mirror of
https://github.com/EngineHub/WorldGuard.git
synced 2024-12-26 02:57:42 +01:00
Updated FlagValueCalculator to treat global regions a lowest priority region.
This commit is contained in:
parent
4d43ef5305
commit
7481acba8c
@ -26,23 +26,18 @@
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import com.sk89q.worldguard.protection.flags.RegionGroup;
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import com.sk89q.worldguard.protection.flags.RegionGroupFlag;
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import com.sk89q.worldguard.protection.flags.StateFlag;
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import com.sk89q.worldguard.protection.flags.StateFlag.*;
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import com.sk89q.worldguard.protection.managers.RegionManager;
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import com.sk89q.worldguard.protection.regions.ProtectedRegion;
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import javax.annotation.Nullable;
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import java.util.Collection;
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import java.util.Collections;
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import java.util.HashMap;
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import java.util.HashSet;
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import java.util.Iterator;
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import java.util.Map;
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import java.util.Set;
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import java.util.SortedSet;
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import java.util.TreeSet;
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import static com.google.common.base.Preconditions.checkNotNull;
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import static com.sk89q.worldguard.protection.flags.StateFlag.*;
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import static com.sk89q.worldguard.protection.flags.StateFlag.test;
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/**
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* Represents the effective set of flags, owners, and members for a given
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@ -61,6 +56,7 @@ public class ApplicableRegionSet implements Iterable<ProtectedRegion> {
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private final SortedSet<ProtectedRegion> applicable;
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@Nullable
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private final ProtectedRegion globalRegion;
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private final FlagValueCalculator flagValueCalculator;
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/**
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* Construct the object.
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@ -84,6 +80,7 @@ public ApplicableRegionSet(SortedSet<ProtectedRegion> applicable, @Nullable Prot
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checkNotNull(applicable);
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this.applicable = applicable;
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this.globalRegion = globalRegion;
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this.flagValueCalculator = new FlagValueCalculator(applicable, globalRegion);
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}
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/**
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@ -94,7 +91,7 @@ public ApplicableRegionSet(SortedSet<ProtectedRegion> applicable, @Nullable Prot
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*/
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public boolean canBuild(LocalPlayer player) {
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checkNotNull(player);
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return test(calculateState(DefaultFlag.BUILD, new RegionMemberTest(player), null));
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return test(flagValueCalculator.testPermission(player, DefaultFlag.BUILD));
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}
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/**
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@ -123,7 +120,7 @@ public boolean allows(StateFlag flag) {
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throw new IllegalArgumentException("Can't use build flag with allows()");
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}
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return test(calculateState(flag, null, null));
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return test(flagValueCalculator.queryState(null, flag));
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}
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/**
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@ -140,7 +137,8 @@ public boolean allows(StateFlag flag, @Nullable LocalPlayer player) {
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if (flag == DefaultFlag.BUILD) {
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throw new IllegalArgumentException("Can't use build flag with allows()");
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}
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return test(calculateState(flag, null, player));
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return test(flagValueCalculator.queryState(player, flag));
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}
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/**
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@ -179,206 +177,6 @@ public boolean isMemberOfAll(LocalPlayer player) {
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return true;
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}
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/**
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* Calculate the effective value of a flag based on the regions
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* in this set, membership, the global region (if set), and the default
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* value of a flag {@link StateFlag#getDefault()}.
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*
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* @param flag the flag to check
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* @param membershipTest null to perform a "wilderness check" or a predicate
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* returns true if a the subject is a member of the
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* region passed
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* @param groupPlayer a player to use for the group flag check
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* @return the allow/deny state for the flag
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*/
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private State calculateState(StateFlag flag, @Nullable Predicate<ProtectedRegion> membershipTest, @Nullable LocalPlayer groupPlayer) {
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checkNotNull(flag);
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// This method works in two modes:
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//
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// 1) Membership mode (if membershipTest != null):
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// a) Regions in this set -> Check membership + Check region flags
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// a) No regions -> Use global region + default value
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// 1) Flag mode:
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// a) Regions in this set -> Use global region + default value
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// a) No regions -> Use global region + default value
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int minimumPriority = Integer.MIN_VALUE;
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boolean regionsThatCountExistHere = false; // We can't do a application.isEmpty() because
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// PASSTHROUGH regions have to be skipped
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// (in some cases)
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State state = null; // Start with NONE
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// Say there are two regions in one location: CHILD and PARENT (CHILD
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// is a child of PARENT). If there are two overlapping regions in WG, a
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// player has to be a member of /both/ (or flags permit) in order to
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// build in that location. However, inheritance is supposed
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// to allow building if the player is a member of just CHILD. That
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// presents a problem.
