure it would not define a new option in server's URL.
|
||||
*
|
||||
* See `ValidateServerURLName()` in `BaseGameMode` for more information.
|
||||
*/
|
||||
public function ReportBadOptions()
|
||||
{
|
||||
local int i;
|
||||
|
||||
for (i = 0; i < option.length; i += 1)
|
||||
{
|
||||
if ( !ValidateServerURLName(option[i].key)
|
||||
|| !ValidateServerURLName(option[i].value))
|
||||
{
|
||||
_.logger.Auto(warnBadOption)
|
||||
.Arg(_.text.FromString(option[i].key))
|
||||
.Arg(_.text.FromString(option[i].value))
|
||||
.Arg(_.text.FromString(string(name)));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* @return Server options as key-value pairs in an `HashTable`.
|
||||
*/
|
||||
public function HashTable GetOptions()
|
||||
{
|
||||
local int i;
|
||||
local HashTable result;
|
||||
local Text nextKey, nextValue;
|
||||
|
||||
result = _.collections.EmptyHashTable();
|
||||
for (i = 0; i < option.length; i += 1)
|
||||
{
|
||||
if (!ValidateServerURLName(option[i].key)) continue;
|
||||
if (!ValidateServerURLName(option[i].value)) continue;
|
||||
if (option[i].key ~= "difficulty")
|
||||
{
|
||||
_.logger.Auto(warnDifficultyOption);
|
||||
continue;
|
||||
}
|
||||
nextKey = _.text.FromString(option[i].key);
|
||||
nextValue = _.text.FromString(option[i].value);
|
||||
result.SetItem(nextKey, nextValue);
|
||||
nextKey.FreeSelf();
|
||||
nextValue.FreeSelf();
|
||||
}
|
||||
// Add difficulty option
|
||||
nextValue = _.text.FromInt(GetNumericDifficulty());
|
||||
result.SetItem(P("difficulty"), nextValue);
|
||||
nextValue.FreeSelf();
|
||||
return result;
|
||||
}
|
||||
|
||||
// Convert `GameMode`'s difficulty's textual representation into
|
||||
// KF's numeric one.
|
||||
private final function int GetNumericDifficulty()
|
||||
{
|
||||
local int i;
|
||||
local string lowerCaseDifficulty;
|
||||
|
||||
lowerCaseDifficulty = Locs(_.text.IntoString(GetDifficulty()));
|
||||
for (i = 0; i < default.beginnerSynonyms.length; i += 1)
|
||||
{
|
||||
if (IsPrefixOf(lowerCaseDifficulty, default.beginnerSynonyms[i])) {
|
||||
return 1;
|
||||
}
|
||||
}
|
||||
for (i = 0; i < default.normalSynonyms.length; i += 1)
|
||||
{
|
||||
if (IsPrefixOf(lowerCaseDifficulty, default.normalSynonyms[i])) {
|
||||
return 2;
|
||||
}
|
||||
}
|
||||
for (i = 0; i < default.hardSynonyms.length; i += 1)
|
||||
{
|
||||
if (IsPrefixOf(lowerCaseDifficulty, default.hardSynonyms[i])) {
|
||||
return 4;
|
||||
}
|
||||
}
|
||||
for (i = 0; i < default.suicidalSynonyms.length; i += 1)
|
||||
{
|
||||
if (IsPrefixOf(lowerCaseDifficulty, default.suicidalSynonyms[i])) {
|
||||
return 5;
|
||||
}
|
||||
}
|
||||
for (i = 0; i < default.hoeSynonyms.length; i += 1)
|
||||
{
|
||||
if (IsPrefixOf(lowerCaseDifficulty, default.hoeSynonyms[i])) {
|
||||
return 7;
|
||||
}
|
||||
}
|
||||
return int(lowerCaseDifficulty);
|
||||
}
|
||||
|
||||
protected final static function bool IsPrefixOf(string prefix, string value)
|
||||
{
|
||||
return (InStr(value, prefix) == 0);
|
||||
}
|
||||
|
||||
defaultproperties
|
||||
{
|
||||
configName = "AcediaGameModes"
|
||||
beginnerSynonyms(0) = "easy"
|
||||
beginnerSynonyms(1) = "beginer"
|
||||
beginnerSynonyms(2) = "beginner"
|
||||
beginnerSynonyms(3) = "begginer"
|
||||
beginnerSynonyms(4) = "begginner"
|
||||
normalSynonyms(0) = "regular"
|
||||
normalSynonyms(1) = "default"
|
||||
normalSynonyms(2) = "normal"
|
||||
hardSynonyms(0) = "harder" // "hard" is prefix of this, so it will count
|
||||
hardSynonyms(1) = "difficult"
|
||||
suicidalSynonyms(0) = "suicidal"
|
||||
hoeSynonyms(0) = "hellonearth"
|
||||
hoeSynonyms(1) = "hellon earth"
|
||||
hoeSynonyms(2) = "hell onearth"
|
||||
hoeSynonyms(3) = "hoe"
|
||||
warnBadOption = (l=LOG_Warning,m="Option with key \"%1\" and value \"%2\" specified for game mode \"%3\" contains invalid characters and will be ignored. This is a configuration error, you should fix it.")
