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@@ -83,26 +83,30 @@ end)
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--- Async function called after 5 seconds with no player data loaded
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local check_data_loaded = Async.register(function(player)
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local player_data = PlayerData:get(player)
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if not player_data then
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if not player_data or not player_data.valid then
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player.print{'expcore-data.data-failed'}
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Datastore.ingest('request', 'PlayerData', player.name, '{"failed_load":true}')
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Datastore.ingest('request', 'PlayerData', player.name, '{"valid":false}')
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end
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end)
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--- When player data loads tell the player if the load had failed previously
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PlayerData:on_load(function(player_name, player_data)
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if not player_data or player_data.failed_load then return end
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if not player_data or not player_data.valid then return end
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local existing_data = PlayerData:get(player_name)
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if existing_data and existing_data.failed_load then
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if existing_data and existing_data.valid == false then
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game.players[player_name].print{'expcore-data.data-restore'}
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end
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player_data.valid = true
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end)
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--- Remove data that the player doesnt want to have stored
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PlayerData:on_save(function(player_name, player_data)
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local dataPreference = DataSavingPreference:get(player_name)
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dataPreference = PreferenceEnum[dataPreference]
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if dataPreference == PreferenceEnum.All then return player_data end
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if dataPreference == PreferenceEnum.All then
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player_data.valid = nil
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return player_data
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end
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local saved_player_data = { PlayerRequired = player_data.PlayerRequired, DataSavingPreference = PreferenceEnum[dataPreference] }
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if dataPreference <= PreferenceEnum.Settings then saved_player_data.PlayerSettings = player_data.PlayerSettings end
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@@ -119,17 +123,17 @@ end)
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--- Load player data when they join
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Event.add(defines.events.on_player_joined_game, function(event)
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local player = game.players[event.player_index]
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PlayerData:request(player)
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Async.wait(300, check_data_loaded, player)
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PlayerData:request(player)
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end)
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--- Unload player data when they leave
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Event.add(defines.events.on_player_left_game, function(event)
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local player = game.players[event.player_index]
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local player_data = PlayerData:get(player)
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if player_data.failed_load then
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PlayerData:raw_set(player)
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else PlayerData:unload(player) end
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if player_data.valid == true then
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PlayerData:unload(player)
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else PlayerData:raw_set(player) end
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end)
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----- Module Return -----
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