My program doesn't have bugs. It just develops random features.
Legacy:Session
From Unreal Wiki, The Unreal Engine Documentation Site
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class Session extends Object within SessionMaster
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transient;
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//-----------------------------------------------------------
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// Ladder.Session
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// Sessions concept by El_Muerte[TDS]
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// http://wiki.beyondunreal.com/wiki/Sessions
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//
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// Data container used by webadmin - tracked by SessionMaster
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// Session "hashes" (10 digit number unique to each Session object)
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// are generated by SessionMaster at server startup
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//
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// Session hashes are passed via form submittal, often taking advantage
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// of the Webserver's ability to parse directly injected form labels
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// (?VarName=VarValue)
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//
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// Session hashes are queried from the WebRequest object
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// each connection - this allows easy access to unlimited amounts
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// of related data across the entire class, without risking corruption
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// across threads (such as would be the case with global variables)
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//-----------------------------------------------------------
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struct SessionData
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{
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var string Key;
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var string Value;
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};
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struct SessionMap
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{
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var string MapName;
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var int MapListOrder;
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var bool bRequired;
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};
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struct SessionMutator
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{
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var string MutatorName;
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var bool bRequired;
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};
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struct SessionServerActor
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{
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var string SAName;
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var bool bRequired;
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};
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// contains the ProfileConfigSet that this session applies to
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var private ProfileConfigSet PCS;
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// contains the data for this session
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var private array<SessionData> Data;
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var private array<SessionMutator> Mutators;
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var private array<SessionMap> Maps;
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var private array<SessionServerActor> ServerActors;
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// contains the unique identifier
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var private string hash;
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// Input functions
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final function bool SetHash(string NewHash)
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{
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if (NewHash!="")
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{
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Hash = NewHash;
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return true;
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}
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return false;
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}
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function bool SetPCS(ProfileConfigSet TempPCS)
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{
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if (TempPCS != None)
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{
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PCS = TempPCS;
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return true;
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}
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return false;
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}
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function bool setValue(string Dataname, string value, bool bAddIfNotExists, optional out string oldValue)
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{
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local int i;
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local SessionData KVP;
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for (i = 0; i<data.length; i++)
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{
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if (data[i].key ~= Dataname)
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{
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oldValue = data[i].value;
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data[i].value = value;
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return true;
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}
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}
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if (bAddIfNotExists)
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{
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KVP.Key = DataName;
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KVP.Value = Value;
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Data[Data.Length] = KVP;
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return true;
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}
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return false;
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}
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function bool setMutator(string NewMutator, bool bAddIfNotExists, optional bool bRequired)
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{
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local int i;
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local SessionMutator tmp;
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for (i=0;i<Mutators.Length;i++)
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{
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if (Mutators[i].MutatorName ~= NewMutator)
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{
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Mutators[i].bRequired = bRequired;
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return true;
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}
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}
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if (bAddIfNotExists)
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{
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tmp.MutatorName = NewMutator;
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tmp.bRequired = bRequired;
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Mutators[Mutators.Length] = tmp;
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return true;
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}
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return false;
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}
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function bool setMap(string NewMap, int NewOrder, bool bAddIfNotExists, optional bool bRequired)
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{
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local int i;
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local SessionMap tmp;
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for (i=0;i<Maps.Length;i++)
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{
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if (Maps[i].MapName ~= NewMap)
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{
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Maps[i].MapListOrder = NewOrder;
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Maps[i].bRequired = bRequired;
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return true;
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}
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}
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if (bAddIfNotExists)
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{
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tmp.MapName = NewMap;
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tmp.bRequired = bRequired;
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tmp.MapListOrder = NewOrder;
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Maps[Maps.Length] = tmp;
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return true;
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}
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return false;
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}
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function bool SetServerActor(string NewActor, bool bAddIfNotExists, optional bool bRequired)
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{
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local int i;
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local SessionServerActor tmp;
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for (i=0;i<ServerActors.Length;i++)
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{
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if (ServerActors[i].SAName ~= NewActor)
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{
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ServerActors[i].bRequired = bRequired;
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return true;
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}
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}
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if (bAddIfNotExists)
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{
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tmp.SAName = NewActor;
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tmp.bRequired = bRequired;
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ServerActors[ServerActors.Length] = tmp;
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return true;
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}
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return false;
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}
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// Output functions
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final function string GetHash()
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{
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return Hash;
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}
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function ProfileConfigSet GetPCS()
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{
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if (PCS != None)
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return PCS;
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return None;
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}
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function int getIdValue(int idx, out string DataName, out string DataValue)
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{
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if (idx < 0 || idx >= Data.Length)
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return -1;
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DataName = Data[idx].Key;