|
||||
warnDifficultyOption = (l=LOG_Warning,m="Option with key \"Difficulty\" is specified. This key reserved and will be ignored. Difficulty value should be set through the game mode's \"Difficulty\" setting in \"AcediaGameModes.ini\" config. This is a configuration error, you should fix it.")
|
||||
}
|
||||
99
kf_sources/AcediaLauncher/Classes/MapList.uc
Normal file
99
kf_sources/AcediaLauncher/Classes/MapList.uc
Normal file
|
|
@ -0,0 +1,99 @@
|
|||
/**
|
||||
* Config class for storing map lists.
|
||||
* Copyright 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 MapList extends AcediaConfig
|
||||
perObjectConfig
|
||||
config(AcediaMaps);
|
||||
|
||||
var public config array<string> map;
|
||||
|
||||
protected function HashTable ToData() {
|
||||
local int i;
|
||||
local ArrayList commandArray;
|
||||
local HashTable result;
|
||||
|
||||
result = _.collections.EmptyHashTable();
|
||||
commandArray = _.collections.EmptyArrayList();
|
||||
for (i = 0; i < map.length; i += 1) {
|
||||
commandArray.AddString(map[i]);
|
||||
}
|
||||
result.SetItem(P("maps"), commandArray);
|
||||
_.memory.Free(commandArray);
|
||||
return result;
|
||||
}
|
||||
|
||||
protected function FromData(HashTable source) {
|
||||
local int i;
|
||||
local ArrayList commandArray;
|
||||
|
||||
if (source == none) {
|
||||
return;
|
||||
}
|
||||
commandArray = source.GetArrayList(P("maps"));
|
||||
if (commandArray == none) {
|
||||
return;
|
||||
}
|
||||
map.length = 0;
|
||||
for (i = 0; i < commandArray.GetLength(); i += 1) {
|
||||
map[map.length] = commandArray.GetString(i);
|
||||
}
|
||||
_.memory.Free(commandArray);
|
||||
}
|
||||
|
||||
protected function DefaultIt() {
|
||||
map.length = 0;
|
||||
map[0] = "KF-AbusementPark";
|
||||
map[1] = "KF-Aperture";
|
||||
map[2] = "KF-Bedlam";
|
||||
map[3] = "KF-Biohazard";
|
||||
map[4] = "KF-BioticsLab";
|
||||
map[5] = "KF-Clandestine";
|
||||
map[6] = "KF-Crash";
|
||||
map[7] = "KF-Departed";
|
||||
map[8] = "KF-EvilSantasLair";
|
||||
map[9] = "KF-Farm";
|
||||
map[10] = "KF-FilthsCross";
|
||||
map[11] = "KF-Forgotten";
|
||||
map[12] = "KF-Foundry";
|
||||
map[13] = "KF-FrightYard";
|
||||
map[14] = "KF-Hell";
|
||||
map[15] = "KF-Hellride";
|
||||
map[16] = "KF-HillbillyHorror";
|
||||
map[17] = "KF-Hospitalhorrors";
|
||||
map[18] = "KF-Icebreaker";
|
||||
map[19] = "KF-IceCave";
|
||||
map[20] = "KF-Manor";
|
||||
map[21] = "KF-MoonBase";
|
||||
map[22] = "KF-MountainPass";
|
||||
map[23] = "KF-Offices";
|
||||
map[24] = "KF-SirensBelch";
|
||||
map[25] = "KF-Steamland";
|
||||
map[26] = "KF-Stronghold";
|
||||
map[27] = "KF-Suburbia";
|
||||
map[28] = "KF-ThrillsChills";
|
||||
map[29] = "KF-Transit";
|
||||
map[30] = "KF-Waterworks";
|
||||
map[31] = "KF-WestLondon";
|
||||
map[32] = "KF-Wyre";
|
||||
}
|
||||
|
||||
defaultproperties {
|
||||
configName = "AcediaMaps"
|
||||
}
|
||||
362
kf_sources/AcediaLauncher/Classes/MapTool.uc
Normal file
362
