Add game modes support to Acedia
This commit is contained in:
parent
f94103f382
commit
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@ -1,3 +1,4 @@
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[Acedia.Packages]
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[Acedia.Packages]
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useGameModes=false
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corePackage="AcediaCore_0_2"
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corePackage="AcediaCore_0_2"
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package="AcediaFixes"
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package="AcediaFixes"
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386
sources/GameModes/BaseGameMode.uc
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386
sources/GameModes/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 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(CoreService)
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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 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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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 AssociativeArray ToData()
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{
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local int i;
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local AssociativeArray result;
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local AssociativeArray nextPair;
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local DynamicArray nextArray;
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result = _.collections.EmptyAssociativeArray();
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result.SetItem(P("title"), _.text.FromFormattedString(title));
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result.SetItem(P("difficulty"), _.text.FromString(difficulty));
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nextArray = _.collections.EmptyDynamicArray();
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for (i = 0; i < includeFeature.length; i += 1) {
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nextArray.AddItem(_.text.FromString(includeFeature[i]));
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}
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result.SetItem(P("includeFeature"), nextArray);
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nextArray = _.collections.EmptyDynamicArray();
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for (i = 0; i < excludeFeature.length; i += 1) {
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nextArray.AddItem(_.text.FromString(excludeFeature[i]));
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}
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result.SetItem(P("excludeFeature"), nextArray);
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nextArray = _.collections.EmptyDynamicArray();
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for (i = 0; i < includeMutator.length; i += 1) {
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nextArray.AddItem(_.text.FromString(includeFeature[i]));
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}
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result.SetItem(P("includeMutator"), nextArray);
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nextArray = _.collections.EmptyDynamicArray();
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for (i = 0; i < includeFeatureAs.length; i += 1)
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{
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nextPair = _.collections.EmptyAssociativeArray();
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nextPair.SetItem(P("feature"),
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_.text.FromString(includeFeatureAs[i].feature));
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nextPair.SetItem(P("config"),
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_.text.FromString(includeFeatureAs[i].config));
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nextArray.AddItem(nextPair);
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}
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result.SetItem(P("includeFeatureAs"), nextArray);
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return result;
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}
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protected function FromData(AssociativeArray source)
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{
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local int i;
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local Text nextText;
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local DynamicArray includeFeatureAsSource;
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if (source == none) {
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return;
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}
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nextText = source.GetText(P("title"));
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if (nextText != none) {
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title = nextText.ToFormattedString();
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}
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nextText = source.GetText(P("difficulty"));
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if (nextText != none) {
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difficulty = nextText.ToPlainString();
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}
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includeFeature =
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DynamicIntoStringArray(source.GetDynamicArray(P("includeFeature")));
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excludeFeature =
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DynamicIntoStringArray(source.GetDynamicArray(P("excludeFeature")));
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includeMutator =
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DynamicIntoStringArray(source.GetDynamicArray(P("includeMutator")));
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includeFeatureAsSource = source.GetDynamicArray(P("includeFeatureAs"));
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if (includeFeatureAsSource == 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 < includeFeatureAsSource.GetLength(); i += 1)
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{
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includeFeatureAs[i] = AssociativeArrayIntoPair(
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includeFeatureAsSource.GetAssociativeArray(i));
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}
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}
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private final function FeatureConfigPair AssociativeArrayIntoPair(
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AssociativeArray 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.ToPlainString();
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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.ToPlainString();
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}
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return result;
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}
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private final function array<string> DynamicIntoStringArray(DynamicArray 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.ToPlainString();
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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 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<CoreService.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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// 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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for (i = 0; i < subset.length; i += 1)
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{
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foundItem = false;
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for (j = 0; j < whole.length; j += 1)
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{
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if (subset[i] ~= whole[j])
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{
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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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{
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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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.Arg(_.text.FromString(arrayName));
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}
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}
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}
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/**
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* Updates passed `Feature` settings according to this game mode's settings.
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*
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* @param featuresToEnable Settings to update.
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* `FeatureConfigPair` is a pair of `Feature` (`featureClass`) and its
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* config's name (`configName`).
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* If `configName` is set to `none`, then corresponding `Feature`
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* should not be enabled.
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* Otherwise it should be enabled with a specified config.