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//
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// To rectify this, we keep two sets. When we iterate over the list of
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// regions, there are two scenarios that we may encounter:
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//
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// 1) PARENT first, CHILD later:
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// a) When the loop reaches PARENT, PARENT is added to needsClear.
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// b) When the loop reaches CHILD, parents of CHILD (which includes
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// PARENT) are removed from needsClear.
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// c) needsClear is empty again.
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//
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// 2) CHILD first, PARENT later:
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// a) When the loop reaches CHILD, CHILD's parents (i.e. PARENT) are
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// added to hasCleared.
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// b) When the loop reaches PARENT, since PARENT is already in
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// hasCleared, it does not add PARENT to needsClear.
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// c) needsClear stays empty.
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//
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// As long as the process ends with needsClear being empty, then
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// we have satisfied all membership requirements.
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Set<ProtectedRegion> needsClear = new HashSet<ProtectedRegion>();
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Set<ProtectedRegion> hasCleared = new HashSet<ProtectedRegion>();
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for (ProtectedRegion region : applicable) {
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// Don't consider lower priorities below minimumPriority
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// (which starts at Integer.MIN_VALUE). A region that "counts"
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// (has the flag set OR has members) will raise minimumPriority
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// to its own priority.
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if (region.getPriority() < minimumPriority) {
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break;
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}
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// If PASSTHROUGH is set and we are checking to see if a player
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// is a member, then skip this region
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if (membershipTest != null && getStateFlagIncludingParents(region, DefaultFlag.PASSTHROUGH) == State.ALLOW) {
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continue;
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}
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// If the flag has a group set on to it, skip this region if
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// the group does not match our (group) player
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if (groupPlayer != null && flag.getRegionGroupFlag() != null) {
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RegionGroup group = region.getFlag(flag.getRegionGroupFlag());
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if (group == null) {
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group = flag.getRegionGroupFlag().getDefault();
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}
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if (!RegionGroupFlag.isMember(region, group, groupPlayer)) {
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continue;
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}
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}
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regionsThatCountExistHere = true;
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State v = getStateFlagIncludingParents(region, flag);
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// DENY overrides everything
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if (v == State.DENY) {
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state = State.DENY;
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break; // No need to process any more regions
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// ALLOW means we don't care about membership
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} else if (v == State.ALLOW) {
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state = State.ALLOW;
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minimumPriority = region.getPriority();
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} else {
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if (membershipTest != null) {
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minimumPriority = region.getPriority();
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if (!hasCleared.contains(region)) {
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if (!membershipTest.apply(region)) {
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needsClear.add(region);
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} else {
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// Need to clear all parents
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clearParents(needsClear, hasCleared, region);
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}
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}
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}
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}
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}
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if (membershipTest != null) {
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State fallback;
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if (regionsThatCountExistHere) {
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fallback = allowOrNone(needsClear.isEmpty());
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} else {
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fallback = getDefault(flag, membershipTest);
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}
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return combine(state, fallback);
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} else {
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return combine(state, getDefault(flag, null));
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}
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}
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@Nullable
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private State getDefault(StateFlag flag, @Nullable Predicate<ProtectedRegion> membershipTest) {
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boolean allowed = flag.getDefault() == State.ALLOW;
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// Handle defaults
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if (globalRegion != null) {
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State globalState = globalRegion.getFlag(flag);
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// The global region has this flag set
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if (globalState != null) {
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// Build flag is very special
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if (membershipTest != null && globalRegion.hasMembersOrOwners()) {
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allowed = membershipTest.apply(globalRegion) && (globalState == State.ALLOW);
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} else {
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allowed = (globalState == State.ALLOW);
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}
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} else {
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// Build flag is very special
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if (membershipTest != null && globalRegion.hasMembersOrOwners()) {
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allowed = membershipTest.apply(globalRegion);
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}
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}
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}
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return allowed ? State.ALLOW : null;
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}
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/**
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* Clear a region's parents for isFlagAllowed().