kf_sources/AcediaLauncher/Classes/MapTool.uc
Normal file
|
|
@ -0,0 +1,362 @@
|
|||
/**
|
||||
* 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 <https://www.gnu.org/licenses/>.
|
||||
*/
|
||||
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<string> 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<VotingHandler.MapVoteMapList> pseudonimMapList;
|
||||
var private array<VotingHandler.MapVoteMapList> realMapList;
|
||||
var private array<KFVotingHandler.FMapRepType> likesData;
|
||||
|
||||
// Map sequences used by game modes we've seen so far.
|
||||
var private array<MapSequenceRecord> 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 KFVotingHandler kfHandler;
|
||||
local XVotingHandler votingHandler;
|
||||
|
||||
votingHandler = GetVotingHandler();
|
||||
if (votingHandler == none) {
|
||||
_.logger.Auto(fatVotingHandlerMissing);
|
||||
return;
|
||||
}
|
||||
votingHandler.mapList = pseudonimMapList;
|
||||
votingHandler.mapCount = pseudonimMapList.length;
|
||||
kfHandler = KFVotingHandler(votingHandler);
|
||||
if (kfHandler != none) {
|
||||
kfHandler.repArray = likesData;
|
||||
}
|
||||
// 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 KFVotingHandler kfHandler;
|
||||
local KFVotingHandler.FMapRepType nextReputation;
|
||||
local VotingHandler.MapHistoryInfo nextMapInfo;
|
||||
local VotingHandler.MapVoteMapList nextRecord;
|
||||
local array<VotingHandler.MapVoteMapList> newMapsPseudonim, newMapReal;
|
||||
|
||||
kfHandler = KFVotingHandler(votingHandler);
|
||||
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;
|
||||
if (kfHandler != none) {
|
||||
class'MVMapRepHistory'.static.GetMapHistoryRep(
|
||||
nextRecord.mapName,
|
||||
nextReputation.positive,
|
||||
nextReputation.negative);
|
||||
likesData[likesData.length] = nextReputation;
|
||||
}
|
||||
}
|
||||
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<string> 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<Text> usedMapLists;
|
||||
local array<string> 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<string> GetMapNameFromConfig(Text configName) {
|
||||
local MapList mapConfig;
|
||||
local array<string> 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<VotingHandler.MapVoteMapList> newMapsPseudonim,
|
||||
array<VotingHandler.MapVoteMapList> 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`.")
|
||||
}
|
||||
41
kf_sources/AcediaLauncher/Classes/Packages.uc
Normal file
41
kf_sources/AcediaLauncher/Classes/Packages.uc
Normal file
|
|
@ -0,0 +1,41 @@
|
|||
/**
|
||||
* Object for storing launcher's core settings and defining types that will be
|
||||
* used everywhere in this package.
|
||||
* Copyright 2022 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 Packages extends Object
|
||||
config(AcediaLauncher);
|
||||
|
||||
// Load Acedia on the client as well? DO NOT TOUCH THIS
|
||||
var public config bool clientside;
|
||||
// Array of predefined services that must be started along with Acedia mutator.
