Collections recipes
A collection of how-tos for working with Acedia's collections:
ArrayList and HashTable classes.
Storing built-in values
Storing in the array
ArrayList serves the role of the regular array and storing built-in value data
inside it is simple:
local ArrayList data;
data = _.collections.EmptyArrayList();
// Add as the last element
data.AddFloat(-2.5);
// Set at a particular index (length will be auto-adjusted)
data.Set(2, "just a string");
Log("data[0] =" @ data.GetFloat(0)); // data[0] = -2.5
Log("data[1] =" @ data.IsNone(1)); // data[1] = true
Log("data[2] =" @ data.GetString(2)); // data[2] = just a string
Getting string as a Text
By default Acedia's collections use Text to store strings, so we can also
get their values as Text:
local Text textInstance;
local ArrayList data;
data = _.collections.EmptyArrayList();
data.SetString(0, "Hello, world!");
textInstance = data.GetText(0);
Log("data[0] =" @ textInstance.ToString());
// Same as any object returned by a function, `textInstance` must be released
textInstance.FreeSelf();
Storing values by keys
For storing values using keys instead of numeric indices, the Acedia's way is to
use HashTable:
local HashTable data;
data = _.collections.EmptyHashTable();
data.SetBool(P("Deal damage?"), true);
data.SetInt(P("Damage amount"), 9001);
Log("Deal damage?" @ data.GetFloat(P("Deal damage?"))); // Deal damage? true
Log("Damage amount:" @ data.IsNone(1)); // Damage amount: 9001
Using iterators
Simple iteration
For both ArrayList and HashTable:
function ListKeyValue(Collection data)
{
local AcediaObject key, value;
local CollectionIterator iter;
for (iter = data.Iterate(); !iter.HasFinished(); iter.Next())
{
key = iter.GetKey();
value = iter.Get();
// Do what you want here
_.memory.Free(key);
_.memory.Free(value);
}
iter.FreeSelf();
}
Skipping none values
function ListKeyValue(Collection data)
{
local AcediaObject key, value;
local CollectionIterator iter;
iter = data.Iterate().LeaveOnlyNotNone();
while (!iter.HasFinished())
{
key = iter.GetKey();
value = iter.Get();
// Do what you want here
_.memory.Free(key);
_.memory.Free(value);
iter.Next();
}
iter.FreeSelf();
}
Iteration over Text keys only
Text keys are only relevant for HashTables:
function ListKeyValue(HashTable data)
{
local AcediaObject key, value;
local Text textKey;
local CollectionIterator iter;
for (iter = data.Iterate(); !iter.HasFinished(); iter.Next())
{
key = iter.GetKey();
value = iter.Get();
textKey = Text(key);
if (textKey != none)
{
Log(textKey.ToString() $ ":"
@ _.text.IntoString(_.json.Print(value)));
}
_.memory.Free(key);
_.memory.Free(value);
// `textKey` is the same reference as `key`!
}
iter.FreeSelf();
}
Using JSON data
JSON data can be stored inside Acedia's collections using only built-in values
types and ArrayList/HashTable collections:
- JSON's null can be stored as
none; - JSON's true/false can be stored as
bool' - JSON's number can be stored as either
intorfloat(actually Acedia also containsBigInttype for storing arbitrarily large integer values, but it isn't yet implemented into JSON parsing); - JSON's string can be stored as
string/Text/MutableText; - JSON's array can be stored as an
ArrayList; - JSON's object can be stored as
HashTablewithTextkeys.
NOTE: JSON does not have a separate undefined type and Acedia uses
noneinstead of the missing values.
Converting JSON into Acedia collections
Parsing JSON input
To get an Acedia collection from a JSON object like this one:
{
"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!"
}
recorded in the string named jsonData you can do the following:
local Parser parser;
local HashTable jsonObject;
parser = _.text.ParseString(jsonData);
jsonObject = HashTable(_.json.ParseWith(parser));
if (!parser.Ok()) {
// Handle errors
}
else if (!parser.Skip().HasFinished()) {
// There is more input left after parsing JSON value - is this a problem?
}
// '/innerObject/array/3/maybe' is 0.003
Log("'/innerObject/array/3/maybe' is"
@ jsonObject.GetFloatBy(P("/innerObject/array/3/maybe")));
Constructing by hand
Example of constructing the same object by hand:
local HashTable jsonObject;
local HashTable innerObject, oneMore, anonymousObject;
local ArrayList jsonArray;
anonymousObject = _.collections.EmptyHashTable();
anonymousObject.SetString(P("something \"here\""), "yes");
anonymousObject.SetFloat(P("maybe"), 0.003);
jsonArray = _.collections.EmptyArrayList()
.AddString("Engine.Actor")
.jsonArray.AddBool(false)
.jsonArray.AddItem(none)
.jsonArray.AddItem(anonymousObject)
.jsonArray.AddFloat(56.6);
oneMore = _.collections.EmptyHashTable()
.SetString(P("o rly?"), "ya rly")
.SetFloat(P("nope"), 324532)
.SetBool(P("whatever"), false);
innerObject = _.collections.EmptyHashTable()
.SetItem(P("array"), jsonArray)
.SetItem(P("one more"), oneMore)
.SetBool(P("my_bool"), true)
.SetInt(P("my_int"), -9823452);
// Put it all together!
jsonObject = _.collections.EmptyHashTable()
.SetItem(P("innerObject"), innerObject)
.SetFloat(P("some_var"), -7.32)
.SetString(P("another_var"), "aye!");
// If you only want to keep `jsonObject`, release other references -
// they won't disappear
anonymousObject.FreeSelf();
jsonArray.FreeSelf();
oneMore.FreeSelf();
innerObject.FreeSelf();
Converting Acedia collections into JSON
Use _.json.Print() to get a compact JSON representation:
// {"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!"}
Log(_.text.IntoString(_.json.Print(jsonObject)));
or _.json.PrettyPrint() for a nice-looking (multiline, indented and colored)
result.
