Mostly Harmless

Legacy:ProfileConfigSet

From Unreal Wiki, The Unreal Engine Documentation Site
Revision as of 22:04, 17 February 2003 by Evolution (Talk)

(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to: navigation, search
UT2003 :: Object >> ProfileConfigSet (Ladder1.46)
  1. //-----------------------------------------------------------
  2. // Ladder.ProfileConfigSet
  3. // Loosely (very loosely) based on GameConfigSet
  4. //
  5. // ProfileConfigSet is, in essence, a primitive database program which
  6. // stores and retrieves not only numerous different "GameConfigSet"
  7. // profiles, but map, mutator, serveractor and accesscontrol information as well.
  8. //-----------------------------------------------------------
  9. class ProfileConfigSet extends Object
  10. 	Config(System)
  11. 	PerObjectConfig;
  12.  
  13. const LOGNAME = 'ProfileConfigSet';
  14.  
  15. // Variables that are used globally
  16. var LevelInfo							Level;			// Need access to Level object
  17. var protected string					AllMapsPrefix;	// Which map prefix is currently loaded
  18. var protected array< class<GameInfo> >	AllGameTypes;	// All valid gametypes
  19. var protected config string 			DefaultGameType;// The gametype for this profile
  20. var protected class<AccessControl> 		AC${1}< ${3} >		// The access control class
  21. var protected GameConfigSet 			RealConfigSet;	// Actual gameconfigset used by the game
  22.  
  23. var protected class<GameInfo>			Game${1}< ${3} >		// Which game class is used by this profile
  24. var protected PlayInfo					PInfo;			// PlayInfo for currently active GameType, AccessControl Class, and Active Mutators
  25. var protected MapList					Maps;			// Maps currently in rotation
  26.  
  27. // Regarding ServerActors
  28. struct ProfileSA {
  29. 						var string		Actor${1}< ${3} >
  30. 						var bool		bRequired; };
  31. var config array<ProfileSA>				AllServerActors;
  32. var config array<string>				ProfileServerActors;
  33. var protected array<string>				GameServerActors;
  34. var protected StringArray				ActiveServerActors;
  35.  
  36. // Regarding Maps
  37. struct ProfileMap {
  38. 						var string 		MapName;
  39. 						var int			MapListOrder;
  40. 						var bool 		bRequired; };
  41. var config int 							MaxMaps;				// Maximum maps allowed in maplist
  42. var protected array<string> 			GameMaps;				// List of all maps for this gametype that exist on server
  43. var protected config array<ProfileMap>	AllMaps;				// List of all maps that could be used by this profile
  44. var protected config array<string>		ProfileMaps;			// List of all maps that are included in the maplist for this profile
  45. var protected StringArray				ActiveMaps;				// StringArray of ProfileMaps
  46.  
  47. // Regarding Mutators
  48. struct ProfileMutator {
  49. 						var string 			MutatorName;
  50. 						var bool 			bRequired; };
  51. var string 									NextMutators;			// What mutators were set during this session
  52. var protected array<xUtil.MutatorRecord>	GameMutators;			// List of all mutators that exist on server
  53. var protected config array<ProfileMutator>	AllMutators;			// List of all mutators that could be used this profile
  54. var protected config array<string> 			ProfileMutators;		// Mutators that will be loaded by this profile
  55. var protected StringArray					ActiveMutators;			// StringArray of ProfileMutators
  56.  
  57. // Regarding PlayInfo
  58. var protected config string					Access${1}< ${3} >
  59. struct ProfileSetting {	var string 			SettingName;
  60. 						var string 			SettingValue; };
  61. var protected config array<ProfileSetting> 	ProfileSettings;	// Stored Profile Settings which include non-active mutators PlayInfo
  62. var protected array<ProfileSetting> 		ActiveSettings;		// Representation of stored profile settings including only active mutators
  63.  
  64. // Whether we are currently editing something
  65. var protected bool 							bEdit;
  66.  
  67. // Localized strings
  68. var localized string	ErrorNoGameType;
  69. var localized string	SavingToFile;
  70. var localized string	DidNotStartEdit;
  71.  
  72. function Init(LevelInfo Lv, optional string GameType, optional string AC)
  73. {
  74. 	if (Lv==None)
  75. 		return;
  76.  
  77. 	Level = Lv;
  78. 	if (GameType!="") DefaultGameType = GameType;
  79. 	if (AC != "") AccessClass = AC;
  80. 	else AccessClass = Level.Game.AccessControl${1}< ${3} >
  81. 	AllMapsPrefix = FindGameType(DefaultGameType).default.MapPrefix;
  82.  
  83. 	// Make sure that none of the configured mutators have been removed from this server
  84. 	ValidateProfile();
  85. }
  86.  
  87. function Cleanup()
  88. {
  89. 	// Destroy any references to actors
  90. 	if (Level != None)
  91. 		Level=None;
  92.  
  93. 	if (ActiveMaps != None)
  94. 		ActiveMaps = None;
  95.  
  96. 	if (Maps != None)
  97. 		Maps = None;
  98. }
  99.  
  100. function ValidateProfile()
  101. {
  102. 	ValidateAllMutators();
  103. 	ValidateAllMaps();
  104. 	ValidateAllServerActors();
  105. }
  106.  
  107. function ValidateAllMutators()
  108. {
  109. 	local class<Mutator> 	TempMut${1}< ${3} >
  110. 	local int i;
  111.  
  112. 	for (i = 0;i < AllMutators.Length; i++)
  113. 	{
  114. 		TempMutClass = class<Mutator>(DynamicLoadObject(AllMutators[i].MutatorName, Class'class'));
  115. 		if (TempMutClass == None)
  116. 		{
  117. 			log("Mutator class '"$AllMutators[i].MutatorName$"' has been removed from this server.  Removing mutator from current profile.",LOGNAME);
  118. 			AllMutators.Remove(i--,1);
  119. 			SaveConfig();
  120. 		}
  121. 	}
  122. }
  123.  
  124. function ValidateAllMaps()
  125. {
  126. 	local int i, j;
  127.  
  128. 	LoadAllMaps();
  129. 	for (i = 0;i < AllMaps.Length;i++)
  130. 	{
  131. 		for (j = 0;j < GameMaps.Length;j++)
  132. 			if (GameMaps[j] ~= AllMaps[i].MapName)
  133. 				break;
  134.  
  135. 		if (j == GameMaps.Length)
  136. 		{
  137. 			log("Map '"$AllMaps[i].MapName$"' has been removed from this server. Removing map from profile.",LOGNAME);
  138. 			AllMaps.Remove(i--,1);
  139. 			SaveConfig();
  140. 		}
  141. 	}
  142. }
  143.  
  144. function ValidateAllServerActors()
  145. {
  146. 	local int i;
  147. 	local class<Info> TempSA;
  148.  
  149. 	for (i=0;i<AllServerActors.Length;i++)
  150. 	{
  151. 		TempSA = class<Info>(DynamicLoadObject(AllServerActors[i].ActorClass,Class'Class'));
  152. 		if (TempSA == None)
  153. 		{
  154. 			log("ServerActor '"$AllServerActors[i].ActorClass$"' does not exist on this server.  Removing ServerActor from profile.",LOGNAME);
  155. 			AllServerActors.Remove(i--,1);
  156. 			SaveConfig();
  157. 		}
  158. 	}
  159. }
  160.  
  161. function bool StartEdit()
  162. {
  163. 	if (Level == None || bEdit)
  164. 		return false;
  165.  
  166. 	bEdit = true;
  167.  