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*
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* @param needsClear the regions that should be cleared
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* @param hasCleared the regions already cleared
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* @param region the region to start from
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*/
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private void clearParents(Set<ProtectedRegion> needsClear, Set<ProtectedRegion> hasCleared, ProtectedRegion region) {
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ProtectedRegion parent = region.getParent();
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while (parent != null) {
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if (!needsClear.remove(parent)) {
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hasCleared.add(parent);
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}
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parent = parent.getParent();
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}
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}
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/**
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* Get a region's state flag, checking parent regions until a value for the
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* flag can be found (if one even exists).
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*
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* @param region the region
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* @param flag the flag
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* @return the value
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*/
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private static State getStateFlagIncludingParents(ProtectedRegion region, StateFlag flag) {
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while (region != null) {
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State value = region.getFlag(flag);
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if (value != null) {
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return value;
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}
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region = region.getParent();
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}
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return null;
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}
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/**
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* Gets the value of a flag. Do not use this for state flags
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* (use {@link #allows(StateFlag, LocalPlayer)} for that).
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@ -402,82 +200,7 @@ public <T extends Flag<V>, V> V getFlag(T flag) {
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*/
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@Nullable
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public <T extends Flag<V>, V> V getFlag(T flag, @Nullable LocalPlayer groupPlayer) {
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checkNotNull(flag);
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/*
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if (flag instanceof StateFlag) {
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throw new IllegalArgumentException("Cannot use StateFlag with getFlag()");
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}
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*/
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int lastPriority = 0;
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boolean found = false;
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Map<ProtectedRegion, V> needsClear = new HashMap<ProtectedRegion, V>();
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Set<ProtectedRegion> hasCleared = new HashSet<ProtectedRegion>();
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for (ProtectedRegion region : applicable) {
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// Ignore lower priority regions
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if (found && region.getPriority() < lastPriority) {
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break;
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}
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// Check group permissions
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if (groupPlayer != null && flag.getRegionGroupFlag() != null) {
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RegionGroup group = region.getFlag(flag.getRegionGroupFlag());
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if (group == null) {
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group = flag.getRegionGroupFlag().getDefault();
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}
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if (!RegionGroupFlag.isMember(region, group, groupPlayer)) {
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continue;
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}
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}
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//noinspection StatementWithEmptyBody
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if (hasCleared.contains(region)) {
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// Already cleared, so do nothing
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} else if (region.getFlag(flag) != null) {
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clearParents(needsClear, hasCleared, region);
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needsClear.put(region, region.getFlag(flag));
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found = true;
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}
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lastPriority = region.getPriority();
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}
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if (!needsClear.isEmpty()) {
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return needsClear.values().iterator().next();
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} else {
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if (globalRegion != null) {
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V gFlag = globalRegion.getFlag(flag);
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if (gFlag != null) return gFlag;
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}
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return null;
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}
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}
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/**
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* Clear a region's parents for getFlag().
