Anton Tarasenko
2 years ago
commit
4624668be3
18 changed files with 803 additions and 0 deletions
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[book] |
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authors = ["Anton Tarasenko"] |
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language = "en" |
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multilingual = false |
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src = "src" |
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title = "Lazy cookbook" |
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# Summary |
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|
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- [Collections recipes](./collections/index.md) |
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- [Storing built-in values](./collections/storing_builtin.md) |
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- [Using iterators](./collections/iterators.md) |
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- [Using JSON data](./collections/using_json.md) |
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- [Acedia events system](./events/index.md) |
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- [Connecting to signal](./events/connecting.md) |
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- [Disconnecting from signal](./events/disconnecting.md) |
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- [Custom signals](./events/custom.md) |
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- [Feature recipes](./feature/index.md) |
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- [Creating a `Feature`](./feature/creating_feature.md) |
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- [Packaging a `Feature`](./feature/packaging_feature.md) |
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- [AcediaObject recipes](./object/index.md) |
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- [Allocating object](./object/allocate.md) |
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- [Detect object reallocation](./object/detect_reallocation.md) |
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- [Force object deallocation](./object/force_deallocation.md) |
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# Collections recipes |
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|
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A collection of `how-to`s for working with Acedia's collections: |
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`ArrayList` and `HashTable` classes. |
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# Using iterators |
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|
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## Simple iteration |
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|
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For both `ArrayList` and `HashTable`: |
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|
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```unrealscript |
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function ListKeyValue(Collection data) |
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{ |
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local AcediaObject key, value; |
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local CollectionIterator iter; |
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|
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for (iter = data.Iterate(); !iter.HasFinished(); iter.Next()) |
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{ |
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key = iter.GetKey(); |
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value = iter.Get(); |
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// Do what you want here |
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_.memory.Free(key); |
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_.memory.Free(value); |
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} |
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iter.FreeSelf(); |
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} |
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``` |
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|
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## Skipping `none` values |
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|
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```unrealscript |
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function ListKeyValue(Collection data) |
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{ |
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local AcediaObject key, value; |
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local CollectionIterator iter; |
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iter = data.Iterate().LeaveOnlyNotNone(); |
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while (!iter.HasFinished()) |
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{ |
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key = iter.GetKey(); |
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value = iter.Get(); |
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// Do what you want here |
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_.memory.Free(key); |
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_.memory.Free(value); |
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iter.Next(); |
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} |
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iter.FreeSelf(); |
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} |
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``` |
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## Iteration over `Text` keys only |
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Text keys are only relevant for `HashTable`s: |
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```unrealscript |
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function ListKeyValue(HashTable data) |
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{ |
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local AcediaObject key, value; |
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local Text textKey; |
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local CollectionIterator iter; |
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for (iter = data.Iterate(); !iter.HasFinished(); iter.Next()) |