  168. 	if (PInfo == None)
  169. 		PInfo = New(None) class'PlayInfo';
  170.  
  171. 	if (AllGameTypes.Length == 0)
  172. 		LoadGameTypes();
  173. 	GameClass = FindGameType(DefaultGameType);
  174. 	if (GameClass == None)
  175. 	{
  176. 		log(ErrorNoGameType$DefaultGameType);
  177. 		return false;
  178. 	}
  179.  
  180. 	if (AccessClass != "")
  181. 		ACClass = class<AccessControl>(DynamicLoadObject(AccessClass, class'class'));
  182.  
  183. 	if (Level != None && Level.Game != None && Level.Game.AccessControl != None && AccessControlIni(Level.Game.AccessControl) != None && AccessControlIni(Level.Game.AccessControl).ConfigSet != None)
  184. 		RealConfigSet = AccessControlIni(Level.Game.AccessControl).ConfigSet;
  185.  
  186. 	if (ActiveMutators == None)
  187. 		ActiveMutators = new(None) class'SortedStringArray';
  188. 	if (ActiveMaps == None)
  189. 		ActiveMaps = new(None) class'StringArray';
  190. 	if (ActiveServerActors == None)
  191. 		ActiveServerActors = new(None) class'SortedStringArray';
  192.  
  193. 	NextMutators = "";
  194. 	LoadAllMaps();
  195.  
  196. 	if (GameMutators.Length == 0)
  197. 		LoadAllMutators();
  198. 	LoadAllServerActors();
  199.  
  200. 	SetUsedMaps();
  201. 	SetUsedMutators();
  202. 	SetUsedServerActors();
  203.  
  204. 	// Load Game Setting
  205. 	LoadSettings(GameClass);
  206. 	AllMapsPrefix = GameClass.default.MapPrefix;
  207. 	return true;
  208. }
  209.  
  210. function bool EndEdit(bool bSave, optional bool bQuiet)
  211. {
  212. 	if (Level == None || !bEdit)
  213. 		return false;
  214.  
  215. 	// Save all data where it belongs
  216. 	if (bSave)
  217. 	{
  218. 		if (!bQuiet) Log(Name@SavingToFile);
  219.  
  220. 		SaveUsedMaps();
  221. 		SaveUsedMutators();
  222. 		SaveUsedServerActors();
  223. 		SaveConfig();
  224. 	}
  225.  
  226. 	bEdit = false;
  227. 	return true;
  228. }
  229.  
  230. function ReplaceWith(ProfileConfigSet SourcePCS)
  231. {
  232. 	local int i;
  233.  
  234. 	if (!bEdit)
  235. 	{
  236. 		log("ReplaceWith()"@DidNotStartEdit);
  237. 		return;
  238. 	}
  239.  
  240. 	if (SourcePCS.GetGameClass() != None)
  241. 	{
  242. 		Wipe();
  243. 		DefaultGameType = string(SourcePCS.GetGameClass());
  244. 		GameClass = FindGameType(DefaultGameType);
  245. 		AccessClass = SourcePCS.GetAccessControl();
  246. 		ACClass = SourcePCS.GetAccessClass();
  247. 		AllMapsPrefix = GameClass.default.MapPrefix;
  248. 		MaxMaps = SourcePCS.MaxMaps;
  249.  
  250. 		AllMaps = SourcePCS.GetProfileMaps();
  251. 		AllMutators = SourcePCS.GetProfileMutators();
  252. 		AllServerActors = SourcePCS.GetProfileServerActors();
  253. 		ProfileMaps = SourcePCS.GetUsedMaps();
  254. 		ProfileMutators = SourcePCS.GetUsedMutators();
  255. 		ProfileServerActors = SourcePCS.GetUsedServerActors();
  256. 		ProfileSettings.Length = SourcePCS.Count();
  257. 		for (i = 0; i < SourcePCS.Count(); i++)
  258. 			SetProfileParam(i, SourcePCS.GetProfileParamName(i), SourcePCS.GetProfileParam(i));
  259.  
  260. 		LoadSettings(GameClass);
  261. 	}
  262. }
  263.  
  264. function bool CanEdit()
  265. {
  266. 	return !bEdit;
  267. }
  268.  
  269. // This profile was deleted, but PerObjectConfig config values cannot be completely removed from .ini (that I know of)
  270. // We can, however, make the ini entry for this object as small as possible until it is reused.
  271. final function Wipe()
  272. {
  273. //log("Wiping Profile"@Name);
  274. 	ActiveMaps.Reset();
  275. 	ActiveMutators.Reset();
  276.  
  277. 	MaxMaps = 0;
  278.  
  279. 	ProfileMaps.Length = 0;
  280. 	AllMaps.Length = 0;
  281. 	ProfileMutators.Length = 0;
  282. 	AllMutators.Length = 0;
  283. 	ProfileServerActors.Length = 0;
  284. 	AllServerActors.Length = 0;
  285. 	ProfileSettings.Length = 0;
  286. 	ActiveSettings.Length = 0;
  287.  
  288. 	DefaultGameType = "";
  289. 	AccessClass = "";
  290. 	AllMapsPrefix = "";
  291. 	NextMutators = "";
  292.  
  293. 	GameClass = None;
  294. 	ACClass = None;
  295. 	Maps = None;
  296.  
  297. }
  298.  
  299. ///////////////////////////////////////////////////////////////////
  300. // Public GameType Information
  301. ///////////////////////////////////////////////////////////////////
  302.  
  303. function bool SetGameType(optional string NewGameType)
  304. {
  305. 	local string OldGameType;
  306.  
  307. 	if (!bEdit)
  308. 	{
  309. 		log("SetGameType()"@DidNotStartEdit);
  310. 		return false;
  311. 	}
  312.  
  313. 	OldGameType = DefaultGameType;
  314. 	if (NewGameType=="")
  315. 		NewGameType=DefaultGameType;
  316. 	else DefaultGameType = NewGameType;
  317.  
  318. 	if (AllGameTypes.Length==0)
  319. 		LoadGameTypes();
  320.  
  321. 	GameClass = FindGameType(NewGameType);
  322.  
  323. 	if (GameClass != None && (NewGameType != OldGameType))
  324. 	{
  325. 		AllMapsPrefix = GameClass.default.MapPrefix;
  326. 		ClearUsedMaps();
  327. 		ClearAllMaps();
  328. 		ClearProfile(ProfileSettings);
  329. 		LoadSettings(GameClass);
  330. 		return true;
  331. 	}
  332. 	return false;
  333. }
  334.  
  335. function class<GameInfo> GetGameClass()
  336. {
  337. 	if (GameClass != None)
  338. 		return Game${1}< ${3} >
  339.  
  340. 	return None;
  341. }
  342.  
  343. function string GetGameAcronym()
  344. {
  345. 	if (GameClass != None)
  346. 		return GameClass.default.Acronym;
  347.  
  348. 	return "";
  349. }
  350.  
  351. function string GetAccessControl()
  352. {
  353. 	return Access${1}< ${3} >
  354. }
  355.  
  356. function class<AccessControl> GetAccessClass()
  357. {
  358. 	if (ACClass != None)
  359. 		return AC${1}< ${3} >
  360. 	return None;
  361. }
  362.  
  363. /////////////////////////////////////////////////////////////
  364. // Public MapList Functions
  365. /////////////////////////////////////////////////////////////
  366. function bool AddProfileMap(string MapMask, bool bRequired)
  367. {
  368. 	local int i;
  369. 	local ProfileMap tmp;
  370.  
  371. 	if (!bEdit)
  372. 	{
  373. 		log("AddProfileMap()"@DidNotStartEdit);
  374. 		return false;
  375. 	}
  376.  