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*/
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public function UpdateFeatureArray(
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out array<CoreService.FeatureConfigPair> featuresToEnable)
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{
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local int i;
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local Text newConfigName;
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local string nextFeatureClassName;
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for (i = 0; i < featuresToEnable.length; i += 1)
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{
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nextFeatureClassName = string(featuresToEnable[i].featureClass);
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// `excludeFeature`
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if (FeatureExcluded(nextFeatureClassName))
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{
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_.memory.Free(featuresToEnable[i].configName);
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featuresToEnable[i].configName = none;
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continue;
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}
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// `includeFeatureAs`
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newConfigName = TryReplacingFeatureConfig(nextFeatureClassName);
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if (newConfigName != none)
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{
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_.memory.Free(featuresToEnable[i].configName);
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featuresToEnable[i].configName = newConfigName;
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}
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// `includeFeature`
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if ( featuresToEnable[i].configName == none
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&& FeatureInIncludedArray(nextFeatureClassName))
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{
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featuresToEnable[i].configName = P("default").Copy();
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}
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}
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}
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private function bool FeatureExcluded(string featureClassName)
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{
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local int i;
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for (i = 0; i < excludeFeature.length; i += 1)
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{
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if (excludeFeature[i] ~= featureClassName) {
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return true;
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}
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}
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return false;
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}
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private function Text TryReplacingFeatureConfig(string featureClassName)
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{
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local int i;
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for (i = 0; i < includeFeatureAs.length; i += 1)
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{
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if (includeFeatureAs[i].feature ~= featureClassName) {
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return _.text.FromString(includeFeatureAs[i].config);
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}
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}
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return none;
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}
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private function bool FeatureInIncludedArray(string featureClassName)
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{
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local int i;
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for (i = 0; i < includeFeature.length; i += 1)
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{
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if (includeFeature[i] ~= featureClassName) {
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return true;
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}
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}
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return false;
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}
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public function array<Text> GetIncludedMutators()
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{
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local int i;
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local array<string> validatedMutators;
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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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validatedMutators[validatedMutators.length] = includeMutator[i];
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}
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}
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return StringToTextArray(validatedMutators);
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}
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defaultproperties
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{
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configName = "AcediaGameModes"
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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.")
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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.")
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}
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201
sources/GameModes/GameMode.uc
Normal file
201
sources/GameModes/GameMode.uc
Normal file
