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Added new store module
This commit is contained in:
@@ -1,351 +1,432 @@
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--[[-- Core Module - Store
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- Adds an easy way to store and watch for updates to a value
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@core Store
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@alias Store
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@usage
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-- The data store module is designed to be an alterative way to store data in the global table
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-- each piece of data is stored at a location and optional key of that location
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-- it is recomented that you use a local varible to store the location
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local scenario_difficuly = Store.uid_location()
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local team_scores = 'team-scores'
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-- Setting and getting data is then as simple as
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-- note that when storing a table you must use Store.update
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Store.set(scenario_difficuly,'Hard')
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Store.set(team_scores,game.player.force.name,20)
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Store.get(scenario_difficuly) -- returns 'Hard'
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Store.get(team_scores,game.player.force.name) -- returns 20
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Store.update(team_scores,game.player.force.name,function(value,key)
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return value + 10 -- add 10 to the score
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end)
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-- The reason for using stores over global is the abilty to watch for updates
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-- for stores to work you must register them, often at the end of the file
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Store.register(scenario_difficuly,function(value)
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game.print('Scenario difficulty has been set to: '..value)
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end)
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Store.register(team_scores,function(value,key)
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game.print('Team '..key..' now has a score of '..value)
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end)
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-- This can be very powerful when working with data that can be changed for a number of locations
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-- with this module you can enable any location to output its changes to a file
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-- say we wanted team scores to be synced across servers or between saves
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-- although you will need to set up a method of storing the data outside the game
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Store.register(team_scores,true,function(value,key)
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game.print('Team '..key..' now has a score of '..value)
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end)
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-- If you want multiple handlers on one store location then you can register to the raw event
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Event.add(Store.events.on_value_changed,function(event)
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game.print('Store '..event.location..'/'..event.key..' was updated to: '..event.value)
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end)
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- Used to store and watch for updates for values in the global table
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@core Store
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@alias Store
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]]
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local Global = require 'utils.global' --- @dep utils.global
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local Event = require 'utils.event' --- @dep utils.event
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local table_keys,write_json,get_file_path = ext_require('expcore.common','table_keys','write_json','get_file_path') --- @dep expcore.common
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local Token = require 'utils.token' --- @dep utils.token
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local Store = {
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registered={},
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synced={},
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callbacks={},
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events = {
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on_value_changed=script.generate_event_name()
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}
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--- @field uid the current highest uid that is being used, will not increase during runtime
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uid = 0,
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--- @table serializers array of the serializers that stores are using, key is store uids
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serializers = {},
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--- @table watchers array of watchers that stores will trigger, key is store uids
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watchers = {}
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}
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local store_data = {}
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Global.register(Store.data,function(tbl)
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store_data = tbl
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-- All data is stored in global.data_store and is accessed here with data_store
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local data_store = {}
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global.data_store = {}
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Event.on_load(function()
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data_store = global.data_store
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end)
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local function error_not_table(value)
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if type(value) ~= 'table' then
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error('Location is not a table can not use key locations',3)
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--- Store Setup.
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-- @section setup
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--[[-- An error checking and serializing function for checking store uids and keys, note key is not required
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@tparam number store the uid of the store that you want to check is valid
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@tparam[opt] ?string|any key the key that you want to serialize or check is a string
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@tparam[opt=1] number error_stack the position in the stack relative to the current function (1) to raise this error on
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@treturn string if key is given and a serializer is registered, or key was already a string, then the key is returned
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@usage-- Registering a new store and checking that it is valid
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-- New store will use player names as the keys
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local player_scores = Store.register(function(player)
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return player.name
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end)
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-- player_scores is a valid store and key will be your player name
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local key = Store.validate(player_scores,game.player)
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]]
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function Store.validate(store,key,error_stack)
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error_stack = error_stack or 1
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if not type(store) == 'number' then
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-- Store is not a number and so if not valid
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error('Store uid given is not a number; recived type '..type(store),error_stack+1)
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elseif store > Store.uid then
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-- Store is a number but it is out of range, ie larger than the current highest uid
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error('Store uid is out of range; recived '..tostring(store),error_stack+1)
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elseif key ~= nil and type(key) ~= 'string' and Store.serializers[store] == nil then
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-- Key is present but is not a string and there is no serializer registered
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error('Store key is not a string and no serializer has been registered; recived '..type(key),error_stack+1)
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elseif key ~= nil then
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-- Key is present and so it is serialized and returned
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local serializer = Store.serializers[store]
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if type(key) ~= 'string' then
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local success, key = pcall(serializer,key)
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if not success then
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-- Serializer casued an error while serializing the key