  377. 	for (i=0;i<AllMaps.Length;i++)
  378. 	{
  379. 		if (AllMaps[i].MapName ~= MapMask)
  380. 		{
  381. 			AllMaps[i].bRequired = bRequired;
  382. 			return true;
  383. 		}
  384. 	}
  385.  
  386. 	for (i=0;i<GameMaps.Length;i++)
  387. 	{
  388. 		if (MapMask ~= GameMaps[i])
  389. 		{
  390. 			tmp.MapName = GameMaps[i];
  391. 			tmp.bRequired = bRequired;
  392. 			AllMaps[AllMaps.Length] = tmp;
  393. 			return true;
  394. 		}
  395. 	}
  396.  
  397. 	return false;
  398. }
  399.  
  400. function bool DelProfileMap(string MapName)
  401. {
  402. 	local int i;
  403. 	local string Str;
  404.  
  405. 	if (!bEdit)
  406. 	{
  407. 		log("DelProfileMap()"@DidNotStartEdit);
  408. 		return false;
  409. 	}
  410.  
  411. 	for (i=0;i<AllMaps.Length;i++)
  412. 	{
  413. 		Str = AllMaps[i].MapName;
  414. 		if (Str ~= MapName)
  415. 		{
  416. 			AllMaps.Remove(i, 1);
  417. 			SetUsedMaps();
  418. 			return true;
  419. 		}
  420. 	}
  421.  
  422. 	return false;
  423. }
  424.  
  425. function string AddMap(string MapMask, int Order)
  426. {
  427. 	local int i, j, k;
  428. 	local bool bFound;
  429.  
  430. 	if (!bEdit)
  431. 	{
  432. 		log("AddMaps()"@DidNotStartEdit);
  433. 		return "";
  434. 	}
  435.  
  436. 	k = ActiveMaps.Count();
  437. 	for (i = 0; i<AllMaps.Length; i++)
  438. 	{
  439. 		if (AllMaps[i].MapName ~= MapMask)
  440. 		{
  441. 			// Found a matching map, see if its already in the Used Maps list
  442. 			bFound = false;
  443. 			for (j = 0; j < k; j++)
  444. 			{
  445. 				if (ActiveMaps.GetTag(j) ~= AllMaps[i].MapName)
  446. 				{
  447. 					bFound = true;
  448. 					AllMaps[i].MapListOrder = Order;
  449. 					break;
  450. 				}
  451. 			}
  452.  
  453. 			if (!bFound && ((MaxMaps == 0) || (k < MaxMaps)))
  454. 			{
  455. 				AllMaps[i].MapListOrder = ActiveMaps.Count();
  456. 				ActiveMaps.Add(string(i), AllMaps[i].MapName);
  457. 				return AllMaps[i].MapName;
  458. 			}
  459. 		}
  460. 	}
  461. 	return "";
  462. }
  463.  
  464. function string RemoveMap(string MapName)
  465. {
  466. 	local int i;
  467. 	local string TempStr;
  468. 	if (!bEdit)
  469. 	{
  470. 		log("RemoveMaps()"@DidNotStartEdit);
  471. 		return "";
  472. 	}
  473.  
  474. 	for (i=0; i<ActiveMaps.Count(); i++)
  475. 	{
  476. 		TempStr = ActiveMaps.GetTag(i);
  477. 		if (TempStr ~= MapName)
  478. 		{
  479. 			ActiveMaps.Remove(i);
  480. 			return TempStr;
  481. 		}
  482. 	}
  483. 	return "";
  484. }
  485.  
  486. function array<string> FindMaps(string MapMask)
  487. {
  488. 	local array<string> FoundMasks, FoundMaps;
  489. 	local int i, j, k;
  490. 	local bool bFound;
  491.  
  492. 	class'wUtils103.wString'.static.Split2(MapMask, " ", FoundMasks);
  493. 	if (FoundMasks.Length > 0)
  494. 	{
  495. 		for (i = 0; i<AllMaps.Length; i++)
  496. 		{
  497. 			for (j = 0; j<FoundMasks.Length; j++)
  498. 			{
  499. 				if (class'wUtils103.wString'.static.MaskedCompare(AllMaps[i].MapName, FoundMasks[j]))
  500. 				{
  501. 					// Found a matching map, see if its already in the Used Maps list
  502. 					bFound = false;
  503. 					for (k = 0; k<ActiveMaps.Count(); k++)
  504. 					{
  505. 						if (ActiveMaps.GetTag(k) ~= AllMaps[i].MapName)
  506. 						{
  507. 							bFound = true;
  508. 							break;
  509. 						}
  510. 					}
  511.  
  512. 					if (bFound)
  513. 						FoundMaps[FoundMaps.Length] = "+"$AllMaps[i].MapName;
  514. 					else
  515. 						FoundMaps[FoundMaps.Length] = AllMaps[i].MapName;
  516.  
  517. 					break;
  518. 				}
  519. 			}
  520. 		}
  521. 	}
  522. 	return FoundMaps;
  523. }
  524.  
  525. function MapList GetMaps()
  526. {
  527. 	if (Maps==None)
  528. 	{
  529. 		if (GameClass==None)
  530. 			GameClass=class<GameInfo>(DynamicLoadObject(DefaultGameType, class'Class'));
  531.  
  532. 		Maps = Level.Game.GetMapList(AllMapsPrefix);
  533. 	}
  534.  
  535. 	return Maps;
  536. }
  537.  
  538. function array<string> GetUsedMaps()
  539. {
  540. 	local array<string>	Strings;
  541. 	local int i;
  542.  
  543. 	if (ActiveMaps == None)
  544. 		ActiveMaps = new(None) class'StringArray';
  545.  
  546. 	for (i = 0; i<ActiveMaps.Count(); i++)
  547. 		Strings[Strings.Length] = ActiveMaps.GetTag(i);
  548.  
  549. 	return Strings;
  550. }
  551.  
  552. function array<string> GetUnusedMaps()
  553. {
  554. 	local array<string> Strings;
  555. 	local int i;
  556.  
  557. 	if (ActiveMaps == None)
  558. 		ActiveMaps = new(None) class'StringArray';
  559.  
  560. 	Strings.Length = AllMaps.Length;
  561. 	for (i = 0; i<AllMaps.Length; i++)
  562. 		Strings[i] = AllMaps[i].MapName;
  563.  
  564. 	// Tag all used mutators
  565. 	for (i = 0; i<ActiveMaps.Count(); i++)
  566. 		Strings[int(ActiveMaps.GetItem(i))] = "";
  567.  
  568. 	for (i = 0; i<Strings.Length; i++)
  569. 	{
  570. 		if (Strings[i] == "")
  571. 		{
  572. 			Strings.Remove(i, 1);
  573. 			i--;
  574. 		}
  575. 	}
  576. 	return Strings;
  577. }
  578.  
  579. function bool MapIsRequired(string MapName)
  580. {
  581. 	local int i;
  582. 	for (i=0;i<AllMaps.Length;i++)
  583. 		if (MapName ~= AllMaps[i].MapName && AllMaps[i].bRequired)
  584. 			return true;
  585. 	return false;
  586. }
  587.  
  588. function array<ProfileMap> GetProfileMaps()
  589. {
  590. 	return AllMaps;
  591. }
  592.  
  593. function int GetMaxMaps()
  594. {
  595. 	return MaxMaps;
  596. }
  597.  
  598. /////////////////////////////////////////////////////////////////////
  599. // Public Mutator list functions
  600. /////////////////////////////////////////////////////////////////////
  601.  