@ -0,0 +1,201 @@
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/**
|
||||||
|
* The only implementation for `BaseGameMode` suitable for standard
|
||||||
|
* killing floor game types.
|
||||||
|
* Copyright 2021 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;
|
||||||
|
// Map prefix - only maps that start with specified prefix will be voteable for
|
||||||
|
// this game mode (plain string)
|
||||||
|
var protected config string mapPrefix;
|
||||||
|
|
||||||
|
var private LoggerAPI.Definition warnBadOption;
|
||||||
|
|
||||||
|
protected function DefaultIt()
|
||||||
|
{
|
||||||
|
title = "Acedia game mode";
|
||||||
|
difficulty = "Hell On Earth";
|
||||||
|
gameTypeClass = "KFMod.KFGameType";
|
||||||
|
acronym = "";
|
||||||
|
mapPrefix = "KF";
|
||||||
|
includeFeature.length = 0;
|
||||||
|
excludeFeature.length = 0;
|
||||||
|
includeMutator.length = 0;
|
||||||
|
option.length = 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
protected function AssociativeArray ToData()
|
||||||
|
{
|
||||||
|
local int i;
|
||||||
|
local AssociativeArray result;
|
||||||
|
local AssociativeArray nextPair;
|
||||||
|
local DynamicArray nextArray;
|
||||||
|
result = super.ToData();
|
||||||
|
if (result == none) {
|
||||||
|
return none;
|
||||||
|
}
|
||||||
|
result.SetItem(P("gameTypeClass"), _.text.FromString(gameTypeClass));
|
||||||
|
result.SetItem(P("acronym"), _.text.FromString(acronym));
|
||||||
|
result.SetItem(P("mapPrefix"), _.text.FromString(mapPrefix));
|
||||||
|
nextArray = _.collections.EmptyDynamicArray();
|
||||||
|
for (i = 0; i < option.length; i += 1)
|
||||||
|
{
|
||||||
|
nextPair = _.collections.EmptyAssociativeArray();
|
||||||
|
nextPair.SetItem(P("key"), _.text.FromString(option[i].key));
|
||||||
|
nextPair.SetItem(P("value"), _.text.FromString(option[i].value));
|
||||||
|
nextArray.AddItem(nextPair);
|
||||||
|
}
|
||||||
|
result.SetItem(P("option"), nextArray);
|
||||||
|
return result;
|
||||||
|
}
|
||||||
|
|
||||||
|
protected function FromData(AssociativeArray source)
|
||||||
|
{
|
||||||
|
local int i;
|
||||||
|
local Text nextText;
|
||||||
|
local GameOption nextPair;
|
||||||
|
local DynamicArray nextArray;
|
||||||
|
super.FromData(source);
|
||||||
|
if (source == none) {
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
nextText = source.GetText(P("gameTypeClass"));
|
||||||
|
if (nextText != none) {
|
||||||
|
gameTypeClass = nextText.ToPlainString();
|
||||||
|
}
|
||||||
|
nextText = source.GetText(P("acronym"));
|
||||||
|
if (nextText != none) {
|
||||||
|
acronym = nextText.ToPlainString();
|
||||||
|
}
|
||||||
|
nextText = source.GetText(P("mapPrefix"));
|
||||||
|
if (nextText != none) {
|
||||||
|
mapPrefix = nextText.ToPlainString();
|
||||||
|
}
|
||||||
|
nextArray = source.GetDynamicArray(P("option"));
|
||||||
|
if (nextArray == none) {
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
option.length = 0;
|
||||||
|
for (i = 0; i < nextArray.GetLength(); i += 1)
|
||||||
|
{
|
||||||
|
nextPair.key = "";
|
||||||
|
nextPair.value = "";
|
||||||
|
nextText = source.GetText(P("key"));
|
||||||
|
if (nextText != none) {
|
||||||
|
nextPair.key = nextText.ToPlainString();
|
||||||
|
}
|
||||||
|
nextText = source.GetText(P("value"));
|
||||||
|
if (nextText != none) {
|
||||||
|
nextPair.value = nextText.ToPlainString();
|
||||||
|
}
|
||||||
|
option[option.length] = nextPair;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
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.FromString(acronym);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public function Text GetMapPrefix()
|
||||||
|
{
|
||||||
|
if (acronym == "") {
|
||||||
|
return _.text.FromString("KF-");
|
||||||
|
}
|
||||||
|
else {
|
||||||
|
return _.text.FromString(mapPrefix);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* 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 `AssociativeArray`.
|
||||||
|
*/
|
||||||
|
public function AssociativeArray GetOptions()
|
||||||
|
{
|
||||||
|
local int i;
|
||||||
|
local AssociativeArray result;
|
||||||
|
result = _.collections.EmptyAssociativeArray();
|
||||||
|
for (i = 0; i < option.length; i += 1)
|
||||||
|
{
|
||||||
|
if (!ValidateServerURLName(option[i].key)) continue;
|
||||||
|
if (!ValidateServerURLName(option[i].value)) continue;
|
||||||
|
result.SetItem( _.text.FromString(option[i].key),
|
||||||
|
_.text.FromString(option[i].value));
|
||||||
|
}
|
||||||
|
return result;
|
||||||
|
}
|
||||||
|
|
||||||
|
defaultproperties
|
||||||
|
{
|
||||||
|
configName = "AcediaGameModes"
|
||||||
|
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.")
|
||||||
|
}
|
@ -2,7 +2,7 @@
|
|||||||
* Main and only Acedia mutator used for loading Acedia packages
|
* Main and only Acedia mutator used for loading Acedia packages
|
||||||
* and providing access to mutator events' calls.
|
* and providing access to mutator events' calls.
|
||||||
* Name is chosen to make config files more readable.
|
* Name is chosen to make config files more readable.
|
||||||
* Copyright 2020 Anton Tarasenko
|
* Copyright 2020-2021 Anton Tarasenko
|
||||||
*------------------------------------------------------------------------------
|
*------------------------------------------------------------------------------
|
||||||
* This file is part of Acedia.
|
* This file is part of Acedia.
|
||||||
*
|
*
|
||||||
@ -20,6 +20,7 @@
|
|||||||
* along with Acedia. If not, see <https://www.gnu.org/licenses/>.
|
* along with Acedia. If not, see <https://www.gnu.org/licenses/>.
|
||||||
*/
|
*/
|
||||||
class Packages extends Mutator
|
class Packages extends Mutator
|
||||||
|
dependson(CoreService)
|
||||||
config(Acedia);
|
config(Acedia);
|
||||||
|
|
||||||
// Default value of this variable will be used to store
|
// Default value of this variable will be used to store
|
||||||
@ -32,23 +33,29 @@ var private Packages selfReference;
|
|||||||
// Acedia's reference to a `Global` object.
|
// Acedia's reference to a `Global` object.
|
||||||
var private Global _;
|
var private Global _;
|
||||||
|
|
||||||
// Package's manifest is supposed to always have a name of
|
|
||||||
// "<package_name>.Manifest", this variable stores the ".Manifest" part
|
|
||||||
var private const string manifestSuffix;
|
|
||||||
|
|
||||||
// Array of predefined services that must be started along with Acedia mutator.
