1
0
mirror of https://github.com/VCMP-SqMod/SqMod.git synced 2024-11-08 00:37:15 +01:00
SqMod/module/Core/Privilege/Unit.cpp
Sandu Liviu Catalin a6a9aa88b2 Const cleanup.
2021-02-05 16:03:04 +02:00

449 lines
15 KiB
C++

// ------------------------------------------------------------------------------------------------
#include "Core/Privilege/Unit.hpp"
#include "Core/Privilege/Entry.hpp"
#include "Core/Privilege/Class.hpp"
#include "Core/Privilege.hpp"
// ------------------------------------------------------------------------------------------------
namespace SqMod {
// ------------------------------------------------------------------------------------------------
SQMOD_DECL_TYPENAME(UnitTn, _SC("SqPrivilegeUnit"))
// ------------------------------------------------------------------------------------------------
void PvUnit::SetTag(StackStrF & tag)
{
mTag = std::move(tag);
// Hash the name and cache it (the name hash is cached in .mRes member variable)
mTag.CacheHash();
// Do we still belong to a class? (should always be. but always check)
if (!mClass.expired())
{
auto p = mClass.lock();
// Propagate this change to the class as well
p->UpdateUnitHash(mID, static_cast< size_t >(mTag.mRes));
// Propagate this change to the manager as well
if (p->mManager)
{
p->mManager->UpdateUnitHash(mID, static_cast< size_t >(mTag.mRes));
}
}
}
// ------------------------------------------------------------------------------------------------
void PvUnit::Release()
{
mOnQuery.Release();
mOnGained.Release();
mOnLost.Release();
mTag.Release();
mData.Release();
}
// ------------------------------------------------------------------------------------------------
void PvUnit::ValidateManager() const
{
ValidateClass();
// Validate the manager through the class
if (!(mClass.lock()->mManager))
{
STHROWF("Unit ({} : {}) has invalid manager reference", mID, mTag.mPtr);
}
}
// ------------------------------------------------------------------------------------------------
PvManager & PvUnit::ValidManager() const
{
ValidateClass();
// Retrieve the manager pointer (lock only once)
PvManager * ptr = mClass.lock()->mManager;
// Validate the manager through the class
if (!ptr)
{
STHROWF("Unit ({} : {}) has invalid manager reference", mID, mTag.mPtr);
}
// Acquire a reference and return it
return *ptr;
}
// ------------------------------------------------------------------------------------------------
const Function & PvUnit::GetOnQuery(SQInteger id) const
{
// Should we go for the one in the class?
if (mOnQuery.IsNull())
{
return ValidClass().GetOnQuery(id);
}
// We're using our own
return mOnQuery;
}
// ------------------------------------------------------------------------------------------------
const Function & PvUnit::GetOnGained(SQInteger id) const
{
// Should we go for the one in the class?
if (mOnGained.IsNull())
{
return ValidClass().GetOnGained(id);
}
// We're using our own
return mOnGained;
}
// ------------------------------------------------------------------------------------------------
const Function & PvUnit::GetOnLost(SQInteger id) const
{
// Should we go for the one in the class?
if (mOnLost.IsNull())
{
return ValidClass().GetOnLost(id);
}
// We're using our own
return mOnLost;
}
// ------------------------------------------------------------------------------------------------
SQInteger PvUnit::GetEntryValue(SQInteger id) const
{
// Look for the specified status value
auto itr = mPrivileges.find(id);
// Should we go for the one in the parent?
if (itr == mPrivileges.end())
{
return ValidClass().GetEntryValue(id);
}
// Return the associated value
return itr->second;
}
// ------------------------------------------------------------------------------------------------
SQInteger PvUnit::GetInheritedEntryValue(SQInteger id) const
{
return ValidClass().GetEntryValue(id);
}
// ------------------------------------------------------------------------------------------------
void PvUnit::DoGained(SQInteger id, SQInteger value) const
{
// Function to be called when a privilege is gained
const Function & gained = GetOnGained(id);
// Is there someone interested in this result?
if (!gained.IsNull())
{
gained.Execute(id, value);
}
}
// ------------------------------------------------------------------------------------------------
void PvUnit::DoLost(SQInteger id, SQInteger value) const
{
// Function to be called when a privilege is lost
const Function & lost = GetOnLost(id);
// Is there someone interested in this result?
if (!lost.IsNull())
{
lost.Execute(id, value);
}
}
// ------------------------------------------------------------------------------------------------
void PvUnit::DoChanged(SQInteger id, bool status, SQInteger value) const
{
// Was this considered an upgrade?
if (status)
{
DoGained(id, value);
}
else
{
DoLost(id, value);
}
}
// ------------------------------------------------------------------------------------------------
void PvUnit::AssignPrivilege(SQInteger id, SQInteger value)
{
// Find the current status of this entry
SQInteger current = GetEntryValue(id);
// Retrieve the associated entry
PvEntry & entry = ValidManager().ValidEntry(id);
// Is there someone that can identify this change?
if (!entry.mOnModify.IsNull())
{
LightObj r = entry.mOnModify.Eval(current, value);
// Was this considered a change?
if (!r.IsNull())
{
DoChanged(id, r.Cast< bool >(), value);
}
}
// Either way, we are setting this value
mPrivileges[id] = value;
}
// ------------------------------------------------------------------------------------------------
void PvUnit::RemovePrivilege(SQInteger id)
{
// Look for the status of this value
auto itr = mPrivileges.find(id);
// Do we even have this status?
if (itr == mPrivileges.end())
{
return; // Nothing to remove!