  602. function array<ProfileMutator> GetProfileMutators()
  603. {
  604. 	return AllMutators;
  605. }
  606.  
  607. function array<string> GetUsedMutators()
  608. {
  609. 	local array<string>	Strings;
  610. 	local int i;
  611.  
  612. 	if (ActiveMutators == None)
  613. 		ActiveMutators = new(None) class'SortedStringArray';
  614.  
  615. 	for (i = 0; i<ActiveMutators.Count(); i++)
  616. 		Strings[Strings.Length] = ActiveMutators.GetTag(i);
  617.  
  618. 	return Strings;
  619. }
  620.  
  621. function array<string> GetUnusedMutators()
  622. {
  623. 	local array<string> Strings;
  624. 	local int i;
  625.  
  626. 	if (ActiveMutators == None)
  627. 		ActiveMutators = new(None) class'SortedStringArray';
  628.  
  629. 	Strings.Length = AllMutators.Length;
  630. 	for (i = 0; i<AllMutators.Length; i++)
  631. 		Strings[i] = AllMutators[i].MutatorName;
  632.  
  633. 	// Tag all used mutators
  634. 	for (i = 0; i<ActiveMutators.Count(); i++)
  635. 		Strings[int(ActiveMutators.GetItem(i))] = "";
  636.  
  637. 	for (i = 0; i<Strings.Length; i++)
  638. 	{
  639. 		if (Strings[i] == "")
  640. 		{
  641. 			Strings.Remove(i, 1);
  642. 			i--;
  643. 		}
  644. 	}
  645. 	return Strings;
  646. }
  647.  
  648. function bool AddMutator(string MutatorName)
  649. {
  650. 	local int i;
  651. 	local string Str;
  652.  
  653. 	if (!bEdit)
  654. 	{
  655. 		log("AddMutator()"@DidNotStartEdit);
  656. 		return false;
  657. 	}
  658.  
  659. 	if (ActiveMutators.Count() == 0)
  660. 		SetUsedMutators();
  661.  
  662. 	// First make sure it isnt in the list
  663. 	for (i = 0; i<ActiveMutators.Count(); i++)
  664. 	{
  665. 		Str = ActiveMutators.GetTag(i);
  666. 		if (Str ~= MutatorName || Right(Str, Len(MutatorName) + 1) ~= ("."$MutatorName))
  667. 			return false;
  668. 	}
  669.  
  670. 	for (i=0;i<AllMutators.Length;i++)
  671. 	{
  672. 		Str = AllMutators[i].MutatorName;
  673. 		if (Str ~= MutatorName || Right(Str, Len(MutatorName) + 1) ~= ("."$MutatorName))
  674. 		{
  675. 			ActiveMutators.Add(string(i), Str);
  676. 			return true;
  677. 		}
  678. 	}
  679. 	return false;
  680. }
  681.  
  682. function bool DelMutator(string MutatorName)
  683. {
  684. 	local int i;
  685. 	local string Str;
  686.  
  687. 	if (!bEdit)
  688. 	{
  689. 		log("DelMutator()"@DidNotStartEdit);
  690. 		return false;
  691. 	}
  692.  
  693. 	if (MutIsRequired(MutatorName))
  694. 		return false;
  695.  
  696. 	// First make sure it is in the list
  697. 	for (i = 0; i<ActiveMutators.Count(); i++)
  698. 	{
  699. 		Str = ActiveMutators.GetTag(i);
  700. 		if (Str ~= MutatorName || Right(Str, Len(MutatorName) + 1) ~= ("."$MutatorName))
  701. 		{
  702. 			ActiveMutators.Remove(i);
  703. 			return true;
  704. 		}
  705. 	}
  706. 	return false;
  707. }
  708.  
  709. // Add mutator to list of possible mutators
  710. function bool AddProfileMutator(string MutatorName, bool bRequired)
  711. {
  712. 	local int i,j;
  713. 	local string Str;
  714. 	local ProfileMutator tmp;
  715.  
  716. 	if (!bEdit)
  717. 	{
  718. 		log("AddProfileMutator()"@DidNotStartEdit);
  719. 		return false;
  720. 	}
  721.  
  722. 	for (i=0;i<AllMutators.Length;i++)
  723. 	{
  724. 		Str = AllMutators[i].MutatorName;
  725. 		if (Str ~= MutatorName || Right(Str, Len(MutatorName) + 1) ~= ("."$MutatorName))
  726. 		{
  727. 			AllMutators[i].bRequired = bRequired;
  728. 			return false;
  729. 		}
  730. 	}
  731.  
  732. 	for (j=0;j<GameMutators.Length;j++)
  733. 	{
  734. 		Str = GameMutators[j].ClassName;
  735. 		if (Str ~= MutatorName || Right(Str, Len(MutatorName) + 1) ~= ("."$MutatorName))
  736. 		{
  737. 			tmp.MutatorName = Str;
  738. 			tmp.bRequired = bRequired;
  739. 			AllMutators[AllMutators.Length] = tmp;
  740. 			return true;
  741. 		}
  742. 	}
  743.  
  744. 	return false;
  745. }
  746.  
  747. function bool DelProfileMutator(string MutatorName)
  748. {
  749. 	local int i;
  750. 	local string Str;
  751.  
  752. 	if (!bEdit)
  753. 	{
  754. 		log("DelProfileMutator()"@DidNotStartEdit);
  755. 		return false;
  756. 	}
  757.  
  758. 	for (i=0;i<AllMutators.Length;i++)
  759. 	{
  760. 		Str = AllMutators[i].MutatorName;
  761. 		if (Str ~= MutatorName || Right(Str, Len(MutatorName)+1) ~= ("."$MutatorName))
  762. 		{
  763. 			AllMutators.Remove(i, 1);
  764. 			SetUsedMutators();
  765. 			return true;
  766. 		}
  767. 	}
  768.  
  769. 	return false;
  770. }
  771.  
  772. function bool MutIsRequired(string MutatorName)
  773. {
  774. 	local int i;
  775. 	for (i=0;i<AllMutators.Length;i++)
  776. 		if (MutatorName ~= AllMutators[i].MutatorName && AllMutators[i].bRequired)
  777. 			return true;
  778. 	return false;
  779. }
  780.  
  781. //////////////////////////////////
  782. // Public ServerActor Functions
  783. //////////////////////////////////
  784.  
  785. function array<ProfileSA> GetProfileServerActors()
  786. {
  787. 	return AllServerActors;
  788. }
  789.  
  790. function array<string> GetUsedServerActors()
  791. {
  792. 	local array<string>	Strings;
  793. 	local int i;
  794.  
  795. 	if (ActiveServerActors == None)
  796. 		ActiveServerActors = new(None) class'SortedStringArray';
  797.  
  798. 	for (i = 0; i<ActiveServerActors.Count(); i++)
  799. 		Strings[Strings.Length] = ActiveServerActors.GetTag(i);
  800.  
  801. 	return Strings;
  802. }
  803.  
  804. function bool AddProfileServerActor(string ActorName, bool bRequired)
  805. {
  806. 	local int i;
  807. 	local ProfileSA tmp;
  808.  
  809. 	if (!bEdit)
  810. 	{
  811. 		log("AddProfileServerActor()"@DidNotStartEdit);
  812. 		return false;
  813. 	}
  814.  
  815. 	for (i=0;i<AllServerActors.Length;i++)
  816. 	{
  817. 		if (AllServerActors[i].ActorClass ~= ActorName)
  818. 		{
  819. 			AllServerActors[i].bRequired = bRequired;
  820. 			return false;
  821. 		}
  822. 	}
  823.  