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*
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* @param needsClear The regions that should be cleared
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* @param hasCleared The regions already cleared
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* @param region The region to start from
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*/
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private void clearParents(Map<ProtectedRegion, ?> needsClear,
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Set<ProtectedRegion> hasCleared, ProtectedRegion region) {
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ProtectedRegion parent = region.getParent();
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while (parent != null) {
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if (needsClear.remove(parent) == null) {
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hasCleared.add(parent);
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}
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parent = parent.getParent();
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}
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return flagValueCalculator.queryValue(groupPlayer, flag);
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}
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/**
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@ -19,6 +19,8 @@
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package com.sk89q.worldguard.protection;
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import com.google.common.collect.ImmutableList;
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import com.google.common.collect.Iterables;
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import com.sk89q.worldguard.LocalPlayer;
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import com.sk89q.worldguard.protection.flags.DefaultFlag;
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import com.sk89q.worldguard.protection.flags.Flag;
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@ -50,23 +52,37 @@
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*/
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public class FlagValueCalculator {
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private final SortedSet<ProtectedRegion> applicable;
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private final SortedSet<ProtectedRegion> regions;
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@Nullable
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private final ProtectedRegion globalRegion;
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/**
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* Create a new instance.
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*
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* @param applicable a list of applicable regions
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* @param regions a list of applicable regions
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* @param globalRegion an optional global region (null to not use one)
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*/
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public FlagValueCalculator(SortedSet<ProtectedRegion> applicable, @Nullable ProtectedRegion globalRegion) {
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checkNotNull(applicable);
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public FlagValueCalculator(SortedSet<ProtectedRegion> regions, @Nullable ProtectedRegion globalRegion) {
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checkNotNull(regions);
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this.applicable = applicable;
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this.regions = regions;
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this.globalRegion = globalRegion;
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}
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/**
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* Returns an iterable of regions sorted by priority (descending), with
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* the global region tacked on at the end if one exists.
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*
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* @return an iterable
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*/
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private Iterable<ProtectedRegion> getApplicable() {
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if (globalRegion != null) {
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return Iterables.concat(regions, ImmutableList.of(globalRegion));
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} else {
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return regions;
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}
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}
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/**
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* Return the membership status of the given player, indicating
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* whether there are no (counted) regions in the list of regions,
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@ -119,12 +135,12 @@ public Result getMembership(LocalPlayer player) {
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Set<ProtectedRegion> needsClear = new HashSet<ProtectedRegion>();
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Set<ProtectedRegion> hasCleared = new HashSet<ProtectedRegion>();
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for (ProtectedRegion region : applicable) {
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for (ProtectedRegion region : getApplicable()) {
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// Don't consider lower priorities below minimumPriority
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// (which starts at Integer.MIN_VALUE). A region that "counts"
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// (has the flag set OR has members) will raise minimumPriority
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// to its own priority.
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if (region.getPriority() < minimumPriority) {
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if (getPriority(region) < minimumPriority) {
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break;
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}
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@ -133,7 +149,7 @@ public Result getMembership(LocalPlayer player) {
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continue;
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}
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minimumPriority = region.getPriority();
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minimumPriority = getPriority(region);
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foundApplicableRegion = true;
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if (!hasCleared.contains(region)) {
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@ -194,37 +210,27 @@ public State testPermission(LocalPlayer player, StateFlag... flags) {
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switch (getMembership(player)) {
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case SUCCESS:
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return StateFlag.combine(getState(player, flags), State.ALLOW);
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return StateFlag.combine(queryState(player, flags), State.ALLOW);
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case FAIL:
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return getState(player, flags);
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return queryState(player, flags);
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case NO_REGIONS:
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if (globalRegion != null && globalRegion.hasMembersOrOwners()) {
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if (globalRegion.isMember(player)) {
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return StateFlag.combine(getState(player, flags), State.ALLOW);
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} else {
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State value = null;
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for (StateFlag flag : flags) {
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value = StateFlag.combine(value,globalRegion.getFlag(flag));
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if (value == State.DENY) {
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break;
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}
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}
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return value;
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default:
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State fallback = null;
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for (StateFlag flag : flags) {
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if (flag.getDefault()) {
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fallback = State.ALLOW;
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break;
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}
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}
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default:
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return getStateWithFallback(player, flags);
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return StateFlag.combine(queryState(player, flags), fallback);
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}
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}
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/**
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* Get the effective value for a list of state flags. The rules of
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* states is observed here; that is, {@code DENY} overrides {@code ALLOW},
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* and {@code ALLOW} overrides {@code NONE}. This method will check
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* the global region and {@link Flag#getDefault()} (in that order) if
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* a value for the flag is not set in any region.