}
// Find the inherited status of this entry
SQInteger inherited = GetInheritedEntryValue(id);
// Get the current status of this entry
SQInteger current = itr->second;
// Erase this status value
mPrivileges.erase(itr);
// Retrieve the associated entry
PvEntry & entry = ValidManager().ValidEntry(id);
// Is there someone that can identify this change?
if (!entry.mOnModify.IsNull())
{
LightObj r = entry.mOnModify.Eval(current, inherited);
// Was this considered a change?
if (!r.IsNull())
{
DoChanged(id, r.Cast< bool >(), current);
}
}
}
// ------------------------------------------------------------------------------------------------
void PvUnit::ModifyPrivilege(SQInteger id, SQInteger value)
{
// Find the current status of this entry
SQInteger current = GetEntryValue(id);
// If they are exactly the same
if (value == current)
{
return; // Just do nothing
}
// Retrieve the associated entry
PvEntry & entry = ValidManager().ValidEntry(id);
// Is there someone that can identify this change?
if (!entry.mOnModify.IsNull())
{
LightObj r = entry.mOnModify.Eval(current, value);
// Was this considered a change?
if (!r.IsNull())
{
DoChanged(id, r.Cast< bool >(), value);
// Use this value now as well
mPrivileges[id] = value;
}
}
else
{
// By default we use > comparison to decide upgrades
DoChanged(id, value > current, value);
// Use this value now
mPrivileges[id] = value;
}
}
// ------------------------------------------------------------------------------------------------
void PvUnit::AssignPrivilege(StackStrF & tag, SQInteger value)
{
AssignPrivilege(ValidManager().GetValidEntryWithTag(tag.CacheHash())->mID, value);
}
// ------------------------------------------------------------------------------------------------
void PvUnit::RemovePrivilege(StackStrF & tag)
{
RemovePrivilege(ValidManager().GetValidEntryWithTag(tag.CacheHash())->mID);
}
// ------------------------------------------------------------------------------------------------
void PvUnit::ModifyPrivilege(StackStrF & tag, SQInteger value)
{
ModifyPrivilege(ValidManager().GetValidEntryWithTag(tag.CacheHash())->mID, value);
}
// ------------------------------------------------------------------------------------------------
void PvUnit::RemoveAllPrivileges()
{
// Discard all privileges but not before gaining ownership of them
PvStatusList list = std::move(mPrivileges);
// Go over all entries and see if this unit will gain or loose any privileges from this change
for (const auto & e : list)
{
// Get the value that we have now after the change
SQInteger current = GetEntryValue(e.first);
// Were they literally the same?
if (current == e.second)
{
continue; // Don't even bother
}
// Retrieve the associated entry
PvEntry & entry = ValidManager().ValidEntry(e.first);
// Is there someone that can identify this change?
if (!entry.mOnModify.IsNull())
{
LightObj r = entry.mOnModify.Eval(current, e.second);
// Was this considered a change?
if (!r.IsNull())
{
DoChanged(e.first, r.Cast< bool >(), e.second);
}
}
else
{
// By default we use > comparison to decide upgrades
DoChanged(e.first, e.second > current, e.second);
}
}
}
// ------------------------------------------------------------------------------------------------
void PvUnit::AssignClass(const std::shared_ptr< PvClass > & cls)
{
// Make sure we have a valid class
ValidateClass();
// Get a strong reference to the current class
PvClass::Ref current = mClass.lock();
// Are they the same?
if (current == cls)
{
return; // Nothing will change
}
// Assign this class
mClass = cls;
// Propagate changes
ValidManager().PropagateClassChange(*this, cls);
}
// ------------------------------------------------------------------------------------------------
bool PvUnit::Can(SQInteger id, SQInteger req) const
{
// Get the current status of the specified entry
SQInteger current = GetEntryValue(id);
// Retrieve the function responsible for the query event
const Function & query = GetOnQuery(id);
// Is there someone that can arbitrate this request?