|
// Array of predefined services that must be started along with Acedia mutator.
|
||||||
var private config array<string> package;
|
var private config array<string> package;
|
||||||
|
// Set to `true` to activate Acedia's game modes system
|
||||||
|
var private config bool useGameModes;
|
||||||
|
// Responsible for setting up Acedia's game modes in current voting system
|
||||||
|
var VotingHandlerAdapter votingAdapter;
|
||||||
|
|
||||||
// AcediaCore package that this launcher is build for
|
var Mutator_OnMutate_Signal onMutateSignal;
|
||||||
var private config const string corePackage;
|
var Mutator_OnCheckReplacement_Signal onCheckReplacementSignal;
|
||||||
|
|
||||||
|
var private LoggerAPI.Definition infoFeatureEnabled;
|
||||||
|
|
||||||
static public final function Packages GetInstance()
|
static public final function Packages GetInstance()
|
||||||
{
|
{
|
||||||
return default.selfReference;
|
return default.selfReference;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// "Constructor"
|
||||||
event PreBeginPlay()
|
event PreBeginPlay()
|
||||||
{
|
{
|
||||||
|
local GameMode currentGameMode;
|
||||||
|
local array<CoreService.FeatureConfigPair> availableFeatures;
|
||||||
|
CheckForGarbage();
|
||||||
// Enforce one copy rule and remember a reference to that copy
|
// Enforce one copy rule and remember a reference to that copy
|
||||||
if (default.selfReference != none)
|
if (default.selfReference != none)
|
||||||
{
|
{
|
||||||
@ -56,179 +63,123 @@ event PreBeginPlay()
|
|||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
default.selfReference = self;
|
default.selfReference = self;
|
||||||
BootUp();
|
// Launch and setup core Acedia
|
||||||
if (class'TestingService'.default.runTestsOnStartUp) {
|
class'CoreService'.static.LaunchAcedia(self, package);
|
||||||
RunStartUpTests();
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
private final function BootUp()
|
|
||||||
{
|
|
||||||
local int i;
|
|
||||||
local class<_manifest> nextManifest;
|
|
||||||
// Load core
|
|
||||||
Spawn(class'CoreService');
|
|
||||||
_ = class'Global'.static.GetInstance();
|
_ = class'Global'.static.GetInstance();
|
||||||
nextManifest = LoadManifestClass(corePackage);
|
SetupMutatorSignals();
|
||||||
if (nextManifest == none)
|
// Determine required features and launch them
|
||||||
|
availableFeatures = CoreService(class'CoreService'.static.GetInstance())
|
||||||
|
.GetAutoConfigurationInfo();
|
||||||
|
if (useGameModes)
|
||||||
{
|
{
|
||||||
/*_.logger.Fatal("Cannot load required AcediaCore package \""
|
votingAdapter = VotingHandlerAdapter(
|
||||||
$ corePackage $ "\". Acedia will shut down.");*/
|
_.memory.Allocate(class'VotingHandlerAdapter'));
|
||||||
Destroy();
|
votingAdapter.InjectIntoVotingHandler();
|
||||||
return;
|
currentGameMode = votingAdapter.SetupGameModeAfterTravel();
|
||||||
}
|
if (currentGameMode != none) {
|
||||||
LoadManifest(nextManifest);
|
currentGameMode.UpdateFeatureArray(availableFeatures);
|
||||||
// Load packages
|
|
||||||
for (i = 0; i < package.length; i += 1)
|
|
||||||
{
|
|
||||||
nextManifest = LoadManifestClass(package[i]);
|
|
||||||
if (nextManifest == none)
|
|
||||||
{
|
|
||||||
/*_.logger.Failure("Cannot load `Manifest` for package \""
|
|
||||||
$ package[i] $ "\". Check if it's missing or"
|
|
||||||
@ "if it's name is spelled incorrectly.");*/
|
|
||||||
continue;
|
|
||||||
}
|
}
|
||||||
LoadManifest(nextManifest);
|
|
||||||
}
|
}
|
||||||
// Inject broadcast handler
|
EnableFeatures(availableFeatures);
|
||||||
InjectBroadcastHandler();
|
|
||||||
}
|
}
|
||||||
|
|
||||||
private final function RunStartUpTests()
|
// "Finalizer"
|
||||||
|
function ServerTraveling(string URL, bool bItems)
|
||||||
{
|
{
|
||||||