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{ |
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key = iter.GetKey(); |
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value = iter.Get(); |
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textKey = Text(key); |
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if (textKey != none) |
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{ |
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Log(textKey.ToString() $ ":" |
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@ _.text.IntoString(_.json.Print(value))); |
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} |
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_.memory.Free(key); |
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_.memory.Free(value); |
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// `textKey` is the same reference as `key`! |
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} |
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iter.FreeSelf(); |
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} |
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``` |
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# Storing built-in values |
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## Storing in the array |
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`ArrayList` serves the role of the regular array and storing built-in value data |
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inside it is simple: |
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```unrealscript |
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local ArrayList data; |
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data = _.collections.EmptyArrayList(); |
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// Add as the last element |
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data.AddFloat(-2.5); |
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// Set at a particular index (length will be auto-adjusted) |
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data.Set(2, "just a string"); |
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Log("data[0] =" @ data.GetFloat(0)); // data[0] = -2.5 |
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Log("data[1] =" @ data.IsNone(1)); // data[1] = true |
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Log("data[2] =" @ data.GetString(2)); // data[2] = just a string |
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``` |
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## Getting `string` as a `Text` |
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By default Acedia's collections use `Text` to store `string`s, so we can also |
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get their values as `Text`: |
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```unrealscript |
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local Text textInstance; |
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local ArrayList data; |
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data = _.collections.EmptyArrayList(); |
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data.SetString(0, "Hello, world!"); |
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textInstance = data.GetText(0); |
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Log("data[0] =" @ textInstance.ToString()); |
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// Same as any object returned by a function, `textInstance` must be released |
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textInstance.FreeSelf(); |
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``` |
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## Storing values by keys |
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For storing values using keys instead of numeric indices, the Acedia's way is to |
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use `HashTable`: |
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```unrealscript |
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local HashTable data; |
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data = _.collections.EmptyHashTable(); |
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data.SetBool(P("Deal damage?"), true); |
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data.SetInt(P("Damage amount"), 9001); |
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Log("Deal damage?" @ data.GetFloat(P("Deal damage?"))); // Deal damage? true |
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Log("Damage amount:" @ data.IsNone(1)); // Damage amount: 9001 |
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``` |
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# Using JSON data |
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JSON data can be stored inside Acedia's collections using only built-in values |
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types and `ArrayList`/`HashTable` collections: |
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* JSON's *null* can be stored as `none`; |
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* JSON's *true*/*false* can be stored as `bool`' |
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* JSON's *number* can be stored as either `int` or `float` (actually Acedia also |
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contains `BigInt` type for storing arbitrarily large integer values, but it |
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isn't yet implemented into JSON parsing); |
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* JSON's *string* can be stored as `string`/`Text`/`MutableText`; |
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* JSON's *array* can be stored as an `ArrayList`; |
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* JSON's *object* can be stored as `HashTable` with `Text` keys. |
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> **NOTE:** JSON *does not* have a separate undefined type and Acedia uses |
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> `none` instead of the missing values. |
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## Converting JSON into Acedia collections |
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### Parsing JSON input |
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To get an Acedia collection from a JSON object like this one: |