Acedia events system
A collection of how-tos for working with Acedia's event system: Signals and
Slots.
Connecting to signal
From inside AcediaObject (or its child class)
Supposing you want to connect to a signal function
_server.unreal.gameRules.OnNetDamage():
_server.unreal.gameRules.OnNetDamage(self).connect = handler;
where handler() can be any function with appropriate signature:
function int Handler(
int originalDamage,
int damage,
Pawn injured,
Pawn instigator,
Vector hitLocation,
out Vector momentum,
class<DamageType> damageType)
{
// Do whatever
return damage;
}
From inside non-AcediaObject
Pass any other AcediaObject object as an argument to your signal function.
For example:
local ServiceAnchor receiver;
receiver = ServiceAnchor(_.memory.Allocate(class'ServiceAnchor'));
_server.unreal.gameRules.OnNetDamage(receiver).connect = handler;
NOTE: Signal does not keep the reference to passed argument and once
receivergets deallocated - signal will stop notifying handlers connected through it.
Disconnecting from signal
From inside AcediaObject (or its child class)
Supposing you want to disconnect from a signal function
_server.unreal.gameRules.OnNetDamage():
_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:
_server.unreal.gameRules.OnNetDamage(receiver).Disconnect();
Custom signals
Simple notification events
If you need to add an event with handlers that don't take any parameters and
don't return anything, then easiest way it to use SimpleSignal / SingleSlot
classes:
class MyEventClass extends AcediaObject;
var private SimpleSignal onMyEventSignal;
protected function Constructor()
{
onMyEventSignal = SimpleSignal(_.memory.Allocate(class'SimpleSignal'));
}
protected function Finalizer()
{
_.memory.Free(onMyEventSignal);
onMyEventSignal = none;
}
public function SimpleSlot OnMyEvent(AcediaObject receiver)
{
return SimpleSlot(onMyEventSignal.NewSlot(receiver));
}
// Suppose you want to emit the `signal` when this function is called...
public function SimpleSlot FireOffMyEvent(AcediaObject receiver)
{
// ...simply call this and all the slots will have their handlers called
onMyEventSignal.Emit();
}
Then you can use OnMyEvent() as a signal function:
// To add handlers
myEventClassInstance.OnMyEvent(self).connect = handler;
// To remove handlers
myEventClassInstance.OnMyEvent(self).Disconnect();
Events with parameters
Some of the events, like OnNetDamage(), can take
parameters.
To create signals like that, follow the template and define new classes like so:
class MySignal extends Signal;
public final function Emit(<PARAMETERS>)
{
local Slot nextSlot;
StartIterating();
nextSlot = GetNextSlot();
while (nextSlot != none)
{
MySlot(nextSlot).connect(<PARAMETERS>);
nextSlot = GetNextSlot();
}
CleanEmptySlots();
}
defaultproperties
{
relatedSlotClass = class'MySlot'
}
class MySlot extends Slot;
delegate connect(<PARAMETERS>)
{
DummyCall(); // This allows Acedia to cleanup slots without set handlers
}
protected function Constructor()
{
connect = none;
}
protected function Finalizer()
{
super.Finalizer();
connect = none;
}
defaultproperties
{
}
Here you can use any set of parameters instead of <PARAMETERS>.
Events with return values
Sometimes you want your handlers to respond in some way to the event.
You can either allow them to modify input parameters (e.g. by declaring them as
out) or allow them to have return value.
OnNetDamage(), for example, is allowed to modify incoming damage by returning
a new value.
To add signals / slots that handle return value use following templates:
class MySignal extends Signal;
public final function <RETURN_TYPE> Emit(<PARAMETERS>)
{
local <RETURN_TYPE> newValue;
local Slot nextSlot;
StartIterating();
nextSlot = GetNextSlot();
while (nextSlot != none)
{
newValue = <SLOT_CLASS>(nextSlot).connect(<PARAMETERS>);
// This check is necessary before using returned value
if (!nextSlot.IsEmpty())
{
// Now handle `newValue` however you see fit
}
nextSlot = GetNextSlot();
}
CleanEmptySlots();
// Return whatever you see fit after handling all the slots
return <END_RETURN_VALUE>;
}
defaultproperties
{
relatedSlotClass = class'MySlot'
}
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;
}
Feature recipes
A collection of how-tos 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 Mutators:
- There is no limit for the amount of
Features 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.
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:
// MyFeature.uc
class MyFeature extends FeatureConfig
perobjectconfig
config(MyFeatureConfig);
defaultproperties
{
configName = "MyFeatureConfig"
}
// 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:
// 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:
// 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:
// 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:
// 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:
// 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 Featuires
one should use:
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().
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).
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:
// 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:
// 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'
}
AcediaObject recipes
A collection of how-tos 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.
Allocating object
If you've created a new child class (say, MyCoolObject) of AcediaObject and
want to allocate it, simply do:
local MyCoolObject instance;
instance = MyCoolObject(_.memory.Allocate(class'MyCoolObject'));
It is guaranteed to succeed for non-abstract classes.
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:
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.
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;
}
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.