local TestingService testService;
|
if (votingAdapter != none)
|
||||||
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())
|
|
||||||
{
|
{
|
||||||
// This listener will output test results into server's console
|
votingAdapter.PrepareForServerTravel();
|
||||||
class'TestingListener_AcediaLauncher'.static.SetActive(true);
|
votingAdapter.RestoreVotingHandlerConfigBackup();
|
||||||
|
_.memory.Free(votingAdapter);
|
||||||
|
votingAdapter = none;
|
||||||
|
}
|
||||||
|
default.selfReference = none;
|
||||||
|
CoreService(class'CoreService'.static.GetInstance()).ShutdownAcedia();
|
||||||
|
if (nextMutator != none) {
|
||||||
|
nextMutator.ServerTraveling(URL, bItems);
|
||||||
|
}
|
||||||
|
Destroy();
|
||||||
|
}
|
||||||
|
|
||||||
|
// 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, leftoverActorAmount, 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
|
else
|
||||||
{
|
{
|
||||||
//_.logger.Failure("Could not launch Acedia's start up testing process.");
|
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);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
private final function class<_manifest> LoadManifestClass(string packageName)
|
private function EnableFeatures(array<CoreService.FeatureConfigPair> features)
|
||||||
{
|
|
||||||
return class<_manifest>(DynamicLoadObject( packageName $ manifestSuffix,
|
|
||||||
class'Class', true));
|
|
||||||
}
|
|
||||||
|
|
||||||
private final function LoadManifest(class<_manifest> manifestClass)
|
|
||||||
{
|
{
|
||||||
local int i;
|
local int i;
|
||||||
for (i = 0; i < manifestClass.default.aliasSources.length; i += 1)
|
for (i = 0; i < features.length; i += 1)
|
||||||
{
|
{
|
||||||
if (manifestClass.default.aliasSources[i] == none) continue;
|
if (features[i].featureClass == none) continue;
|
||||||
//Spawn(manifestClass.default.aliasSources[i]);
|
if (features[i].configName == none) continue;
|
||||||
_.memory.Allocate(manifestClass.default.aliasSources[i]);
|
features[i].featureClass.static.EnableMe(features[i].configName);
|
||||||
}
|
_.logger.Auto(infoFeatureEnabled)
|
||||||
LaunchServicesAndFeatures(manifestClass);
|
.Arg(_.text.FromString(string(features[i].featureClass)))
|
||||||
if (class'Commands_Feature'.static.IsEnabled()) {
|
.Arg(features[i].configName); // consumes `configName`
|
||||||
RegisterCommands(manifestClass);
|
|
||||||
}
|
|
||||||
for (i = 0; i < manifestClass.default.testCases.length; i += 1)
|
|
||||||
{
|
|
||||||
class'TestingService'.static
|
|
||||||
.RegisterTestCase(manifestClass.default.testCases[i]);
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
private final function RegisterCommands(class<_manifest> manifestClass)
|
// Fetches and sets up signals that `Mutator` needs to provide
|
||||||
|
private function SetupMutatorSignals()
|
||||||
{
|
{
|
||||||
local int i;
|
local UnrealService service;
|
||||||
local Commands_Feature commandsFeature;
|
service = UnrealService(class'UnrealService'.static.Require());
|
||||||
commandsFeature =
|
onMutateSignal = Mutator_OnMutate_Signal(
|
||||||
Commands_Feature(class'Commands_Feature'.static.GetInstance());
|
service.GetSignal(class'Mutator_OnMutate_Signal'));
|
||||||
for (i = 0; i < manifestClass.default.commands.length; i += 1)
|
onCheckReplacementSignal = Mutator_OnCheckReplacement_Signal(
|
||||||
{
|
service.GetSignal(class'Mutator_OnCheckReplacement_Signal'));
|
||||||
if (manifestClass.default.commands[i] == none) continue;
|
|
||||||
commandsFeature.RegisterCommand(manifestClass.default.commands[i]);
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
private final function LaunchServicesAndFeatures(class<_manifest> manifestClass)
|
/**
|
||||||
{
|
* Below `Mutator` events are redirected into appropriate signals.