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```json |
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{ |
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"innerObject": { |
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"my_bool": true, |
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"array": [ |
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"Engine.Actor", |
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false, |
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null, |
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{ |
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"something \"here\"": "yes", |
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"maybe": 0.003 |
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}, |
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56.6 |
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], |
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"one more": { |
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"nope": 324532, |
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"whatever": false, |
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"o rly?": "ya rly" |
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}, |
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"my_int": -9823452 |
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}, |
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"some_var": -7.32, |
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"another_var": "aye!" |
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} |
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``` |
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recorded in the `string` named `jsonData` you can do the following: |
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```unrealscript |
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local Parser parser; |
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local HashTable jsonObject; |
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parser = _.text.ParseString(jsonData); |
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jsonObject = HashTable(_.json.ParseWith(parser)); |
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if (!parser.Ok()) { |
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// Handle errors |
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} |
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else if (!parser.Skip().HasFinished()) { |
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// There is more input left after parsing JSON value - is this a problem? |
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} |
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// '/innerObject/array/3/maybe' is 0.003 |
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Log("'/innerObject/array/3/maybe' is" |
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@ jsonObject.GetFloatBy(P("/innerObject/array/3/maybe"))); |
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``` |
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### Constructing by hand |
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Example of constructing the same object by hand: |
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```unrealscript |
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local HashTable jsonObject; |
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local HashTable innerObject, oneMore, anonymousObject; |
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local ArrayList jsonArray; |
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anonymousObject = _.collections.EmptyHashTable(); |
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anonymousObject.SetString(P("something \"here\""), "yes"); |
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anonymousObject.SetFloat(P("maybe"), 0.003); |
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jsonArray = _.collections.EmptyArrayList() |
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.AddString("Engine.Actor") |
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.jsonArray.AddBool(false) |
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.jsonArray.AddItem(none) |
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.jsonArray.AddItem(anonymousObject) |
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.jsonArray.AddFloat(56.6); |
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oneMore = _.collections.EmptyHashTable() |
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.SetString(P("o rly?"), "ya rly") |
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.SetFloat(P("nope"), 324532) |
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.SetBool(P("whatever"), false); |
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innerObject = _.collections.EmptyHashTable() |
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.SetItem(P("array"), jsonArray) |
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.SetItem(P("one more"), oneMore) |
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.SetBool(P("my_bool"), true) |
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.SetInt(P("my_int"), -9823452); |
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// Put it all together! |
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jsonObject = _.collections.EmptyHashTable() |
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.SetItem(P("innerObject"), innerObject) |
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.SetFloat(P("some_var"), -7.32) |
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.SetString(P("another_var"), "aye!"); |
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// If you only want to keep `jsonObject`, release other references - |
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// they won't disappear |
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anonymousObject.FreeSelf(); |
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jsonArray.FreeSelf(); |
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oneMore.FreeSelf(); |
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innerObject.FreeSelf(); |
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``` |
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## Converting Acedia collections into JSON |
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Use `_.json.Print()` to get a compact JSON representation: |
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```unrealscript |