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* and {@code ALLOW} overrides {@code NONE}.
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*
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* <p>This method does <strong>not</strong> properly process build
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* permissions. Instead, use {@link #testPermission(LocalPlayer, StateFlag...)}
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@ -245,50 +251,11 @@ public State testPermission(LocalPlayer player, StateFlag... flags) {
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* @return a state
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*/
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@Nullable
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public State getStateWithFallback(@Nullable LocalPlayer player, StateFlag... flags) {
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public State queryState(@Nullable LocalPlayer player, StateFlag... flags) {
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State value = null;
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for (StateFlag flag : flags) {
|
||||
value = StateFlag.combine(value, getSingleValueWithFallback(player, flag));
|
||||
if (value == State.DENY) {
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
return value;
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* Get the effective value for a list of state flags. The rules of
|
||||
* states is observed here; that is, {@code DENY} overrides {@code ALLOW},
|
||||
* and {@code ALLOW} overrides {@code NONE}. This method does not check
|
||||
* the global region and ignores a flag's default value.
|
||||
*
|
||||
* <p>This method does <strong>not</strong> properly process build
|
||||
* permissions. Instead, use {@link #testPermission(LocalPlayer, StateFlag...)}
|
||||
* for that purpose. This method is ideal for testing non-build related
|
||||
* state flags (although a rarity), an example of which would be whether
|
||||
* to play a song to players that enter an area.</p>
|
||||
*
|
||||
* <p>A player can be provided that is used to determine whether the value
|
||||
* of a flag on a particular region should be used. For example, if a
|
||||
* flag's region group is set to {@link RegionGroup#MEMBERS} and the given
|
||||
* player is not a member, then the region would be skipped when
|
||||
* querying that flag. If {@code null} is provided for the player, then
|
||||
* only flags that use {@link RegionGroup#ALL},
|
||||
* {@link RegionGroup#NON_MEMBERS}, etc. will apply.</p>
|
||||
*
|
||||
* @param player an optional player, which would be used to determine the region group to apply
|
||||
* @param flags a list of flags to check
|
||||
* @return a state
|
||||
*/
|
||||
@Nullable
|
||||
public State getState(@Nullable LocalPlayer player, StateFlag... flags) {
|
||||
State value = null;
|
||||
|
||||
for (StateFlag flag : flags) {
|
||||
value = StateFlag.combine(value, getSingleValue(player, flag));
|
||||
value = StateFlag.combine(value, queryValue(player, flag));
|
||||
if (value == State.DENY) {
|
||||
break;
|
||||
}
|
||||
@ -302,8 +269,7 @@ public State getState(@Nullable LocalPlayer player, StateFlag... flags) {
|
||||
* (for example, if there are multiple regions with the same priority
|
||||
* but with different farewell messages set, there would be multiple
|
||||
* completing values), then the selected (or "winning") value will depend
|
||||
* on the flag type. This method will check the global region
|
||||
* for a value as well as the flag's default value.
|
||||
* on the flag type.
|
||||
*
|
||||
* <p>Only some flag types actually have a strategy for picking the
|
||||
* "best value." For most types, the actual value that is chosen to be
|
||||
@ -326,65 +292,10 @@ public State getState(@Nullable LocalPlayer player, StateFlag... flags) {
|
||||
* @param player an optional player, which would be used to determine the region group to apply
|
||||
* @param flag the flag
|
||||
* @return a value, which could be {@code null}
|
||||
* @see #getSingleValue(LocalPlayer, Flag) does not check global region, defaults
|
||||
*/
|
||||
@Nullable
|
||||
public <V> V getSingleValueWithFallback(@Nullable LocalPlayer player, Flag<V> flag) {
|
||||
checkNotNull(flag);
|
||||
|
||||
V value = getSingleValue(player, flag);
|
||||
|
||||
if (value != null) {
|
||||
return value;
|
||||
}
|
||||
|
||||
// Get the value from the global region
|
||||
if (globalRegion != null) {
|
||||
value = globalRegion.getFlag(flag);
|
||||
}
|
||||
|
||||
// Still no value? Check the default value for the flag
|
||||
if (value == null) {
|
||||
value = flag.getDefault();
|
||||
}
|
||||
|
||||
return flag.validateDefaultValue(value);
|
||||
}
|
||||
|
||||
/**
|
||||
* Get the effective value for a flag. If there are multiple values
|
||||
* (for example, if there are multiple regions with the same priority
|
||||
* but with different farewell messages set, there would be multiple
|
||||
* completing values), then the selected (or "winning") value will depend
|
||||
* on the flag type. This method never checks the global region or
|
||||
* the flag's default value.