  824. 	tmp.ActorClass = ActorName;
  825. 	tmp.bRequired = bRequired;
  826. 	AllServerActors[AllServerActors.Length] = tmp;
  827. 	SetUsedServerActors();
  828. 	return true;
  829. }
  830.  
  831. function bool AddServerActor(string ActorName)
  832. {
  833. 	local int i;
  834.  
  835. 	if (!bEdit)
  836. 	{
  837. 		log("AddServerActor()"@DidNotStartEdit);
  838. 		return false;
  839. 	}
  840.  
  841. 	// Check for already exists
  842. 	for (i=0;i<ProfileServerActors.Length;i++)
  843. 	{
  844. 		if (ProfileServerActors[i] ~= ActorName)
  845. 			return false;
  846. 	}
  847.  
  848. 	for (i=0;i<AllServerActors.Length;i++)
  849. 	{
  850. 		if (AllServerActors[i].ActorClass ~= ActorName)
  851. 		{
  852. 			ProfileServerActors[ProfileServerActors.Length] = ActorName;
  853. 			SetUsedServerActors();
  854. 			return true;
  855. 		}
  856. 	}
  857. 	return false;
  858. }
  859.  
  860. function bool DelProfileServerActor(string ActorName)
  861. {
  862. 	local int i;
  863.  
  864. 	if (!bEdit)
  865. 	{
  866. 		log("DelProfileServerActor()"@DidNotStartEdit);
  867. 		return false;
  868. 	}
  869.  
  870. 	for (i=0;i<AllServerActors.Length;i++)
  871. 	{
  872. 		if (AllServerActors[i].ActorClass ~= ActorName)
  873. 		{
  874. 			AllServerActors.Remove(i,1);
  875. 			SetUsedServerActors();
  876. 			return true;
  877. 		}
  878. 	}
  879.  
  880. 	return false;
  881. }
  882.  
  883. function bool DelServerActor(string ActorName)
  884. {
  885. 	local int i;
  886.  
  887. 	if (!bEdit)
  888. 	{
  889. 		log("DelServerActor()"@DidNotStartEdit);
  890. 		return false;
  891. 	}
  892.  
  893. 	i = ActiveServerActors.FindTagId(ActorName);
  894. 	if (i >= 0)
  895. 	{
  896. 		ActiveServerActors.Remove(i);
  897. 		return true;
  898. 	}
  899.  
  900. 	return false;
  901. }
  902.  
  903. function bool ServerActorIsRequired(string ActorName)
  904. {
  905. 	local int i;
  906. 	for (i=0;i<AllServerActors.Length;i++)
  907. 		if (ActorName ~= AllServerActors[i].ActorClass)
  908. 			return AllServerActors[i].bRequired;
  909.  
  910. 	return false;
  911. }
  912.  
  913.  
  914. ////////////////////////////////
  915. // Protected Helping functions
  916. ////////////////////////////////
  917.  
  918. // Always reload settings at StartEdit()
  919. protected function string LoadSettings(class<GameInfo> GameClass)
  920. {
  921. 	local class<Mutator> Mut${1}< ${3} >
  922. 	local class<Info>	SA${1}< ${3} >
  923. 	local int i,j;
  924.  
  925. 	if (!bEdit)
  926. 	{
  927. 		log("LoadSettings()"@DidNotStartEdit);
  928. 		return "";
  929. 	}
  930.  
  931. 	if (PInfo == None)
  932. 		PInfo = new(None) class'PlayInfo';
  933.  
  934. 	PInfo.Clear();
  935.  
  936. 	// Unhook GameInfo.FillPlayInfo()'s hook to BaseMutator.FillPlayInfo()
  937. 	// Otherwise, we end up with mutator playinfo that we may not want
  938. 	GameClass.static.FillPlayInfo(PInfo);
  939. 	PInfo.PopClass();
  940.  
  941. 	if (ACClass == None && AccessClass != "")
  942. 		ACClass = class<AccessControl>(DynamicLoadObject(AccessClass,class'Class'));
  943.  
  944. 	if (ACClass!=None)
  945. 	{
  946. 		ACClass.static.FillPlayInfo(PInfo);
  947. 		PInfo.PopClass();
  948. 	}
  949.  
  950. 	if (GameClass.default.MutatorClass != "")
  951. 	{
  952. 		MutClass = class<Mutator>(DynamicLoadObject(GameClass.default.MutatorClass,class'Class'));
  953. 		if (MutClass != None)
  954. 		{
  955. 			MutClass.static.FillPlayInfo(PInfo);
  956. 			PInfo.PopClass();
  957. 		}
  958. 	}
  959.  
  960. 	if (ActiveMutators.Count() == 0)
  961. 		SetUsedMutators();
  962.  
  963. 	if (ActiveServerActors.Count() == 0)
  964. 		SetUsedServerActors();
  965.  
  966. 	for (i=0;i<ActiveMutators.Count();i++)
  967. 	{
  968. 		MutClass=class<Mutator>(DynamicLoadObject(AllMutators[int(ActiveMutators.GetItem(i))].MutatorName,class'class'));
  969. 		if (MutClass!=None)
  970. 		{
  971. 			MutClass.static.FillPlayInfo(PInfo);
  972. 			PInfo.PopClass();
  973. 		}
  974. 	}
  975.  
  976. 	for (i=0;i<ActiveServerActors.Count();i++)
  977. 	{
  978. 		j = int(ActiveServerActors.GetItem(i));
  979. 		SAClass = class<Info>(DynamicLoadObject(AllServerActors[j].ActorClass,class'Class'));
  980. 		if (SAClass != None)
  981. 		{
  982. 			SAClass.static.FillPlayInfo(PInfo);
  983. 			PInfo.PopClass();
  984. 		}
  985. 	}
  986.  
  987. 	// Create active profile array
  988. 	InitializeProfile(ActiveSettings);
  989. 	if (ProfileSettings.Length > 0)
  990. 	{
  991. 		ActiveSettings.Length = ProfileSettings.Length;
  992. 		// Then retrieve all stored values from saved profile
  993. 		for (i=0;i<ProfileSettings.Length;i++)
  994. 			ActiveSettings[i] = ProfileSettings[i];
  995. 	}
  996. 	else // Copy active profile to saved profile.
  997. 	{
  998. 		ProfileSettings.Length = ActiveSettings.Length;
  999. 		for (i=0;i<ActiveSettings.Length;i++)
  1000. 			SetProfileParam(i,ActiveSettings[i].SettingName,ActiveSettings[i].SettingValue);
  1001. 	}
  1002.  
  1003. 	return string(GameClass);
  1004. }
  1005.  
  1006. protected function LoadGameTypes()
  1007. {
  1008. 	local class<GameInfo>	Temp${1}< ${3} >
  1009. 	local String 			NextGame;
  1010. 	local int				i;
  1011.  
  1012. 	// Compile a list of all gametypes.
  1013. 	i = 0;
  1014. 	NextGame = Level.GetNextInt("Engine.GameInfo", 0);
  1015. 	AllGameTypes.Length = 0;
  1016. 	while (NextGame != "")
  1017. 	{
  1018. 		TempClass = class<GameInfo>(DynamicLoadObject(NextGame, class'Class'));
  1019. 		if (TempClass != None)
  1020. 			AllGameTypes[AllGameTypes.Length] = Temp${1}< ${3} >
  1021.  
  1022. 		NextGame = Level.GetNextInt("Engine.GameInfo", ++i);
  1023. 	}
  1024. }
  1025.  