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error('Store watcher casued an error: '..key,error_stack+1)
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elseif type(key) ~= 'string' then
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-- Serializer was successful but failed to return a string value
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error('Store key serializer did not return a string; recived type '..type(key),error_stack+1)
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end
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end
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return key
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end
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end
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--[[-- Registers a new location with an update callback which is triggered when the value updates
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@tparam[opt] string location string a unique that points to the data, string used rather than token to allow migration
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@tparam[opt=false] boolean synced when true will output changes to a file so it can be synced
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@tparam[opt] function callback when given the callback will be automatically registered to the update of the value
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@treturn string the location that is being used
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@usage-- Registering a new store location
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local store_id = Store.register()
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@usage-- Registering a new store location, with custom update callback
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local store_id = Store.uid_location()
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Store.register(store_id,function(value,key)
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game.print('Store '..store_id..'/'..key..' was updated to: '..value)
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--[[-- Required to create new stores and register an serializer to a store, serializer not required
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@tparam[opt] function serializer the function used to convert non string keys into strings to be used in the store
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@treturn number the uid for the new store that you have created, use this as the first param to all other functions
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@usage-- Creating a store with no serializer
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local scenario_diffculty = Store.register()
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@usage-- Creating a store which can take LuaPlayer
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local player_scores = Store.register(function(player)
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return player.name
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end)
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]]
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function Store.register(location,synced,callback)
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function Store.register(serializer)
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if _LIFECYCLE ~= _STAGE.control then
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return error('Can only be called during the control stage', 2)
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-- Only allow this function to be called during the control stage
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error('Store can not be registered durring runtime', 2)
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end
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if type(location) ~= 'string' then
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callback = synced
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synced = location
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-- Increment the uid counter
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local uid = Store.uid + 1
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Store.uid = uid
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-- Register the serializer if given
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if serializer then
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Store.serializers[uid] = serializer
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end
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if type(synced) ~= 'boolean' then
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callback = synced
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end
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location = type(location) == 'string' and location or Store.uid_location()
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if Store.registered[location] then
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return error('Location '..location..' is already registered by '..Store.registered[location], 2)
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end
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Store.registered[location] = get_file_path(1)
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Store.synced[location] = synced and true or nil
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Store.callbacks[location] = callback or nil
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return location
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-- Return the new uid
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return uid
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end
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--[[-- Gets the value stored at a location, this location must be registered
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@tparam string location the location to get the data from
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@tparam[opt] string key the key location if used
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@treturn any the data which was stored at the location
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@usage-- Getting the data at a store location
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local data = Store.get(store_id_no_keys)
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local data = Store.get(store_id_with_keys,'key_one')
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--[[-- Register a watch function to a store that is called when the value in the store is changed, triggers for any key
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@tparam number store the uid of the store that you want to watch for changes to
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@tparam function watcher the function that will be called when there is a change to the store
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@usage-- Printing the changed value to all players, no keys
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-- Register the new store, we are not using keys so we dont need a serializer
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local scenario_diffculty = Store.register()
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-- Register the watcher so that when we change the value the message is printed
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Store.watch(scenario_diffculty,function(value)
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game.print('The scenario diffculty has been set to '..value)
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end)
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-- Set a new value for the diffculty and see that it has printed to the game
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Store.set(scenario_diffculty,'hard')
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@usage-- Printing the changed value to all players, with keys
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-- Register the new store, we are not using player names as the keys so it would be useful to accept LuaPlayer objects
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local player_scores = Store.register(function(player)
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return player.name
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end)
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-- Register the watcher so that when we change the value the message is printed
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Store.watch(player_scores,function(value,key)
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game.print(key..' now has a score of '..value)
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end)
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-- Set a new value for your score and see that it has printed to the game
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Store.set(player_scores,game.player,10)
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]]
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function Store.get(location,key)
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if not Store.registered[location] then
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return error('Location is not registered', 2)
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function Store.watch(store,watcher)
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Store.validate(store,nil,2)
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-- Add the watchers table if it does not exist
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local watchers = Store.watchers[store]
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if not watchers then
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watchers = {}
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Store.watchers[store] = watchers
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end
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local data = store_data[location]
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if key and data then
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error_not_table(data)
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-- Append the new watcher function
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watchers[#watchers+1] = watcher
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end
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--- Store Data Management.