|
||||
*
|
||||
* <p>Only some flag types actually have a strategy for picking the
|
||||
* "best value." For most types, the actual value that is chosen to be
|
||||
* returned is undefined (it could be any value). As of writing, the only
|
||||
* type of flag that can consistently return the same 'best' value is
|
||||
* {@link StateFlag}.</p>
|
||||
*
|
||||
* <p>This method does <strong>not</strong> properly process build
|
||||
* permissions. Instead, use {@link #testPermission(LocalPlayer, StateFlag...)}
|
||||
* for that purpose.</p>
|
||||
*
|
||||
* <p>A player can be provided that is used to determine whether the value
|
||||
* of a flag on a particular region should be used. For example, if a
|
||||
* flag's region group is set to {@link RegionGroup#MEMBERS} and the given
|
||||
* player is not a member, then the region would be skipped when
|
||||
* querying that flag. If {@code null} is provided for the player, then
|
||||
* only flags that use {@link RegionGroup#ALL},
|
||||
* {@link RegionGroup#NON_MEMBERS}, etc. will apply.</p>
|
||||
*
|
||||
* @param player an optional player, which would be used to determine the region group to apply
|
||||
* @param flag the flag
|
||||
* @return a value, which could be {@code null}
|
||||
* @see #getSingleValueWithFallback(LocalPlayer, Flag) checks global regions, defaults
|
||||
*/
|
||||
@Nullable
|
||||
public <V> V getSingleValue(@Nullable LocalPlayer player, Flag<V> flag) {
|
||||
Collection<V> values = getValues(player, flag);
|
||||
public <V> V queryValue(@Nullable LocalPlayer player, Flag<V> flag) {
|
||||
Collection<V> values = queryAllValues(player, flag);
|
||||
return flag.chooseValue(values);
|
||||
}
|
||||
|
||||
@ -405,7 +316,7 @@ public <V> V getSingleValue(@Nullable LocalPlayer player, Flag<V> flag) {
|
||||
* only flags that use {@link RegionGroup#ALL},
|
||||
* {@link RegionGroup#NON_MEMBERS}, etc. will apply.</p>
|
||||
*/
|
||||
public <V> Collection<V> getValues(@Nullable LocalPlayer player, Flag<V> flag) {
|
||||
public <V> Collection<V> queryAllValues(@Nullable LocalPlayer player, Flag<V> flag) {
|
||||
checkNotNull(flag);
|
||||
|
||||
int minimumPriority = Integer.MIN_VALUE;
|
||||
@ -441,12 +352,12 @@ public <V> Collection<V> getValues(@Nullable LocalPlayer player, Flag<V> flag) {
|
||||
Map<ProtectedRegion, V> consideredValues = new HashMap<ProtectedRegion, V>();
|
||||
Set<ProtectedRegion> ignoredRegions = new HashSet<ProtectedRegion>();
|
||||
|
||||
for (ProtectedRegion region : applicable) {
|
||||
for (ProtectedRegion region : getApplicable()) {
|
||||
// Don't consider lower priorities below minimumPriority
|
||||
// (which starts at Integer.MIN_VALUE). A region that "counts"
|
||||
// (has the flag set) will raise minimumPriority to its own
|
||||
// priority.