|
||||||
local int i;
|
*/
|
||||||
local Text autoConfigName;
|
|
||||||
// Services
|
|
||||||
for (i = 0; i < manifestClass.default.services.length; i += 1)
|
|
||||||
{
|
|
||||||
if (manifestClass.default.services[i] == none) continue;
|
|
||||||
manifestClass.default.services[i].static.Require();
|
|
||||||
}
|
|
||||||
// Features
|
|
||||||
for (i = 0; i < manifestClass.default.features.length; i += 1)
|
|
||||||
{
|
|
||||||
if (manifestClass.default.features[i] == none) continue;
|
|
||||||
manifestClass.default.features[i].static.LoadConfigs();
|
|
||||||
autoConfigName =
|
|
||||||
manifestClass.default.features[i].static.GetAutoEnabledConfig();
|
|
||||||
if (autoConfigName != none) {
|
|
||||||
manifestClass.default.features[i].static.EnableMe(autoConfigName);
|
|
||||||
}
|
|
||||||
_.memory.Free(autoConfigName);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
private final function InjectBroadcastHandler()
|
|
||||||
{
|
|
||||||
local BroadcastEventsObserver ourBroadcastHandler;
|
|
||||||
local BroadcastEventsObserver.InjectionLevel injectionLevel;
|
|
||||||
injectionLevel = class'BroadcastEventsObserver'.default.usedInjectionLevel;
|
|
||||||
if (level == none || level.game == none) return;
|
|
||||||
if (injectionLevel == BHIJ_None) return;
|
|
||||||
|
|
||||||
ourBroadcastHandler = Spawn(class'BroadcastEventsObserver');
|
|
||||||
if (injectionLevel == BHIJ_Registered)
|
|
||||||
{
|
|
||||||
level.game.broadcastHandler
|
|
||||||
.RegisterBroadcastHandler(ourBroadcastHandler);
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
// Here `injectionLevel == BHIJ_Root` holds.
|
|
||||||
// Swap out level's first handler with ours
|
|
||||||
// (needs to be done for both actor reference and it's class)
|
|
||||||
ourBroadcastHandler.nextBroadcastHandler = level.game.broadcastHandler;
|
|
||||||
ourBroadcastHandler.nextBroadcastHandlerClass = level.game.broadcastClass;
|
|
||||||
level.game.broadcastHandler = ourBroadcastHandler;
|
|
||||||
level.game.broadcastClass = class'BroadcastEventsObserver';
|
|
||||||
}
|
|
||||||
|
|
||||||
// Acedia is only able to run in a server mode right now,
|
|
||||||
// so this function is just a stub.
|
|
||||||
public final function bool IsServerOnly()
|
|
||||||
{
|
|
||||||
return true;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Provide a way to handle CheckReplacement event
|
|
||||||
function bool CheckReplacement(Actor other, out byte isSuperRelevant)
|
function bool CheckReplacement(Actor other, out byte isSuperRelevant)
|
||||||
{
|
{
|
||||||
return class'MutatorEvents'.static.
|
if (onCheckReplacementSignal != none) {
|
||||||
CallCheckReplacement(other, isSuperRelevant);
|
return onCheckReplacementSignal.Emit(other, isSuperRelevant);
|
||||||
|
}
|
||||||
|
return true;
|
||||||
}
|
}
|
||||||
|
|
||||||
function Mutate(string command, PlayerController sendingController)
|
function Mutate(string command, PlayerController sendingController)
|
||||||
{
|
{
|
||||||
if (class'MutatorEvents'.static.CallMutate(command, sendingController)) {
|
if (onMutateSignal != none) {
|
||||||
super.Mutate(command, sendingController);
|
onMutateSignal.Emit(command, sendingController);
|
||||||
}
|
}
|
||||||
|
super.Mutate(command, sendingController);
|
||||||
}
|
}
|
||||||
|
|
||||||
defaultproperties
|
defaultproperties
|
||||||
{
|
{
|
||||||
corePackage = "AcediaCore_0_2"
|
useGameModes = false
|
||||||
manifestSuffix = ".Manifest"
|
|
||||||
// This is a server-only mutator
|
// This is a server-only mutator
|
||||||
remoteRole = ROLE_None
|
remoteRole = ROLE_None
|
||||||
bAlwaysRelevant = true
|
bAlwaysRelevant = true
|
||||||
@ -236,4 +187,5 @@ defaultproperties
|
|||||||
GroupName = "Package loader"
|
GroupName = "Package loader"
|
||||||
FriendlyName = "Acedia loader"
|
FriendlyName = "Acedia loader"
|
||||||
Description = "Launcher for Acedia packages"
|
Description = "Launcher for Acedia packages"
|
||||||
|
infoFeatureEnabled = (l=LOG_Info,m="Feature `%1` enabled with config \"%2\".")
|
||||||
}
|
}
|
@ -23,8 +23,7 @@ class StartUp extends Actor;
|
|||||||
function PreBeginPlay()
|
function PreBeginPlay()
|
||||||
{
|
{
|
||||||
super.PreBeginPlay();
|
super.PreBeginPlay();
|
||||||
if (level != none && level.game != none)
|
if (level != none && level.game != none) {
|
||||||
{
|
|
||||||
level.game.AddMutator(string(class'Packages'));
|
level.game.AddMutator(string(class'Packages'));
|
||||||
}
|
}
|
||||||
Destroy();
|
Destroy();
|
||||||
|
@ -1,46 +0,0 @@
|
|||||||
/**
|
|
||||||
* Overloaded testing events listener to catch when tests that we run during
|
|
||||||
* server loading finish.