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// {"innerObject":{"my_bool":true,"array":["Engine.Actor",false,null,{"something \"here\"":"yes","maybe":0.003},56.6],"one more":{"nope":324532,"whatever":false,"o rly?":"ya rly"},"my_int":-9823452},"some_var":-7.32,"another_var":"aye!"} |
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Log(_.text.IntoString(_.json.Print(jsonObject))); |
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``` |
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or `_.json.PrettyPrint()` for a nice-looking (multiline, indented and colored) |
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result. |
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# Connecting to signal |
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## From inside `AcediaObject` (or its child class) |
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Supposing you want to connect to a signal function |
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`_server.unreal.gameRules.OnNetDamage()`: |
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```unrealscript |
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_server.unreal.gameRules.OnNetDamage(self).connect = handler; |
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``` |
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where `handler()` can be any function with appropriate signature: |
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```unrealscript |
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function int Handler( |
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int originalDamage, |
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int damage, |
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Pawn injured, |
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Pawn instigator, |
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Vector hitLocation, |
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out Vector momentum, |
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class<DamageType> damageType) |
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{ |
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// Do whatever |
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return damage; |
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} |
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``` |
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## From inside non-`AcediaObject` |
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Pass any other `AcediaObject` object as an argument to your signal function. |
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For example: |
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```unrealscript |
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local ServiceAnchor receiver; |
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receiver = ServiceAnchor(_.memory.Allocate(class'ServiceAnchor')); |
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_server.unreal.gameRules.OnNetDamage(receiver).connect = handler; |
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``` |
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> **NOTE:** Signal *does not* keep the reference to passed argument and once |
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> `receiver` gets deallocated - signal will stop notifying handlers connected |
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> through it. |
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# Custom signals |
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## Simple notification events |
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If you need to add an event with handlers that don't take any parameters and |
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don't return anything, then easiest way it to use `SimpleSignal` / `SingleSlot` |
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classes: |
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```unrealscript |
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class MyEventClass extends AcediaObject; |
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var private SimpleSignal onMyEventSignal; |
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protected function Constructor() |
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{ |
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onMyEventSignal = SimpleSignal(_.memory.Allocate(class'SimpleSignal')); |
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} |
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protected function Finalizer() |
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{ |
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_.memory.Free(onMyEventSignal); |
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onMyEventSignal = none; |
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} |
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public function SimpleSlot OnMyEvent(AcediaObject receiver) |
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{ |
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return SimpleSlot(onMyEventSignal.NewSlot(receiver)); |
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} |
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// Suppose you want to emit the `signal` when this function is called... |
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public function SimpleSlot FireOffMyEvent(AcediaObject receiver) |
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{ |
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// ...simply call this and all the slots will have their handlers called |
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onMyEventSignal.Emit(); |
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} |
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``` |
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Then you can use `OnMyEvent()` as a *signal function*: |
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```unrealscript |
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// To add handlers |
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myEventClassInstance.OnMyEvent(self).connect = handler; |
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// To remove handlers |
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myEventClassInstance.OnMyEvent(self).Disconnect(); |
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``` |