|
||||
if (region.getPriority() < minimumPriority) {
|
||||
if (getPriority(region) < minimumPriority) {
|
||||
break;
|
||||
}
|
||||
|
||||
@ -454,7 +365,7 @@ public <V> Collection<V> getValues(@Nullable LocalPlayer player, Flag<V> flag) {
|
||||
|
||||
if (value != null) {
|
||||
if (!ignoredRegions.contains(region)) {
|
||||
minimumPriority = region.getPriority();
|
||||
minimumPriority = getPriority(region);
|
||||
|
||||
ignoreValuesOfParents(consideredValues, ignoredRegions, region);
|
||||
consideredValues.put(region, value);
|
||||
@ -471,6 +382,21 @@ public <V> Collection<V> getValues(@Nullable LocalPlayer player, Flag<V> flag) {
|
||||
return consideredValues.values();
|
||||
}
|
||||
|
||||
/**
|
||||
* Get the effective priority of a region, overriding a region's priority
|
||||
* when appropriate (i.e. with the global region).
|
||||
*
|
||||
* @param region the region
|
||||
* @return the priority
|
||||
*/
|
||||
public int getPriority(final ProtectedRegion region) {
|
||||
if (region == globalRegion) {
|
||||
return Integer.MIN_VALUE;
|
||||
} else {
|
||||
return region.getPriority();
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Get a region's state flag, checking parent regions until a value for the
|
||||
* flag can be found (if one even exists).
|
||||
@ -479,7 +405,19 @@ public <V> Collection<V> getValues(@Nullable LocalPlayer player, Flag<V> flag) {
|
||||
* @param flag the flag
|
||||
* @return the value
|
||||
*/
|
||||
@SuppressWarnings("unchecked")
|
||||
public <V> V getEffectiveFlag(final ProtectedRegion region, Flag<V> flag, @Nullable LocalPlayer player) {
|
||||
// The global region normally does not prevent building so
|
||||
// PASSTHROUGH has to be ALLOW, except when people use the global
|
||||
// region as a whitelist
|
||||
if (region == globalRegion && flag == DefaultFlag.PASSTHROUGH) {
|
||||
if (region.hasMembersOrOwners()) {
|
||||
return null;
|
||||
} else {
|
||||
return (V) State.ALLOW;
|
||||
}
|
||||
}
|
||||
|
||||
ProtectedRegion current = region;
|
||||
|
||||
while (current != null) {
|
||||
|
@ -51,24 +51,6 @@ public String getName() {
|
||||
return name;
|
||||
}
|
||||
|
||||
/**
|
||||
* Suppress the value of the flag that came from the global region, reducing
|
||||
* its severity (i.e. DENY -> NONE).
|
||||
*
|
||||
* <p>This is really only used for the {@link StateFlag}.</p>
|
||||
*
|
||||
* @param current the value to suppress
|
||||
* @return a new value
|
||||
*/
|
||||
public T validateDefaultValue(T current) {
|
||||
return current;
|
||||
}
|
||||
|
||||
@Nullable
|
||||
public T getDefault() {
|
||||
return null;
|
||||
}
|
||||
|
||||
@Nullable
|
||||
public T chooseValue(Collection<T> values) {
|
||||
if (!values.isEmpty()) {
|
||||
|
@ -38,7 +38,6 @@ public RegionGroupFlag(String name, RegionGroup def) {
|
||||
this.def = def;
|
||||
}
|
||||
|
||||
@Override
|
||||
public RegionGroup getDefault() {
|
||||
return def;
|
||||
}
|
||||
|
@ -48,14 +48,8 @@ public StateFlag(String name, boolean def) {
|
||||
this.def = def;
|
||||
}
|
||||
|
||||
@Override
|
||||
public State getDefault() {
|
||||
return def ? State.ALLOW : null;
|
||||
}
|
||||
|
||||
@Override
|
||||
public State validateDefaultValue(State current) {
|
||||
return denyToNone(current);
|
||||
public boolean getDefault() {
|
||||
return def;
|
||||
}
|
||||
|
||||
@Override
|
||||
|
File diff suppressed because it is too large
Load Diff
Loading…
Reference in New Issue
Block a user