|
||||
var public config array<string> package;
|
||||
// Set to `true` to activate Acedia's game modes system
|
||||
var public config bool useGameModes;
|
||||
|
||||
struct FeatureConfigPair
|
||||
{
|
||||
var public class<Feature> featureClass;
|
||||
var public Text configName;
|
||||
};
|
||||
|
||||
defaultproperties
|
||||
{
|
||||
clientside = false
|
||||
useGameModes = false
|
||||
}
|
||||
194
kf_sources/AcediaLauncher/Classes/StartUp.uc
Normal file
194
kf_sources/AcediaLauncher/Classes/StartUp.uc
Normal file
|
|
@ -0,0 +1,194 @@
|
|||
/**
|
||||
* 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.")
|
||||
}
|
||||
380
kf_sources/AcediaLauncher/Classes/VotingHandlerAdapter.uc
Normal file
380
kf_sources/AcediaLauncher/Classes/VotingHandlerAdapter.uc
Normal file
|
|
@ -0,0 +1,380 @@
|
|||
/**
|
||||
* Acedia currently lacks its own means to provide a map/mode voting
|
||||
* (and new voting mod with proper GUI would not be whitelisted anyway).
|
||||
* This is why this class was made - to inject existing voting handlers with
|
||||
* data from Acedia's game modes.
|
||||
* Requires `GameInfo`'s voting handler to be derived from
|
||||
* `XVotingHandler`, which is satisfied by pretty much every used handler.
|
||||
* Copyright 2021-2023 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 VotingHandlerAdapter extends AcediaObject
|
||||
dependson(VotingHandler)
|
||||
config(AcediaLauncherData);
|
||||
|
||||
/**
|
||||
* All usage of this object should start with `InjectIntoVotingHandler()`
|
||||
* method that will read all the `GameMode` configs and fill voting handler's
|
||||
* config with their data, while making a backup of all values.
|
||||
* Backup can be restored with `RestoreVotingHandlerConfigBackup()` method.
|
||||
* How that affects the clients depends on whether restoration was done before,
|
||||
* during or after the replication. It is intended to be done after
|
||||
* server travel has started.
|
||||
* the process of injection is to create an ordered list of game modes
|
||||
* (`availableGameModes`) and generate appropriate voting handler's configs
|
||||
* with `BuildVotingHandlerConfig()`, saving them in the same order inside
|
||||
* the voting handler. Picked game mode is then determined by index of
|
||||
* the picked voting handler's option.
|
||||
*
|
||||
* Additionally this class has a static internal state that allows it to
|
||||
* transfer data along the server travel - it is used mainly to remember picked
|
||||
* game mode and enforce game's difficulty by altering and restoring
|
||||
* `GameInfo`'s variable.
|
||||
* To make such transfer happen one must call `PrepareForServerTravel()` before
|
||||
* server travel to set the internal static state and
|
||||
* then `SetupGameModeAfterTravel()` after travel (when the new map is loading)
|
||||
* to read (and forget) from internal state.
|
||||
*/
|
||||
|
||||
// All available game modes for Acedia, loaded during initialization.
|
||||
// This array is directly produces replacement for `XVotingHandler`'s
|
||||
// `gameConfig` array and records of `availableGameModes` relate to those of
|
||||
// `gameConfig` with the same index.
|
||||
// So if we know that a voting option with a certain index was chosen -
|
||||
// it means that user picked game mode from `availableGameModes` with
|
||||
// the same index.
|
||||
var private array<Text> availableGameModes;
|
||||
|
||||
// Finding voting handler is not cheap, so only do it once and then store it.
|
||||
var private NativeActorRef votingHandlerReference;
|
||||
// Save `VotingHandler`'s config to restore it before server travel - otherwise Acedia will alter
|
||||
// its config
|
||||
var private array<VotingHandler.MapVoteGameConfig> backupVotingHandlerConfig;
|
||||
// Map list management logic
|
||||
var private MapTool mapTool;
|
||||
|
||||
// Setting value of this flag to `true` indicates that map switching just
|
||||
// occurred and we need to recover some information from the previous map.