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## Events with parameters |
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|
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Some of the events, like `OnNetDamage()`, can take |
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parameters. |
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To create signals like that, follow the template and define new classes like so: |
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|
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```unrealscript |
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class MySignal extends Signal; |
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|
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public final function Emit(<PARAMETERS>) |
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{ |
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local Slot nextSlot; |
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StartIterating(); |
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nextSlot = GetNextSlot(); |
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while (nextSlot != none) |
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{ |
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MySlot(nextSlot).connect(<PARAMETERS>); |
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nextSlot = GetNextSlot(); |
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} |
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CleanEmptySlots(); |
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} |
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|
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defaultproperties |
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{ |
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relatedSlotClass = class'MySlot' |
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} |
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``` |
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|
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```unrealscript |
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class MySlot extends Slot; |
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|
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delegate connect(<PARAMETERS>) |
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{ |
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DummyCall(); // This allows Acedia to cleanup slots without set handlers |
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} |
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|
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protected function Constructor() |
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{ |
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connect = none; |
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} |
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|
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protected function Finalizer() |
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{ |
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super.Finalizer(); |
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connect = none; |
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} |
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|
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defaultproperties |
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{ |
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} |
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``` |
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|
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Here you can use any set of parameters instead of `<PARAMETERS>`. |
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|
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## Events with return values |
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|
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Sometimes you want your handlers to respond in some way to the event. |
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You can either allow them to modify input parameters (e.g. by declaring them as |
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`out`) or allow them to have return value. |
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`OnNetDamage()`, for example, is allowed to modify incoming damage by returning |
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a new value. |
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|
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To add `signal`s / `slot`s that handle return value use following templates: |
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|
|
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|
```unrealscript |
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|
class MySignal extends Signal; |
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|
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public final function <RETURN_TYPE> Emit(<PARAMETERS>) |
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{ |
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local <RETURN_TYPE> newValue; |
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local Slot nextSlot; |
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StartIterating(); |
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nextSlot = GetNextSlot(); |
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while (nextSlot != none) |
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{ |
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newValue = <SLOT_CLASS>(nextSlot).connect(<PARAMETERS>); |
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|
// This check is necessary before using returned value |
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|
if (!nextSlot.IsEmpty()) |
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{ |
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|
// Now handle `newValue` however you see fit |
||||||
|
} |
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|
nextSlot = GetNextSlot(); |
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|
} |
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|
CleanEmptySlots(); |
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|
// Return whatever you see fit after handling all the slots |
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|
