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/**
* Service that handles pending saving of aliases data into configs.
* Adding aliases into `AliasSource`s causes corresponding configs to update.
* This service allows to delay and spread config rewrites over time,
* which should help in case someone dynamically adds a lot of
* different aliases.
* Copyright 2020 Anton Tarasenko
*------------------------------------------------------------------------------
* This file is part of Acedia.
*
* Acedia is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, version 3 of the License, or
* (at your option) any later version.
*
* Acedia is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with Acedia. If not, see <https://www.gnu.org/licenses/>.
*/
class AliasService extends Service
config(AcediaSystem);
// Objects for which we are yet to write configs
var private array<AliasSource> sourcesPendingToSave;
var private array<Aliases> aliasesPendingToSave;
// How often should we do it.
// Negative or zero values would be reset to `0.05`.
var public config const float saveInterval;
// To avoid creating yet another object for aliases system we will
// keep config variable pointing to weapon, color, etc. `AliasSource`
// subclasses here. It's not the best regarding separation of responsibility,
// but should make config files less fragmented.
// Changing these allows you to change in what sources `AliasesAPI`
// looks for weapon and color aliases.
var public config const class<AliasSource> weaponAliasesSource;
var public config const class<AliasSource> colorAliasesSource;
protected function OnLaunch()
{
local float actualInterval;
actualInterval = saveInterval;
if (actualInterval <= 0)
{
actualInterval = 0.05;
}
SetTimer(actualInterval, true);
}
protected function OnShutdown()
{
SaveAllPendingObjects();
}
public final function PendingSaveSource(AliasSource sourceToSave)
{
local int i;
if (sourceToSave == none) return;
// Starting searching from the end of an array will make situations when
// we add several aliases to a single source in a row more efficient.
for (i = sourcesPendingToSave.length - 1;i >= 0; i -= 1) {
if (sourcesPendingToSave[i] == sourceToSave) return;
}
sourcesPendingToSave[sourcesPendingToSave.length] = sourceToSave;
}
public final function PendingSaveObject(Aliases objectToSave)
{
local int i;
if (objectToSave == none) return;
// Starting searching from the end of an array will make situations when
// we add several aliases to a single `Aliases` object in a row
// more efficient.
for (i = aliasesPendingToSave.length - 1;i >= 0; i -= 1) {
if (aliasesPendingToSave[i] == objectToSave) return;
}
aliasesPendingToSave[aliasesPendingToSave.length] = objectToSave;
}
/**
* Forces saving of the next object (either `AliasSource` or `Aliases`)
* in queue to the config file.
*
* Does not reset the timer until next saving.
*/
private final function DoSaveNextPendingObject()
{
if (sourcesPendingToSave.length > 0)
{
if (sourcesPendingToSave[0] != none) {
sourcesPendingToSave[0].SaveConfig();
}
sourcesPendingToSave.Remove(0, 1);
return;
}
if (aliasesPendingToSave.length > 0)
{
aliasesPendingToSave[0].SaveOrClear();
aliasesPendingToSave.Remove(0, 1);
}
}
/**
* Forces saving of all objects (both `AliasSource`s or `Aliases`s) in queue
* to their config files.
*/
private final function SaveAllPendingObjects()
{
local int i;
for (i = 0; i < sourcesPendingToSave.length; i += 1) {
if (sourcesPendingToSave[i] == none) continue;
sourcesPendingToSave[i].SaveConfig();
}
for (i = 0; i < aliasesPendingToSave.length; i += 1) {
aliasesPendingToSave[i].SaveOrClear();
}
sourcesPendingToSave.length = 0;
aliasesPendingToSave.length = 0;
}
event Timer()
{
DoSaveNextPendingObject();
}
defaultproperties
{
saveInterval = 0.05
weaponAliasesSource = class'WeaponAliasSource'
colorAliasesSource = class'ColorAliasSource'
}