|
||||
var private config bool isServerTraveling;
|
||||
// We should not rely on "VotingHandler" to inform us from which game mode its
|
||||
// selected config option originated after server travel, so we need to
|
||||
// remember it in this config variable before switching maps.
|
||||
var private config string targetGameMode;
|
||||
// Acedia's game modes intend on supporting difficulty switching, but
|
||||
// `KFGameType` does not support appropriate flags, so we enforce default
|
||||
// difficulty by overwriting default value of its `gameDifficulty` variable.
|
||||
// But to not affect game's configs we must restore old value after new map is
|
||||
// loaded. Store it in config variable for that.
|
||||
var private config int storedGameLength;
|
||||
|
||||
|
||||
// Aliases are an unnecessary overkill for difficulty names, so just define
|
||||
// them in special `string` arrays.
|
||||
// We accept not just these exact words, but any of their prefixes.
|
||||
var private const array<string> shortSynonyms;
|
||||
var private const array<string> normalSynonyms;
|
||||
var private const array<string> longSynonyms;
|
||||
|
||||
var private LoggerAPI.Definition fatNoXVotingHandler, fatBadGameConfigIndexVH;
|
||||
var private LoggerAPI.Definition fatBadGameConfigIndexAdapter, warnMissingMapList;
|
||||
|
||||
protected function Constructor() {
|
||||
mapTool = MapTool(_.memory.Allocate(class'MapTool'));
|
||||
}
|
||||
|
||||
protected function Finalizer() {
|
||||
_.memory.Free(mapTool);
|
||||
_.memory.Free(votingHandlerReference);
|
||||
_.memory.FreeMany(availableGameModes);
|
||||
mapTool = none;
|
||||
votingHandlerReference = none;
|
||||
availableGameModes.length = 0;
|
||||
}
|
||||
|
||||
/**
|
||||
* Replaces `XVotingHandler`'s configs with Acedia's game modes.
|
||||
* Backup of replaced configs is made internally, so that they can be restored
|
||||
* on map change.
|
||||
*/
|
||||
public final function InjectIntoVotingHandler()
|
||||
{
|
||||
local int i;
|
||||
local string nextGameModePrefix;
|
||||
local GameMode nextGameMode;
|
||||
local XVotingHandler votingHandler;
|
||||
local array<VotingHandler.MapVoteGameConfig> newVotingHandlerConfig;
|
||||
|
||||
// `votingHandlerReference != none` means that we've already injected into voting handler
|
||||
if (votingHandlerReference != none) {
|
||||
return;
|
||||
}
|
||||
votingHandler = XVotingHandler(_server.unreal.FindActorInstance(
|
||||
_server.unreal.GetGameType().votingHandlerClass));
|
||||
if (votingHandler == none) {
|
||||
_.logger.Auto(fatNoXVotingHandler);
|
||||
return;
|
||||
}
|
||||
votingHandlerReference = _server.unreal.ActorRef(votingHandler);
|
||||
// This cannot actuall fail at this point - we have valid `votingHandler` reference and
|
||||
// `mapTool` is only initialized here (which can be executed only once)
|
||||
mapTool.Initialize(votingHandlerReference);
|
||||
availableGameModes = class'GameMode'.static.AvailableConfigs();
|
||||