return <END_RETURN_VALUE>; |
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|
} |
||||||
|
|
||||||
|
defaultproperties |
||||||
|
{ |
||||||
|
relatedSlotClass = class'MySlot' |
||||||
|
} |
||||||
|
``` |
||||||
|
|
||||||
|
```unrealscript |
||||||
|
class MySlot extends Slot; |
||||||
|
|
||||||
|
delegate <RETURN_TYPE> connect(<PARAMETERS>) |
||||||
|
{ |
||||||
|
DummyCall(); |
||||||
|
// Return anything you want: |
||||||
|
// this value will be filtered inside corresponding `Signal` |
||||||
|
// if no handler is set to the associated slot |
||||||
|
return <???>; |
||||||
|
} |
||||||
|
|
||||||
|
protected function Constructor() |
||||||
|
{ |
||||||
|
connect = none; |
||||||
|
} |
||||||
|
|
||||||
|
protected function Finalizer() |
||||||
|
{ |
||||||
|
super.Finalizer(); |
||||||
|
connect = none; |
||||||
|
} |
||||||
|
``` |
@ -0,0 +1,20 @@ |
|||||||
|
# Disconnecting from signal |
||||||
|
|
||||||
|
## From inside `AcediaObject` (or its child class) |
||||||
|
|
||||||
|
Supposing you want to disconnect from a signal function |
||||||
|
`_server.unreal.gameRules.OnNetDamage()`: |
||||||
|
|
||||||
|
```unrealscript |
||||||
|
_server.unreal.gameRules.OnNetDamage(self).Disconnect(); |
||||||
|
``` |
||||||
|
|
||||||
|
## From inside non-`AcediaObject` |
||||||
|
|
||||||
|
To do that you must have passed another `AcediaObject` as an argument to |
||||||
|
`OnNetDamage()` (or any other signal). |
||||||
|
Supposing that object was called `receiver`: |
||||||
|
|
||||||
|
```unrealscript |
||||||
|
_server.unreal.gameRules.OnNetDamage(receiver).Disconnect(); |
||||||
|
``` |
@ -0,0 +1,4 @@ |
|||||||
|
# Acedia events system |
||||||
|
|
||||||
|
A collection of `how-to`s for working with Acedia's event system: `Signal`s and |
||||||
|
`Slot`s. |
@ -0,0 +1,155 @@ |
|||||||
|
# Creating a Feature |
||||||
|
|
||||||
|
## Prepare classes |
||||||
|
|
||||||
|
When creating a `Mutator` you must create a child `Mutator` class, but |
||||||
|
when creating a `Feature` you must create two classes: one for the `Feature` |
||||||
|
itself and one for its config. |
||||||
|
Name your config class something human-readable and your `Feature` class should |
||||||
|
have the same name, but with '_Feature' suffix. |
||||||
|
For example, if you want your configs to be stored inside 'MyFeatureConfig.ini', |
||||||
|
bare minimum class skeletons are: |
||||||
|
|
||||||
|
```unrealscript |
||||||
|
// MyFeature.uc |
||||||
|
class MyFeature extends FeatureConfig |
||||||
|
perobjectconfig |
||||||
|
config(MyFeatureConfig); |
||||||
|
|
||||||
|
defaultproperties |
||||||
|
{ |
||||||
|
configName = "MyFeatureConfig" |
||||||
|
} |
||||||
|
``` |
||||||
|
|
||||||
|
```unrealscript |
||||||
|
// MyFeature_Feature.uc |
||||||
|
class MyFeature_Feature extends Feature; |
||||||
|
|
||||||
|
defaultproperties |
||||||
|
{ |
||||||
|
configClass = class'MyFeature' |
||||||
|
} |
||||||
|
``` |
||||||
|
|
||||||
|
## Setup config variables in config file |
||||||
|
|
||||||
|
Config variables are meant to be added into your `FeatureConfig` class. |
||||||
|
Assuming you want to add `bool` and `int` settings, simply add two public config |
||||||
|
variables: |
||||||
|
|
||||||
|
```unrealscript |
||||||
|
// MyFeature.uc |
||||||
|
class MyFeature extends FeatureConfig |
||||||
|
perobjectconfig |
||||||
|
config(MyFeatureConfig); |
||||||
|
|
||||||
|
var public config int levelOfAwesome; |
||||||
|
var public config bool enableTrollEngine; |
||||||
|
|
||||||
|
defaultproperties |
||||||
|
{ |
||||||
|
configName = "MyFeatureConfig" |
||||||
|
} |
||||||
|
``` |
||||||
|
|
||||||
|
To setup their default values, instead of `defaultproperties` |
||||||
|
define `DefaultIt()` method: |
||||||
|
|
||||||
|
```unrealscript |
||||||
|
// MyFeature.uc |
||||||
|
protected function DefaultIt() |
||||||
|
{ |
||||||
|
levelOfAwesome = 11; |
||||||
|
enableTrollEngine = true; |
||||||
|
} |
||||||
|
``` |
||||||
|
|
||||||
|
### Conversion to/from `HashTable` |
||||||
|
|
||||||
|
To make full use out of your `Feature`, Acedia also requires that you provide |
||||||
|
methods to convert to and from its collection. |
||||||
|
For our example simply add two more methods: |
||||||
|
|
||||||
|
```unrealscript |
||||||
|
// MyFeature.uc |
||||||
|
protected function HashTable ToData() |
||||||
|
{ |
||||||
|
local HashTable data; |
||||||
|
|
||||||
|
data = __().collections.EmptyHashTable(); |
||||||
|
data.SetInt(P("levelOfAwesome"), levelOfAwesome); |
||||||
|
data.SetBool(P("enableTrollEngine"), enableTrollEngine); |
||||||
|
return data; |
||||||
|
} |
||||||
|
|
||||||
|
protected function FromData(HashTable source) |
||||||
|
{ |
||||||
|
if (source == none) { |
||||||
|
return; |
||||||
|
} |
||||||
|
// Second parameters should are fallback - use values from `DefaultIt()` |
||||||
|
levelOfAwesome = source.GetInt(P("levelOfAwesome"), 11); |
||||||
|
enableTrollEngine = source.GetBool(P("enableTrollEngine"), true); |
||||||
|
} |
||||||
|
``` |
||||||
|
|
||||||
|
## Setup your feature to use your config |
||||||
|
|
||||||
|
Recommended way to do it is to duplicate your config variables in your |
||||||
|
`Feature` class: |
||||||
|
|
||||||
|
```unrealscript |
||||||
|
// MyFeature_Feature.uc |
||||||
|
class MyFeature_Feature extends Feature; |
||||||
|
|
||||||
|
// Not actually config variables |
||||||
|
var public /*config*/ int levelOfAwesome; |
||||||
|
var public /*config*/ bool enableTrollEngine; |
||||||
|
|
||||||
|
defaultproperties |
||||||
|
{ |
||||||
|
configClass = class'MyFeature' |
||||||
|
} |
||||||
|
``` |
||||||
|
|
||||||
|
Then add code that will handle setting config data for your `Feature`: |
||||||
|
|
||||||
|
```unrealscript |
||||||
|
// MyFeature_Feature.uc |
||||||
|
protected function SwapConfig(FeatureConfig config) |
||||||
|
{ |
||||||
|
local MyFeature newConfig; |
||||||
|
newConfig = MyFeature(config); |
||||||
|
if (newConfig == none) { |
||||||
|
return; |
||||||
|
} |
||||||
|
levelOfAwesome = newConfig.levelOfAwesome; |
||||||
|
enableTrollEngine = enableTrollEngine.disableTick; |
||||||
|
// Here you can also add any logic that needs to be performed when |
||||||
|
// values of the config variables were swapped mid-game, if you care to |
||||||
|
// support it. |
||||||
|
// Just beware that this method can be called when you `Feature` is |
||||||
|
// both enabled and not (can be checked with `IsEnabled()`). |
||||||
|
} |
||||||
|
``` |