  1026. protected function class<GameInfo> FindGameType(string GameType)
  1027. {
  1028. 	local class<GameInfo> Temp${1}< ${3} >
  1029. 	local int i;
  1030.  
  1031. 	if (AllGameTypes.Length == 0)
  1032. 		LoadGameTypes();
  1033. 	TempClass = None;
  1034. 	for (i=0; i<AllGameTypes.Length; i++)
  1035. 	{
  1036. 		TempClass = AllGameTypes[i];
  1037. 		if (GameType ~= string(TempClass))				break;
  1038. 		if (GameType ~= TempClass.default.Acronym)		break;
  1039. 		if (GameType ~= TempClass.default.DecoTextName)	break;
  1040. 		if (Right(string(TempClass), Len(GameType)+1) ~= ("."$GameType))			break;
  1041. 		if (Right(TempClass.default.DecoTextName, Len(GameType)+1) ~= ("."$GameType))	break;
  1042. 	}
  1043. 	return Temp${1}< ${3} >
  1044. }
  1045.  
  1046. protected function LoadAllMaps()
  1047. {
  1048. 	if (GameClass==None)
  1049. 		GameClass = FindGameType(DefaultGameType);
  1050.  
  1051. 	if (GameClass == None)
  1052. 		return;
  1053.  
  1054. 	GameMaps.Length = 0;
  1055. 	GameClass.static.LoadMapList(GameClass.default.MapPrefix, GameMaps);
  1056. }
  1057.  
  1058. protected function LoadAllMutators()
  1059. {
  1060. 	class'xUtil'.static.GetMutatorList(GameMutators);
  1061. }
  1062.  
  1063. protected function LoadAllServerActors()
  1064. {
  1065. 	local int i;
  1066. 	local ConfigMaster ConfigM;
  1067.  
  1068. 	if (Level != None && Level.Game != None && Level.Game.BaseMutator != None && ConfigMaster(Level.Game.BaseMutator.NextMutator) != None)
  1069. 		ConfigM = ConfigMaster(Level.Game.BaseMutator.NextMutator);
  1070. 	else return;
  1071.  
  1072. 	for (i=0;i<ConfigM.ManagedActors.Length;i++)
  1073. 		GameServerActors[GameServerActors.Length] = string(ConfigM.ManagedActors[i].SAClass);
  1074. }
  1075.  
  1076. protected function bool MapIsValid(string MapName)
  1077. {
  1078. 	local string Prefix, ShortName;
  1079.  
  1080. 	Divide(MapName,"-",Prefix,ShortName);
  1081. 	if (Prefix ~= AllMapsPrefix)
  1082. 		return true;
  1083. 	return false;
  1084. }
  1085.  
  1086. protected function string GetMutatorGroup(string MutName)
  1087. {
  1088. 	local int i;
  1089.  
  1090. 	if (GameMutators.Length == 0)
  1091. 		LoadAllMutators();
  1092.  
  1093. 	for (i=0;i<GameMutators.Length;i++)
  1094. 		if (GameMutators[i].ClassName ~= MutName)
  1095. 			return GameMutators[i].GroupName;
  1096.  
  1097. 	return "";
  1098. }
  1099.  
  1100. protected function SetUsedMaps()
  1101. {
  1102. 	local int i,j;
  1103.  
  1104. 	if (!bEdit)
  1105. 	{
  1106. 		log("SetUsedMaps()"@DidNotStartEdit);
  1107. 		return;
  1108. 	}
  1109.  
  1110. 	if (AllMaps.Length == 0)
  1111. 		return;
  1112.  
  1113. 	ActiveMaps.Reset();
  1114.  
  1115. 	// Add required maps first, up to MaxMaps count
  1116. 	for (i=0;i<AllMaps.Length;i++)
  1117. 	{
  1118. 		if (MaxMaps > 0 && ActiveMaps.Count() >= MaxMaps)
  1119. 			break;
  1120. 		if (AllMaps[i].bRequired)
  1121. 			ActiveMaps.Add(string(i),AllMaps[i].MapName);
  1122. 	}
  1123.  
  1124. 	if ((((MaxMaps > 0) && (ActiveMaps.Count() < MaxMaps)) || (MaxMaps == 0))&&(ProfileMaps.Length>0))
  1125. 	{
  1126. 		for (i=0;i<ProfileMaps.Length;i++)
  1127. 		{
  1128. 			if (!MapIsValid(ProfileMaps[i]))
  1129. 			{
  1130. 				ProfileMaps.Remove(i,1);
  1131. 				i--;
  1132. 				continue;
  1133. 			}
  1134.  
  1135. 			if (MaxMaps > 0 && ActiveMaps.Count() >= MaxMaps)
  1136. 				break;
  1137. 			for (j=0;j<AllMaps.Length;j++)
  1138. 				if ((ProfileMaps[i]~=AllMaps[j].MapName) && (ActiveMaps.FindTagId(AllMaps[j].MapName)<0))
  1139. 					ActiveMaps.Add(string(j), AllMaps[j].MapName);
  1140. 		}
  1141. 	}
  1142. }
  1143.  
  1144. // Loads used mutators from ini into ActiveMutators StringArray
  1145. protected function SetUsedMutators()
  1146. {
  1147. 	local int i,j;
  1148. 	local string MutatorGroups, tmp;
  1149. 	if (!bEdit)
  1150. 	{
  1151. 		log("SetUsedMutators()"@DidNotStartEdit);
  1152. 		return;
  1153. 	}
  1154.  
  1155. 	if (AllMutators.Length == 0)
  1156. 		return;
  1157.  
  1158. 	ActiveMutators.Reset();
  1159. 	// Add required mutators first
  1160. 	for (i=0;i<AllMutators.Length;i++)
  1161. 	{
  1162. 		if (AllMutators[i].bRequired)
  1163. 		{
  1164. 			tmp = GetMutatorGroup(AllMutators[i].MutatorName);
  1165. 			if (InStr(MutatorGroups, tmp) == -1)
  1166. 			{
  1167. 				if (MutatorGroups != "") MutatorGroups = MutatorGroups $ ",";
  1168. 				MutatorGroups = MutatorGroups $ tmp;
  1169. 				ActiveMutators.Add(string(i), AllMutators[i].MutatorName);
  1170. 			}
  1171. 		}
  1172. 	}
  1173.  
  1174. 	for (i=0;i<ProfileMutators.Length;i++)
  1175. 	{
  1176. 		for (j=0;j<AllMutators.Length;j++)
  1177. 		{
  1178. 			if ((AllMutators[j].MutatorName ~= ProfileMutators[i])&&(ActiveMutators.FindTagId(AllMutators[j].MutatorName)<0))
  1179. 			{
  1180. 				tmp = GetMutatorGroup(AllMutators[j].MutatorName);
  1181. 				if (InStr(MutatorGroups, tmp) == -1)
  1182. 				{
  1183. 					if (MutatorGroups != "") MutatorGroups = MutatorGroups $ ",";
  1184. 					MutatorGroups = MutatorGroups $ tmp;
  1185. 					ActiveMutators.Add(string(j), AllMutators[j].MutatorName);
  1186. 				}
  1187. 			}
  1188. 		}
  1189. 	}
  1190. }
  1191.  
  1192. protected function SetUsedServerActors()
  1193. {
  1194. 	local int i,j;
  1195. 	if (!bEdit)
  1196. 	{
  1197. 		log("SetUsedServerActors()"@DidNotStartEdit);
  1198. 		return;
  1199. 	}
  1200.  
  1201. 	if (AllServerActors.Length == 0)
  1202. 		return;
  1203.  