for (i = 0; i < availableGameModes.length; i += 1) {
|
||||
nextGameMode = GameMode(class'GameMode'.static.GetConfigInstance(availableGameModes[i]));
|
||||
nextGameModePrefix = mapTool.AddGameMode(nextGameMode);
|
||||
newVotingHandlerConfig[i] = BuildVotingHandlerConfig(nextGameMode, nextGameModePrefix);
|
||||
// Setup proper game mode index
|
||||
if (availableGameModes[i].ToString() == targetGameMode) {
|
||||
votingHandler.currentGameConfig = i;
|
||||
}
|
||||
// Report omitted mutators / server options
|
||||
nextGameMode.ReportBadMutatorNames();
|
||||
nextGameMode.ReportBadOptions();
|
||||
_.memory.Free(nextGameMode);
|
||||
}
|
||||
backupVotingHandlerConfig = votingHandler.gameConfig;
|
||||
votingHandler.gameConfig = newVotingHandlerConfig;
|
||||
mapTool.Inject();
|
||||
}
|
||||
|
||||
private function VotingHandler.MapVoteGameConfig BuildVotingHandlerConfig(
|
||||
GameMode gameMode,
|
||||
string gameModePrefix)
|
||||
{
|
||||
local MutableText nextColoredName;
|
||||
local VotingHandler.MapVoteGameConfig result;
|
||||
|
||||
result.gameClass = _.text.IntoString(gameMode.GetGameTypeClass());
|
||||
result.prefix = gameModePrefix $ "-";
|
||||
nextColoredName = gameMode
|
||||
.GetTitle()
|
||||
.IntoMutableText()
|
||||
.ChangeDefaultColor(_.color.white);
|
||||
result.gameName = _.text.IntoColoredString(nextColoredName)
|
||||
$ _.color.GetColorTag(_.color.White);
|
||||
nextColoredName = gameMode
|
||||
.GetAcronym()
|
||||
.IntoMutableText()
|
||||
.ChangeDefaultColor(_.color.white);
|
||||
result.acronym = _.text.IntoColoredString(nextColoredName)
|
||||
$ _.color.GetColorTag(_.color.White);
|
||||
result.mutators = BuildMutatorString(gameMode);
|
||||
result.options = BuildOptionsString(gameMode);
|
||||
return result;
|
||||
}
|
||||
|
||||
private function string BuildMutatorString(GameMode gameMode)
|
||||
{
|
||||
local int i;
|
||||
local string result;
|
||||
local array<Text> usedMutators;
|
||||
|
||||
usedMutators = gameMode.GetIncludedMutators();
|
||||
for (i = 0; i < usedMutators.length; i += 1)
|
||||
{
|
||||
if (i > 0) {
|
||||
result $= ",";
|
||||
}
|
||||
result $= _.text.IntoString(usedMutators[i]);
|
||||
}
|
||||
return result;
|
||||
}
|
||||
|
||||
private function string BuildOptionsString(GameMode gameMode)
|
||||
{
|
||||
local bool optionWasAdded;
|
||||
local string result;
|
||||
local string nextKey, nextValue;
|
||||
local CollectionIterator iter;
|
||||
local HashTable options;
|
||||
|
||||
options = gameMode.GetOptions();
|
||||
for (iter = options.Iterate(); !iter.HasFinished(); iter.Next())
|
||||
{
|
||||
nextKey = _.text.IntoString(Text(iter.GetKey()));
|
||||
nextValue = _.text.IntoString(Text(iter.Get()));
|
||||
if (optionWasAdded) {
|
||||
result $= "?";
|
||||
}
|
||||
result $= (nextKey $ "=" $ nextValue);
|
||||
optionWasAdded = true;
|
||||
}
|
||||
options.FreeSelf();
|
||||
iter.FreeSelf();
|
||||
return result;
|
||||
}
|
||||
|
||||
/**
|
||||
* Makes necessary preparations for the server travel.