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DataValue = Data[idx].Value;
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return idx;
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}
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function string getValue(string name, optional string sdefault)
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{
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local int i;
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for (i = 0; i<data.length; i++)
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if (data[i].key == name) return data[i].value;
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return sdefault;
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}
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function string getMutator(int idx)
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{
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if (idx < 0 || idx >= Mutators.Length)
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return "";
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return Mutators[idx].MutatorName;
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}
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function string getMap(int idx)
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{
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if (idx < 0 || idx >= Maps.Length)
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return "";
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return Maps[idx].MapName;
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}
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function string getServerActor(int idx)
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{
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if (idx < 0 || idx >= ServerActors.Length)
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return "";
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return ServerActors[idx].SAName;
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}
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// Maintenance
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final function ClearMutators()
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{
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Mutators.Length = 0;
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}
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final function ClearMaps()
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{
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Maps.Length = 0;
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}
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final function ClearData()
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{
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Data.Length = 0;
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}
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final function ClearServerActors()
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{
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ServerActors.Length = 0;
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}
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function bool delValue(string DataName)
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{
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local int i;
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for (i=0;i<Data.Length;i++)
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{
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if (Data[i].Key ~= DataName)
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{
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Data.Remove(i,1);
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return true;
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}
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}
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return false;
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}
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function bool delMap(string MapName)
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{
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local int i;
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for (i=0;i<Maps.Length;i++)
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{
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if (Maps[i].MapName ~= MapName)
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{
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Maps.Remove(i,1);
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return true;
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}
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}
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return false;
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}
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function bool delMutator(string Mutator)
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{
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local int i;
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for (i=0;i<Mutators.Length;i++)
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{
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if (Mutators[i].MutatorName ~= Mutator)
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{
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Mutators.Remove(i,1);
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return true;
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}
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}
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return false;
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}
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function bool delServerActor(string ActorName)
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{
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local int i;
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for (i=0;i<ServerActors.Length;i++)
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{
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if (ServerActors[i].SAName ~= ActorName)
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{
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ServerActors.Remove(i,1);
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return true;
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}
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}
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return false;
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}
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// Utility
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final function ResetSession()
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{
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ClearMutators();
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ClearMaps();
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ClearData();
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ClearServerActors();
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PCS = None;
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}
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final function int GetMutatorLength()
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{
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return Mutators.Length;
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}
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final function int GetDataLength()
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{
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return Data.Length;
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}
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final function int GetMapLength()
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{
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return Maps.Length;
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}
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final function int GetSALength()
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{
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return ServerActors.Length;
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}
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final function int MapOrder(int idx)
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{
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if (idx < 0 || idx >= Maps.Length)
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return -1;
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return Maps[idx].MapListOrder;
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}
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final function bool HasData(string DataName)
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{
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local int i;
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for (i=0;i<Data.Length;i++)
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if (Data[i].key ~= DataName)
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return true;
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return false;
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}
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final function bool HasMutator(string MutatorName)
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{
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local int i;
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for (i=0;i<Mutators.Length;i++)
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if (Mutators[i].MutatorName ~= MutatorName)
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return true;
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return false;
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}
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final function bool HasMap(string MapName)
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{
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local int i;
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for (i=0;i<Maps.Length;i++)
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if (Maps[i].MapName ~= MapName)
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return true;
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return false;
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}
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final function bool HasServerActor(string ActorName)
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{
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local int i;
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for (i=0;i<ServerActors.Length;i++)
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if (ServerActors[i].SAName ~= ActorName)
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return true;
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return false;
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}
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final function bool MutRequired(string MutatorName)
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{
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local int i;
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for (i=0;i<Mutators.Length;i++)
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if ((Mutators[i].MutatorName ~= MutatorName) && (Mutators[i].bRequired))
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return true;
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return false;
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}
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final function bool MapRequired(string MapName)
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{
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local int i;
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for (i=0;i<Maps.Length;i++)
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if (Maps[i].MapName ~= MapName)
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return Maps[i].bRequired;
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return false;
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}
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final function bool SARequired(string ActorName)
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{
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local int i;
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for (i=0;i<ServerActors.Length;i++)
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if (ServerActors[i].SAName ~= ActorName)
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return ServerActors[i].bRequired;
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return false;
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}