  1204. 	ActiveServerActors.Reset();
  1205. 	// Add required server actors first
  1206. 	for (i=0;i<AllServerActors.Length;i++)
  1207. 		if (AllServerActors[i].bRequired)
  1208. 			ActiveServerActors.Add(string(i), AllServerActors[i].ActorClass,True);
  1209.  
  1210. 	for (i=0;i<ProfileServerActors.Length;i++)
  1211. 		for (j=0;j<AllServerActors.Length;j++)
  1212. 			if (AllServerActors[j].ActorClass ~= ProfileServerActors[i])
  1213. 				ActiveServerActors.Add(string(j),AllServerActors[j].ActorClass,True);
  1214. }
  1215.  
  1216. protected function ClearUsedMaps()
  1217. {
  1218. 	ProfileMaps.Length = 0;
  1219. 	SaveConfig();
  1220. }
  1221.  
  1222. protected function ClearUsedMutators()
  1223. {
  1224. 	ProfileMutators.Length = 0;
  1225. 	SaveConfig();
  1226. }
  1227.  
  1228. protected function ClearUsedServerActors()
  1229. {
  1230. 	ProfileServerActors.Length = 0;
  1231. 	SaveConfig();
  1232. }
  1233.  
  1234. protected function ClearAllMaps()
  1235. {
  1236. 	AllMaps.Length=0;
  1237. 	SaveConfig();
  1238. }
  1239.  
  1240. protected function ClearAllMutators()
  1241. {
  1242. 	AllMutators.Length = 0;
  1243. 	SaveConfig();
  1244. }
  1245.  
  1246. protected function ClearAllServerActors()
  1247. {
  1248. 	AllServerActors.Length = 0;
  1249. 	SaveConfig();
  1250. }
  1251.  
  1252. // Saves active maps for this profile to ini
  1253. protected function SaveUsedMaps()
  1254. {
  1255. 	local int i;
  1256. 	if (!bEdit)
  1257. 	{
  1258. 		log("SaveUsedMaps()"@DidNotStartEdit);
  1259. 		return;
  1260. 	}
  1261.  
  1262. 	ClearUsedMaps();
  1263. 	for (i=0;i<ActiveMaps.Count();i++)
  1264. 		ProfileMaps[ProfileMaps.Length] = ActiveMaps.GetTag(i);
  1265. }
  1266.  
  1267. // Saves ActiveMutators to ini
  1268. protected function SaveUsedMutators()
  1269. {
  1270. 	local int i;
  1271.  
  1272. 	if (!bEdit)
  1273. 	{
  1274. 		log("SaveUsedMutators()"@DidNotStartEdit);
  1275. 		return;
  1276. 	}
  1277.  
  1278. 	ClearUsedMutators();
  1279. 	for (i=0;i<ActiveMutators.Count();i++)
  1280. 		ProfileMutators[ProfileMutators.Length] = ActiveMutators.GetTag(i);
  1281. }
  1282.  
  1283. protected function SaveUsedServerActors()
  1284. {
  1285. 	local int i;
  1286.  
  1287. 	if (!bEdit)
  1288. 	{
  1289. 		log("SaveUsedServerActors()"@DidNotStartEdit);
  1290. 		return;
  1291. 	}
  1292. 	ClearUsedServerActors();
  1293. 	for (i=0;i<ActiveServerActors.Count();i++)
  1294. 		ProfileServerActors[ProfileServerActors.Length] = ActiveServerActors.GetTag(i);
  1295. }
  1296.  
  1297. // Applies the active maps to the actual Game maplist
  1298. protected function ApplyMapList(array<string> NewMapList)
  1299. {
  1300. 	local int i;
  1301.  
  1302. 	if (GameClass == None)
  1303. 		GameClass = class<GameInfo>(DynamicLoadObject(DefaultGameType,class'Class'));
  1304.  
  1305. 	if (Maps == None)
  1306. 		GetMaps();
  1307.  
  1308. 	if (Maps == None)
  1309. 		return;
  1310.  
  1311. 	Maps.Maps.Length = 0;
  1312. 	for (i=0;i<NewMapList.Length;i++)
  1313. 		Maps.Maps[i] = NewMapList[i];
  1314.  
  1315. 	Maps.SaveConfig();
  1316. }
  1317.  
  1318. // Applies ActiveMutators to actual Game mutator list
  1319. protected function ApplyMutators()
  1320. {
  1321. 	local int i;
  1322. 	local array<string> TempMut;
  1323.  
  1324. 	if (!bEdit)
  1325. 	{
  1326. 		log("ApplyMutators()"@DidNotStartEdit);
  1327. 		return;
  1328. 	}
  1329.  
  1330. 	for (i=0;i<ActiveMutators.Count();i++)
  1331. 		TempMut[TempMut.Length] = ActiveMutators.GetTag(i);
  1332.  
  1333. 	if (TempMut.Length == 0)
  1334. 		NextMutators = "";
  1335.  
  1336. 	else NextMutators = class'wUtils103.wArray'.static.Join(TempMut,",");
  1337. }
  1338.  
  1339. protected function ClearProfile(out array<ProfileSetting> OldProfile)
  1340. {
  1341. 	if (!bEdit)
  1342. 	{
  1343. 		log("ClearProfile()"@DidNotStartEdit);
  1344. 		return;
  1345. 	}
  1346.  
  1347. 	OldProfile.Length = 0;
  1348. }
  1349.  
  1350. protected function bool InitializeProfile(out array<ProfileSetting> NewProfile)
  1351. {
  1352. 	local int i;
  1353. 	local ProfileSetting NewSetting;
  1354.  
  1355. 	if (!bEdit)
  1356. 	{
  1357. 		log("InitializeProfile()"@DidNotStartEdit);
  1358. 		return false;
  1359. 	}
  1360.  
  1361. 	if (PInfo==None)
  1362. 		return false;
  1363.  
  1364. 	if (NewProfile.Length>0)
  1365. 		ClearProfile(NewProfile);
  1366.  
  1367. 	for (i = 0; i < PInfo.Settings.Length; i++)
  1368. 	{
  1369. 		if (InStr(PInfo.Settings[i].SettingName,"AdminName") != -1 || InStr(PInfo.Settings[i].SettingName,"AdminEmail") != -1)
  1370. 			continue;
  1371.  
  1372. 		NewSetting.SettingName = PInfo.Settings[i].SettingName;
  1373. 		NewSetting.SettingValue = PInfo.Settings[i].Value;
  1374.  
  1375. 		NewProfile[NewProfile.Length] = NewSetting;
  1376. 	}
  1377.  
  1378. 	return true;
  1379. }
  1380.  
  1381. ////////////////////////////////////////////////////////////////////////////
  1382. // PlayInfo Query Functions
  1383. ////////////////////////////////////////////////////////////////////////////
  1384.  
  1385. function string GetParamName(int idx)
  1386. {
  1387. 	if (idx < 0 || idx >= PInfo.Settings.Length)
  1388. 		return "";
  1389.  
  1390. 	return PInfo.Settings[idx].SettingName;
  1391. }
  1392.  
  1393. function int GetParamIndex(string SettingName)
  1394. {
  1395. 	local int i;
  1396.  
  1397. 	for (i = 0; i < PInfo.Settings.Length; i++)
  1398. 		if (PInfo.Settings[i].SettingName ~= SettingName)
  1399. 			break;
  1400.  
  1401. 	if (i==PInfo.Settings.Length)
  1402. 		return -1;
  1403.  
  1404. 	return i;
  1405. }
  1406.  
  1407. function string GetParam(int idx)
  1408. {
  1409. 	if (idx < 0 || idx >= PInfo.Settings.Length)
  1410. 		return "";
  1411.  