|
||||
*/
|
||||
public final function PrepareForServerTravel()
|
||||
{
|
||||
local int pickedVHConfig;
|
||||
local GameMode nextGameMode;
|
||||
local string nextGameClassName;
|
||||
local class<GameInfo> nextGameClass;
|
||||
local class<KFGameType> nextKFGameType;
|
||||
local XVotingHandler votingHandler;
|
||||
|
||||
if (votingHandlerReference == none) return;
|
||||
votingHandler = XVotingHandler(votingHandlerReference.Get());
|
||||
if (votingHandler == none) return;
|
||||
// Server travel caused by something else than `XVotingHandler`
|
||||
if (!votingHandler.bLevelSwitchPending) return;
|
||||
|
||||
pickedVHConfig = votingHandler.currentGameConfig;
|
||||
if (pickedVHConfig < 0 || pickedVHConfig >= votingHandler.gameConfig.length)
|
||||
{
|
||||
_.logger.Auto(fatBadGameConfigIndexVH)
|
||||
.ArgInt(pickedVHConfig)
|
||||
.ArgInt(votingHandler.gameConfig.length);
|
||||
return;
|
||||
}
|
||||
if (pickedVHConfig >= availableGameModes.length)
|
||||
{
|
||||
_.logger.Auto(fatBadGameConfigIndexAdapter)
|
||||
.ArgInt(pickedVHConfig)
|
||||
.ArgInt(availableGameModes.length);
|
||||
return;
|
||||
}
|
||||
nextGameClassName = votingHandler.gameConfig[pickedVHConfig].gameClass;
|
||||
if (string(_server.unreal.GetGameType().class) ~= nextGameClassName) {
|
||||
nextGameClass = _server.unreal.GetGameType().class;
|
||||
}
|
||||
else
|
||||
{
|
||||
nextGameClass =
|
||||
class<GameInfo>(_.memory.LoadClass_S(nextGameClassName));
|
||||
}
|
||||
isServerTraveling = true;
|
||||
targetGameMode = availableGameModes[pickedVHConfig].ToString();
|
||||
nextGameMode = GetConfigFromString(targetGameMode);
|
||||
nextKFGameType = class<KFGameType>(nextGameClass);
|
||||
if (nextKFGameType != none)
|
||||
{
|
||||
storedGameLength = nextKFGameType.default.kfGameLength;
|
||||
nextKFGameType.default.kfGameLength =
|
||||
GetNumericGameLength(nextGameMode);
|
||||
}
|
||||
nextGameClass.static.StaticSaveConfig();
|
||||
SaveConfig();
|
||||
}
|
||||
|
||||
/**
|
||||
* Restore `GameInfo`'s settings after the server travel and
|
||||
* apply selected `GameMode`.
|
||||
*
|
||||
* @return `GameMode` picked before server travel
|
||||
* (the one that must be running now).
|
||||
*/
|
||||
public final function GameMode SetupGameModeAfterTravel()
|
||||
{
|
||||
local KFGameType kfGameType;
|
||||
|
||||
if (!isServerTraveling) {
|
||||
return none;
|
||||
}
|
||||
kfGameType = _server.unreal.GetKFGameType();
|
||||
if (kfGameType != none) {
|
||||
kfGameType.default.kfGameLength = storedGameLength;
|
||||
}
|
||||
isServerTraveling = false;
|
||||
_server.unreal.GetGameType().StaticSaveConfig();
|
||||
SaveConfig();
|
||||
return GetConfigFromString(targetGameMode);
|
||||
}
|
||||
|
||||
/**
|
||||
* Restores `XVotingHandler`'s config to the values that were overridden by
|
||||
* `VHAdapter`'s `InjectIntoVotingHandler()` method.
|
||||
*/
|
||||
public final function RestoreVotingHandlerConfigBackup()
|
||||
{
|
||||
local XVotingHandler votingHandler;
|
||||
|
||||
if (votingHandlerReference == none) return;
|
||||
votingHandler = XVotingHandler(votingHandlerReference.Get());
|
||||
if (votingHandler == none) return;
|
||||
|
||||
votingHandler.gameConfig = backupVotingHandlerConfig;
|
||||
votingHandler.default.gameConfig = backupVotingHandlerConfig;
|
||||
votingHandler.currentGameConfig = 0;
|
||||
votingHandler.SaveConfig();
|
||||
}
|
||||
|
||||
// `GameMode`'s name as a `string` -> `GameMode` instance
|
||||
private function GameMode GetConfigFromString(string configName)
|
||||
{
|
||||
local GameMode result;
|
||||
local Text nextConfigName;
|
||||
nextConfigName = _.text.FromString(configName);
|
||||
result = GameMode(class'GameMode'.static.GetConfigInstance(nextConfigName));
|
||||
_.memory.Free(nextConfigName);
|
||||
return result;
|
||||
}
|
||||
|
||||
// Convert `GameMode`'s difficulty's textual representation into
|
||||
// KF's numeric one.