|
|
||||||
* 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 TestingListener_AcediaLauncher extends TestingListenerBase
|
|
||||||
abstract;
|
|
||||||
|
|
||||||
static function TestingEnded(
|
|
||||||
array< class<TestCase> > testQueue,
|
|
||||||
array<TestCaseSummary> results)
|
|
||||||
{
|
|
||||||
local int i;
|
|
||||||
local MutableText nextLine;
|
|
||||||
local array<string> textSummary;
|
|
||||||
nextLine = __().text.Empty();
|
|
||||||
textSummary = class'TestCaseSummary'.static.GenerateStringSummary(results);
|
|
||||||
for (i = 0; i < textSummary.length; i += 1)
|
|
||||||
{
|
|
||||||
nextLine.Clear();
|
|
||||||
nextLine.AppendFormattedString(textSummary[i]);
|
|
||||||
Log(nextLine.ToPlainString());
|
|
||||||
}
|
|
||||||
// No longer need to listen to testing events
|
|
||||||
SetActive(false);
|
|
||||||
}
|
|
||||||
|
|
||||||
defaultproperties
|
|
||||||
{
|
|
||||||
relatedEvents = class'TestingEvents'
|
|
||||||
}
|
|
345
sources/VotingHandlerAdapter.uc
Normal file
345
sources/VotingHandlerAdapter.uc
Normal file
@ -0,0 +1,345 @@
|
|||||||
|
/**
|
||||||
|
* 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 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 VotingHandlerAdapter extends AcediaObject
|
||||||
|
dependson(VotingHandler);
|
||||||
|
|
||||||
|
/**
|
||||||
|
* 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.
|
||||||
|
*/
|
||||||
|
|
||||||
|
// Aliases are an unnecessary overkill for difficulty names, so just define
|
||||||
|
// them in special `string` arrays.
|
||||||
|
// We accept detect 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;
|
||||||
|
|
||||||
|
// 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;
|
||||||
|
|
||||||
|
// Setting default 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 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 default variable before switching maps.
|
||||||
|
var private 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 default variable for that.
|
||||||
|
var private float storedGameDifficulty;
|
||||||
|
|
||||||
|
var private LoggerAPI.Definition fatNoXVotingHandler, fatBadGameConfigIndexVH;
|
||||||
|
var private LoggerAPI.Definition fatBadGameConfigIndexAdapter;
|
||||||
|
|
||||||
|
protected function Finalizer()
|
||||||
|
{
|
||||||
|
_.memory.Free(votingHandlerReference);
|
||||||
|
_.memory.FreeMany(availableGameModes);
|
||||||
|
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 GameMode nextGameMode;
|
||||||
|
local XVotingHandler votingHandler;
|
||||||
|
local array<VotingHandler.MapVoteGameConfig> newVotingHandlerConfig;
|
||||||
|
if (votingHandlerReference != none) {
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
votingHandler = XVotingHandler(_.unreal.FindActorInstance(
|
||||||
|
_.unreal.GetGameType().VotingHandlerClass));
|
||||||
|
if (votingHandler == none)
|
||||||
|
{
|
||||||
|
_.logger.Auto(fatNoXVotingHandler);
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
votingHandlerReference = _.unreal.ActorRef(votingHandler);
|
||||||
|
class'GameMode'.static.Initialize();
|
||||||
|
availableGameModes = class'GameMode'.static.AvailableConfigs();
|
||||||
|
for (i = 0; i < availableGameModes.length; i += 1)
|
||||||
|
{
|
||||||
|
nextGameMode = GameMode(class'GameMode'.static
|
||||||
|
.GetConfigInstance(availableGameModes[i]));
|
||||||
|
newVotingHandlerConfig[i] = BuildVotingHandlerConfig(nextGameMode);
|
||||||
|
// Report omitted mutators / server options
|
||||||
|
nextGameMode.ReportBadMutatorNames();
|
||||||
|
nextGameMode.ReportBadOptions();
|
||||||
|
}
|
||||||
|
backupVotingHandlerConfig = votingHandler.gameConfig;
|
||||||
|
votingHandler.gameConfig = newVotingHandlerConfig;
|
||||||
|
}
|
||||||
|
|
||||||
|
private function VotingHandler.MapVoteGameConfig BuildVotingHandlerConfig(
|
||||||
|
GameMode gameMode)
|
||||||
|
{
|
||||||
|
local VotingHandler.MapVoteGameConfig result;
|
||||||
|
result.gameClass = _.text.ToString(gameMode.GetGameTypeClass());