if (!query.IsNull())
{
// Attempt arbitration
LightObj r = query.Eval(current, req);
// If NULL or false the request was denied
if (!r.IsNull() && r.Cast< bool >())
{
return true; // Request allowed
}
}
// We use the >= comparison to settle arbitration
else if (current >= ValidManager().ValidEntry(id).mDefault)
{
return true;
}
// Request failed, no arbitration
return false;
}
// ------------------------------------------------------------------------------------------------
void PvUnit::EachEntryID(Object & ctx, Function & func) const
{
// In order to be safe from modifications while iterating, create a copy
PvStatusList list(mPrivileges);
// Iterate entries and forward the ID to the callback
for (const auto & e : list)
{
func(ctx, e.first);
}
}
// ================================================================================================
LightObj SqPvUnit::GetClass() const
{
return LightObj(SqTypeIdentity< SqPvClass >{}, SqVM(), Valid().mClass);
}
// ------------------------------------------------------------------------------------------------
inline void SqPvUnit::SetClass(const SqPvClass & cls) const
{
Validate();
cls.Validate();
mI.lock()->AssignClass(cls.mI.lock());
}
// ------------------------------------------------------------------------------------------------
LightObj SqPvUnit::GetManager() const { return LightObj(ValidCls().mManager); }
// ------------------------------------------------------------------------------------------------
bool SqPvUnit::Can(LightObj & obj, SQInteger req) const
{
// Entry ID?
if (obj.GetType() == OT_INTEGER)
{
return Valid().Can(obj.Cast< SQInteger >(), req);
}
// Entry tag?
else if (obj.GetType() == OT_STRING)
{
Var< LightObj >::push(SqVM(), obj);
// Tag string
StackStrF tag(SqVM(), -1);
// Attempt extraction
if (SQ_FAILED(tag.Proc(false)))
{
// Restore the stack first
sq_poptop(SqVM());
// Now the exception
STHROWF("Unable to extract tag string");
}
// Restore the stack
sq_poptop(SqVM());
// Reference the instance
PvUnit & u = Valid();
// Generate and cache the hash
tag.CacheHash();
// Forward request
return u.Can(u.ValidManager().GetValidEntryWithTag(tag)->mID, req);
}
// Entry instance?
else if (obj.GetType() == OT_INSTANCE && obj.GetTypeTag() == StaticClassTypeTag< SqPvEntry >::Get())
{
return Valid().Can(obj.CastI< SqPvEntry >()->Valid().mID, req);
}
STHROWF("Unknown or unsupported entry identification type (%s)", SqTypeName(obj.GetType()));
SQ_UNREACHABLE
}
// ================================================================================================
void Register_Privilege_Unit(HSQUIRRELVM vm, Table & ns)
{
ns.Bind(_SC("Unit"),
Class< SqPvUnit, NoConstructor< SqPvUnit > >(vm, UnitTn::Str)
// Meta-methods
.SquirrelFunc(_SC("_typename"), &UnitTn::Fn)
.Func(_SC("_tostring"), &SqPvUnit::ToString)
// Core Properties
.Prop(_SC("ID"), &SqPvUnit::GetID)
.Prop(_SC("Tag"), &SqPvUnit::GetTag, &SqPvUnit::SetTag)
.Prop(_SC("Data"), &SqPvUnit::GetData, &SqPvUnit::SetData)
.Prop(_SC("Authority"), &SqPvUnit::GetAuthority, &SqPvUnit::SetAuthority)
.Prop(_SC("Manager"), &SqPvUnit::GetManager)
.Prop(_SC("Class"), &SqPvUnit::GetClass, &SqPvUnit::SetClass)
.Prop(_SC("Authority"), &SqPvUnit::GetAuthority, &SqPvUnit::SetAuthority)
// Core Methods
.FmtFunc(_SC("SetTag"), &SqPvUnit::ApplyTag)
.CbFunc(_SC("OnQuery"), &SqPvUnit::SetOnQuery)
.CbFunc(_SC("OnLost"), &SqPvUnit::SetOnLost)
.CbFunc(_SC("OnGained"), &SqPvUnit::SetOnGained)
// Member Methods
.Func(_SC("Can"), &SqPvUnit::Can)
.Func(_SC("Assign"), &SqPvUnit::AssignPrivilegeWithID)
.FmtFunc(_SC("AssignWithTag"), &SqPvUnit::AssignPrivilegeWithTag)
.Func(_SC("Remove"), &SqPvUnit::RemovePrivilegeWithID)
.FmtFunc(_SC("RemoveWithTag"), &SqPvUnit::RemovePrivilegeWithTag)
.Func(_SC("Modify"), &SqPvUnit::ModifyPrivilegeWithID)
.FmtFunc(_SC("ModifyWithTag"), &SqPvUnit::ModifyPrivilegeWithTag)
.Func(_SC("RemoveAll"), &SqPvUnit::RemoveAllPrivileges)
.Func(_SC("EachEntryID"), &SqPvUnit::EachEntryID)
);
}
} // Namespace:: SqMod