|
||||
private final function int GetNumericGameLength(BaseGameMode gameMode)
|
||||
{
|
||||
local int i;
|
||||
local string length;
|
||||
|
||||
length = Locs(_.text.IntoString(gameMode.GetLength()));
|
||||
// Custom game is a bad guess for empty game length setting, since it can
|
||||
// lead to behavior unexpecte by users
|
||||
if (length == "") {
|
||||
return 2;
|
||||
}
|
||||
for (i = 0; i < default.shortSynonyms.length; i += 1)
|
||||
{
|
||||
if (IsPrefixOf(length, default.shortSynonyms[i])) {
|
||||
return 0;
|
||||
}
|
||||
}
|
||||
for (i = 0; i < default.normalSynonyms.length; i += 1)
|
||||
{
|
||||
if (IsPrefixOf(length, default.normalSynonyms[i])) {
|
||||
return 1;
|
||||
}
|
||||
}
|
||||
for (i = 0; i < default.longSynonyms.length; i += 1)
|
||||
{
|
||||
if (IsPrefixOf(length, default.longSynonyms[i])) {
|
||||
return 2;
|
||||
}
|
||||
}
|
||||
return 3;
|
||||
}
|
||||
|
||||
protected final static function bool IsPrefixOf(string prefix, string value)
|
||||
{
|
||||
return (InStr(value, prefix) == 0);
|
||||
}
|
||||
|
||||
defaultproperties
|
||||
{
|
||||
shortSynonyms(0) = "short"
|
||||
normalSynonyms(0) = "normal"
|
||||
normalSynonyms(1) = "medium"
|
||||
normalSynonyms(2) = "regular"
|
||||
longSynonyms(0) = "long"
|
||||
fatNoXVotingHandler = (l=LOG_Fatal,m="`XVotingHandler` class is missing. Make sure your server setup supports Acedia's game modes (by used voting handler derived from `XVotingHandler`).")
|
||||
fatBadGameConfigIndexVH = (l=LOG_Fatal,m="`XVotingHandler`'s `currentGameConfig` variable value of %1 is out-of-bounds for `XVotingHandler.gameConfig` of length %2. Report this issue.")
|
||||
fatBadGameConfigIndexAdapter = (l=LOG_Fatal,m="`XVotingHandler`'s `currentGameConfig` variable value of %1 is out-of-bounds for `VHAdapter` of length %2. Report this issue.")
|
||||
}
|
||||
14
kf_sources/AcediaLauncher/Classes/index.html
Normal file
14
kf_sources/AcediaLauncher/Classes/index.html
Normal file
|
|
@ -0,0 +1,14 @@
|
|||
<html>
|
||||
<head><title>Index of /kf_sources/AcediaLauncher/Classes/</title></head>
|
||||
<body>
|
||||
<h1>Index of /kf_sources/AcediaLauncher/Classes/</h1><hr><pre><a href="../">../</a>
|
||||
<a href="AcediaLauncherMut.uc">AcediaLauncherMut.uc</a> 26-Jan-2025 11:21 3958
|
||||
<a href="BaseGameMode.uc">BaseGameMode.uc</a> 21-Aug-2023 20:14 15187
|
||||
<a href="GameMode.uc">GameMode.uc</a> 21-Aug-2023 20:14 8802
|
||||
<a href="MapList.uc">MapList.uc</a> 21-Aug-2023 20:14 2992
|
||||
<a href="MapTool.uc">MapTool.uc</a> 23-Aug-2023 20:04 14837
|
||||
<a href="Packages.uc">Packages.uc</a> 12-Sep-2022 19:27 1526
|
||||
<a href="StartUp.uc">StartUp.uc</a> 21-Aug-2023 20:14 6835
|
||||
<a href="VotingHandlerAdapter.uc">VotingHandlerAdapter.uc</a> 23-Aug-2023 19:20 15174
|
||||
</pre><hr></body>
|
||||
</html>
|
||||
Loading…
Add table
Add a link
Reference in a new issue