|
||||||
|
result.gameName = _.text.ToColoredString(gameMode.GetTitle());
|
||||||
|
result.prefix = _.text.ToString(gameMode.GetMapPrefix());
|
||||||
|
result.acronym = _.text.ToString(gameMode.GetAcronym());
|
||||||
|
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.ToString(usedMutators[i]);
|
||||||
|
}
|
||||||
|
return result;
|
||||||
|
}
|
||||||
|
|
||||||
|
private function string BuildOptionsString(GameMode gameMode)
|
||||||
|
{
|
||||||
|
local bool optionWasAdded;
|
||||||
|
local string result;
|
||||||
|
local string nextKey, nextValue;
|
||||||
|
local Iter iter;
|
||||||
|
local AssociativeArray options;
|
||||||
|
options = gameMode.GetOptions();
|
||||||
|
for (iter = options.Iterate(); !iter.HasFinished(); iter.Next())
|
||||||
|
{
|
||||||
|
nextKey = Text(iter.GetKey()).ToPlainString();
|
||||||
|
nextValue = Text(iter.Get()).ToPlainString();
|
||||||
|
if (optionWasAdded) {
|
||||||
|
result $= "?";
|
||||||
|
}
|
||||||
|
result $= (nextKey $ "=" $ nextValue);
|
||||||
|
optionWasAdded = true;
|
||||||
|
}
|
||||||
|
options.Empty(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 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(_.unreal.GetGameType().class) ~= nextGameClassName) {
|
||||||
|
nextGameClass = _.unreal.GetGameType().class;
|
||||||
|
}
|
||||||
|
else {
|
||||||
|
nextGameClass = class<GameInfo>(_.memory.LoadClassS(nextGameClassName));
|
||||||
|
}
|
||||||
|
default.isServerTraveling = true;
|
||||||
|
default.targetGameMode = availableGameModes[pickedVHConfig].ToPlainString();
|
||||||
|
nextGameMode = GetConfigFromString(default.targetGameMode);
|
||||||
|
default.storedGameDifficulty = nextGameClass.default.gameDifficulty;
|
||||||
|
nextGameClass.default.gameDifficulty = GetNumericDifficulty(nextGameMode);
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* 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()
|
||||||
|
{
|
||||||
|
if (!default.isServerTraveling) {
|
||||||
|
return none;
|
||||||
|
}
|
||||||
|
_.unreal.GetGameType().default.gameDifficulty = default.storedGameDifficulty;
|
||||||
|
default.isServerTraveling = false;
|
||||||
|
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.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 GetNumericDifficulty(GameMode gameMode)
|
||||||
|
{
|
||||||
|
local int i;
|
||||||
|
local string difficulty;
|
||||||
|
difficulty = Locs(_.text.ToString(gameMode.GetDifficulty()));
|
||||||
|
for (i = 0; i < default.beginnerSynonyms.length; i += 1)
|
||||||
|
{
|
||||||
|
if (IsPrefixOf(difficulty, default.beginnerSynonyms[i])) {
|
||||||
|
return 1;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
for (i = 0; i < default.normalSynonyms.length; i += 1)
|
||||||
|
{
|
||||||
|
if (IsPrefixOf(difficulty, default.normalSynonyms[i])) {
|
||||||
|
return 2;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
for (i = 0; i < default.hardSynonyms.length; i += 1)
|
||||||
|
{
|
||||||
|
if (IsPrefixOf(difficulty, default.hardSynonyms[i])) {
|
||||||
|
return 4;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
for (i = 0; i < default.suicidalSynonyms.length; i += 1)
|
||||||
|
{
|
||||||
|
if (IsPrefixOf(difficulty, default.suicidalSynonyms[i])) {
|
||||||
|
return 5;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
for (i = 0; i < default.hoeSynonyms.length; i += 1)
|
||||||
|
{
|
||||||
|
if (IsPrefixOf(difficulty, default.hoeSynonyms[i])) {
|
||||||
|
return 7;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
return int(difficulty);
|
||||||
|
}
|
||||||
|
|
||||||
|
protected final static function bool IsPrefixOf(string prefix, string value)
|
||||||
|
{
|
||||||
|
return (InStr(value, prefix) == 0);
|
||||||
|
}
|
||||||
|
|
||||||
|
defaultproperties
|
||||||
|
{
|
||||||
|
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"
|
||||||
|
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.")
|
||||||
|
}
|
Reference in New Issue
Block a user