  1412. 	return PInfo.Settings[idx].Value;
  1413. }
  1414.  
  1415. function string GetNamedParam(string Parameter)
  1416. {
  1417. 	local int i;
  1418. 	local string SettingName;
  1419.  
  1420. 	for (i = 0; i < PInfo.Settings.Length; i++)
  1421. 	{
  1422. 		SettingName = PInfo.Settings[i].SettingName;
  1423. 		if (SettingName ~= Parameter || Right(SettingName, Len(Parameter) + 1) ~= ("."$Parameter))
  1424. 			return PInfo.Settings[i].Value;
  1425. 	}
  1426. 	return "";
  1427. }
  1428.  
  1429. function array<string> GetMaskedParams(string ParamMask)
  1430. {
  1431. 	local array<string> FoundParams;
  1432. 	local array<string> FoundMasks;
  1433. 	local string SettingName, ShortName;
  1434. 	local int i, j, p;
  1435.  
  1436. 	class'wUtils103.wString'.static.Split2(ParamMask, " ", FoundMasks);
  1437. 	if (FoundMasks.Length > 0)
  1438. 	{
  1439. 		for (i = 0; i<PInfo.Settings.Length; i++)
  1440. 		{
  1441. 			SettingName = PInfo.Settings[i].SettingName;
  1442.  
  1443. 			ShortName = SettingName;
  1444. 			j = Instr(ShortName, ".");
  1445. 			while (j != -1)
  1446. 			{
  1447. 				ShortName = Mid(ShortName, p+1);
  1448. 				j = Instr(ShortName, ".");
  1449. 			}
  1450.  
  1451. 			for (j = 0; j<FoundMasks.Length; j++)
  1452. 			{
  1453. 				if (class'wUtils103.wString'.static.MaskedCompare(ShortName, FoundMasks[j]) || class'wUtils103.wString'.static.MaskedCompare(SettingName, FoundMasks[j]))
  1454. 				{
  1455. 					FoundParams[FoundParams.Length] = SettingName;
  1456. 					FoundParams[FoundParams.Length] = PInfo.Settings[i].Value;
  1457. 					break;
  1458. 				}
  1459. 			}
  1460. 		}
  1461. 	}
  1462. 	return FoundParams;
  1463. }
  1464.  
  1465. /////////////////////////////////////////////////////////////////////
  1466. // Profile Query Functions
  1467. ////////////////////////////////////////////////////////////////////
  1468.  
  1469. function int GetProfileParamIndex(string SettingName)
  1470. {
  1471. 	local int i;
  1472.  
  1473. 	for (i=0;i<ProfileSettings.Length;i++)
  1474. 		if (ProfileSettings[i].SettingName ~= SettingName)
  1475. 			break;
  1476.  
  1477. 	if (i==ProfileSettings.Length)
  1478. 		return -1;
  1479.  
  1480. 	return i;
  1481. }
  1482.  
  1483. function string GetProfileParamName(int idx)
  1484. {
  1485. 	if (idx < 0 || idx >= ProfileSettings.Length)
  1486. 		return "";
  1487.  
  1488. 	return ProfileSettings[idx].SettingName;
  1489. }
  1490.  
  1491. function string GetProfileParam(int idx)
  1492. {
  1493. 	if (idx < 0 || idx >= ProfileSettings.Length)
  1494. 		return "";
  1495.  
  1496. 	return ProfileSettings[idx].SettingValue;
  1497. }
  1498.  
  1499. function string GetProfileNamedParam(string Parameter)
  1500. {
  1501. 	local int i;
  1502. 	local string SettingName;
  1503.  
  1504. 	for (i = 0; i < ProfileSettings.Length; i++)
  1505. 	{
  1506. 		SettingName = ProfileSettings[i].SettingName;
  1507. 		if (SettingName ~= Parameter || Right(SettingName, Len(Parameter)+1) ~= ("."$Parameter))
  1508. 			return ProfileSettings[i].SettingValue;
  1509. 	}
  1510.  
  1511. 	return "";
  1512. }
  1513.  
  1514. /////////////////////////////////////////////////////////////////////
  1515. // PlayInfo Manipulation Functions
  1516. /////////////////////////////////////////////////////////////////////
  1517.  
  1518. function SavePI()
  1519. {
  1520. 	if (!bEdit)
  1521. 	{
  1522. 		log("SavePI()"@DidNotStartEdit);
  1523. 		return;
  1524. 	}
  1525.  
  1526. 	if (PInfo == None)
  1527. 		return;
  1528.  
  1529. 	PInfo.SaveSettings();
  1530. }
  1531.  
  1532. function bool SetParam(int idx, string Value)
  1533. {
  1534. 	if (PInfo == None || idx < 0 || idx >= PInfo.Settings.Length)
  1535. 		return false;
  1536.  
  1537. 	if (InStr(PInfo.Settings[idx].SettingName,"AdminName") != -1 || InStr(PInfo.Settings[idx].SettingName,"AdminEmail") != -1)
  1538. 		return false;
  1539.  
  1540. 	return PInfo.StoreSetting(idx, Value);
  1541. }
  1542.  
  1543. function bool SetNamedParam(string Parameter, string Value)
  1544. {
  1545. 	local int i;
  1546. 	local string SettingName;
  1547.  
  1548. 	if (PInfo == None) return false;
  1549.  
  1550. 	for (i = 0; i < PInfo.Settings.Length; i++)
  1551. 	{
  1552. 		SettingName = PInfo.Settings[i].SettingName;
  1553. 		if (SettingName ~= Parameter || Right(SettingName, Len(Parameter) + 1) ~= ("."$Parameter))
  1554. 		{
  1555. 			if (InStr(PInfo.Settings[i].SettingName,"AdminName") != -1 || InStr(PInfo.Settings[i].SettingName,"AdminEmail") != -1)
  1556. 				return false;
  1557.  
  1558. 			return PInfo.StoreSetting(i, Value);
  1559. 		}
  1560. 	}
  1561. 	// Parameter not found
  1562. 	return false;
  1563. }
  1564.  
  1565. ///////////////////////////////////////////////////////////////////////////
  1566. // Profile Manipulation Functions
  1567. ///////////////////////////////////////////////////////////////////////////
  1568.  
  1569. function int Count()
  1570. {
  1571. 	return ProfileSettings.Length;
  1572. }
  1573.  
  1574. function bool SetProfileParam(int idx, string SettingName, coerce string SettingValue)
  1575. {
  1576. 	if (idx < 0 || idx > ProfileSettings.Length)
  1577. 		return false;
  1578.  
  1579.     if (ProfileSettings.Length == idx)
  1580.     	ProfileSettings.Length = ProfileSettings.Length+1;
  1581.  
  1582. 	ProfileSettings[idx].SettingName = SettingName;
  1583. 	ProfileSettings[idx].SettingValue = SettingValue;
  1584.  
  1585. 	return true;
  1586. }
  1587.  
  1588. function bool SetProfileNamedParam(string Parameter, string Value)
  1589. {
  1590. 	local int i;
  1591. 	local string SettingName;
  1592.  
  1593. 	for (i = 0;i < ProfileSettings.Length; i++)
  1594. 	{
  1595. 		SettingName = ProfileSettings[i].SettingName;
  1596. 		if (SettingName ~= Parameter || Right(SettingName, Len(Parameter) + 1) ~= ("."$Parameter))
  1597. 		{
  1598. 			ProfileSettings[i].SettingValue = Value;
  1599. 			return true;
  1600. 		}
  1601. 	}
  1602.  
  1603. 	return false;
  1604. }