||||||
|
|
||||||
|
## Run initialization / shutdown logic |
||||||
|
|
||||||
|
Instead of normal Acedia's `Constructor()` or `Finalizer()`, for `Featuire`s |
||||||
|
one should use: |
||||||
|
|
||||||
|
```unrealscript |
||||||
|
protected function OnEnabled() |
||||||
|
{ |
||||||
|
} |
||||||
|
|
||||||
|
protected function OnDisabled() |
||||||
|
{ |
||||||
|
} |
||||||
|
``` |
||||||
|
|
||||||
|
These methods are called when feature gets enabled or disabled, which can, |
||||||
|
in theory, happen several times per game. |
||||||
|
They aren't called when `Feature`'s config is changed mid-game, so sometimes |
||||||
|
it is convenient to move part of the initialization logic into `SwapConfig()`. |
@ -0,0 +1,18 @@ |
|||||||
|
# Feature recipes |
||||||
|
|
||||||
|
A collection of `how-to`s for working with `Feature` class. |
||||||
|
|
||||||
|
This class is Acedia's replacement for `Mutators`: a certain subset of |
||||||
|
functionality that can be enabled or disabled, according to server owner's |
||||||
|
wishes. |
||||||
|
Unlike `Mutator`s: |
||||||
|
|
||||||
|
* There is no limit for the amount of `Feature`s that can be active |
||||||
|
at the same time; |
||||||
|
* They also provide built-in ability to have several different configs |
||||||
|
that can be swapped during the runtime; |
||||||
|
* They can be enabled / disabled during the runtime. |
||||||
|
Achieving these points currently comes at the cost of developer having to |
||||||
|
perform additional work; |
||||||
|
* They are server-side and for now are not supposed to be created for |
||||||
|
the clients. |
@ -0,0 +1,42 @@ |
|||||||
|
# Packaging a Feature |
||||||
|
|
||||||
|
Suppose you've created your own `Feature` class and want to compile it to be |
||||||
|
usable with Acedia. |
||||||
|
In this how-to we will assume that your class is named `MyFeature_Feature` |
||||||
|
(same as [here](./creating_feature.md)). |
||||||
|
|
||||||
|
## Create regular UnrealScript mod |
||||||
|
|
||||||
|
First step is still to prepare compilation of `*.u` file, like one would do for |
||||||
|
any regular UnrealScript mod and put your `*.uc` script files inside. |
||||||
|
|
||||||
|
## Create manifest |
||||||
|
|
||||||
|
To know what is available in each package, Acedia reads its manifest. |
||||||
|
To add a manifest create a file named exactly 'Manifest.uc' in your package: |
||||||
|
|
||||||
|
```unrealscript |
||||||
|
// Manifest.uc |
||||||
|
class Manifest extends _manifest |
||||||
|
abstract; |
||||||
|
|
||||||
|
defaultproperties |
||||||
|
{ |
||||||
|
} |
||||||
|
``` |
||||||
|
|
||||||
|
## Register feature in the manifest |
||||||
|
|
||||||
|
To add your `Feature` into manifest, simply fill it inside `features` array: |
||||||
|
|
||||||
|
```unrealscript |
||||||
|
// Manifest.uc |
||||||
|
class Manifest extends _manifest |
||||||
|
abstract; |
||||||
|
|
||||||
|
defaultproperties |
||||||
|
{ |
||||||
|
// You can add any amount of features from a single package here |
||||||
|
features(0) = class'MyFeature_Feature' |
||||||
|
} |
||||||
|
``` |
@ -0,0 +1,11 @@ |
|||||||
|
# Allocating object |
||||||
|
|
||||||
|
If you've created a new child class (say, `MyCoolObject`) of `AcediaObject` and |
||||||
|
want to allocate it, simply do: |
||||||
|
|
||||||
|
```unrealscript |
||||||
|
local MyCoolObject instance; |
||||||
|
instance = MyCoolObject(_.memory.Allocate(class'MyCoolObject')); |
||||||
|
``` |
||||||
|
|
||||||
|
It is guaranteed to succeed for non-abstract classes. |
@ -0,0 +1,50 @@ |
|||||||
|
# Detect object reallocation |
||||||
|
|
||||||
|
Sometimes you want to keep track of an object without declaring that you own its |
||||||
|
reference with `NewRef()`, thus allowing it to get deallocated even while you |
||||||
|
are keeping a reference to it. |
||||||
|
How to do it in a safe way and detect that it was deallocated/reallocated? |
||||||
|
|
||||||
|
## What to do when you start storing a reference |
||||||
|
|
||||||
|
When you first get an instance of `AcediaObject` you'd like to store in such |
||||||
|
a way, check if it's allocated and remember its life version: |
||||||
|
|
||||||
|
```unrealscript |
||||||
|
var int storedReferenceLifeVersion; |
||||||
|
var AcediaObject storedReference; |
||||||
|
|
||||||
|
function Store(AcediaObject newReference) |
||||||
|
{ |
||||||
|
if (newReference == none) return; |
||||||
|
if (!newReference.IsAllocated()) return; |
||||||
|
|
||||||
|
storedReference = newReference; |
||||||
|
storedReferenceLifeVersion = newReference.GetLifeVersion(); |
||||||
|
// Not calling `newReference.NewRef()`, so `newReference` can get |
||||||
|
// deallocated at any time! |
||||||
|
} |
||||||
|
``` |
||||||
|
|
||||||
|
## What to do when you want to check if stored reference was deallocated |
||||||
|
|
||||||
|
Before using such reference again you simply need to check if life version has |
||||||
|
changed. |
||||||
|
If it did, then this instance was reallocated and repurposed and you shouldn't |
||||||
|
use it anymore. |
||||||
|
Othewrwise it is still the same object. |
||||||
|
|
||||||
|
```unrealscript |
||||||
|
function AcediaObject Get() |
||||||
|
{ |
||||||
|
if (storedReference == none) { |
||||||
|
return none; |
||||||
|
} |
||||||
|
if (storedReference.GetLifeVersion() != storedReferenceLifeVersion) |
||||||
|
{ |
||||||
|
// This object was reallocated! Time to forget about it. |
||||||
|
storedReference = none; |
||||||
|
} |
||||||
|
return storedReference; |
||||||
|
} |
||||||
|
``` |
@ -0,0 +1,10 @@ |
|||||||
|
# Forcing object deallocation |
||||||
|
|
||||||
|
`self.FreeSelf()` and `_.memory.Free()` only reduce reference counter of |
||||||
|
the object. |
||||||
|
But how to forcefully deallocate it? |
||||||
|
|
||||||
|
**Just do not do that you fucking idiot**. |
||||||
|
|
||||||
|
If you need to somehow dispose of what that object represents, simply add |
||||||
|
a flag that marks that object as disposed. |
@ -0,0 +1,9 @@ |
|||||||
|
# AcediaObject recipes |
||||||
|
|
||||||
|
A collection of `how-to`s for working with `AcediaObject` class and related |
||||||
|
topics. |
||||||
|
|
||||||
|
Base object class to be used in Acedia instead of an `Object`. |
||||||
|
`AcediaObject` provides access to Acedia's APIs through an accessor to |
||||||
|
a `Global` object, built-in mechanism for storing unneeded references in |
||||||
|
an object pool and constructor/finalizer. |
Loading…
Reference in new issue