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-- @section data
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--[[-- Used to retrive the current data that is stored, key is optional depending on if you are using them
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@tparam number store the uid of the store that you want to get the value from
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@tparam[opt] ?string|any key the key that you want to get the value of, must be a string unless you have a serializer
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@treturn any the data that is stored
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@usage-- Getting the value of a store with no keys
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-- Register the new store, we are not using keys so we dont need a serializer
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local scenario_diffculty = Store.register()
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-- Get the current diffculty for the scenario
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local diffculty = Store.get(scenario_diffculty)
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@usage-- Getting the data from a store with keys
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-- Register the new store, we are not using player names as the keys so it would be useful to accept LuaPlayer objects
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local player_scores = Store.register(function(player)
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return player.name
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end)
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-- Get your current score
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local my_score = Store.get(player_scores,game.player)
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-- Get all scores
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lcoal scores = Store.get(player_scores)
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]]
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function Store.get(store,key)
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key = Store.validate(store,key,2)
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-- Get the data from the data store
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local data = data_store[store]
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if key then
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return data[key]
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end
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-- Return all data if there is no key
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return data
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end
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--[[-- Sets the value at a location, this location must be registered
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@tparam string location the location to set the data to
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@tparam[opt] string key the key location if used
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@tparam any value the new value to set at the location, value may be reverted if there is a watch callback, cant be nil
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@tparam[opt=false] boolean from_sync set this true to avoid an output to the sync file
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@tparam[opt=false] boolean from_internal set this true to add one to the error stack offset
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@treturn boolean true if it was successful
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@usage-- Setting the data at a store location
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Store.set(store_id_no_keys,'Hello, World!')
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Store.set(store_id_with_keys,'key_one','Hello, World!')
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--[[-- Used to clear the data in a store, will trigger any watchers, key is optional depending on if you are using them
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@tparam number store the uid of the store that you want to clear
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@tparam[opt] ?string|any key the key that you want to clear, must be a string unless you have a serializer
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@usage-- Clear a store which does not use keys
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-- Register the new store, we are not using keys so we dont need a serializer
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local scenario_diffculty = Store.register()
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-- Clear the scenario diffculty
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Store.clear(scenario_diffculty)
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@usage-- Clear data that is in a store with keys
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-- Register the new store, we are not using player names as the keys so it would be useful to accept LuaPlayer objects
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local player_scores = Store.register(function(player)
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return player.name
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end)
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-- Clear your score
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Store.clear(player_scores,game.player)
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-- Clear all scores
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Store.clear(player_scores)
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]]
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function Store.set(location,key,value,from_sync,from_internal)
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if not Store.registered[location] then
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return error('Location is not registered', from_internal and 3 or 2)
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function Store.clear(store,key)
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key = Store.validate(store,key,2)
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-- Check if there is a key being used
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if key then
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data_store[store][key] = nil
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else
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data_store[store] = nil
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end
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-- Trigger any watch functions
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Store.trigger(store,key,nil)
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end
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--[[-- Used to set the data in a store, will trigger any watchers, key is optional depending on if you are using them
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@tparam number store the uid of the store that you want to set
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@tparam[opt] ?string|any key the key that you want to set, must be a string unless you have a serializer
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@tparam any value the value that you want to set
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@usage-- Setting a store which does not use keys
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-- Register the new store, we are not using keys so we dont need a serializer
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local scenario_diffculty = Store.register()
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-- Set the new scenario diffculty
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Store.set(scenario_diffculty,'hard')
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@usage-- Set data in a store with keys
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-- Register the new store, we are not using player names as the keys so it would be useful to accept LuaPlayer objects
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local player_scores = Store.register(function(player)
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return player.name
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end)
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-- Set your current score
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Store.set(player_scores,game.player,10)
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-- Set all scores, note this might not have much use
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Store.set(player_scores,{
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[game.player.name] = 10,
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['SomeOtherPlayer'] = 0
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})
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]]
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function Store.set(store,key,value)
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-- Allow for key to be optional
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if value == nil then
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value = key
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key = nil
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end
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-- Check the store is valid
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key = Store.validate(store,key,2)
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-- If there is a key being used then the store must be a able
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if key then
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local data = store_data[location]
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if not data then
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data = {}
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store_data[location] = data
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if type(data_store[store]) ~= 'table' then
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data_store[store] = {_value = data_store[store]}
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end
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error_not_table(data)
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data[key] = value
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data_store[store][key] = value
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else
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store_data[location] = value
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data_store[store] = value
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end
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script.raise_event(Store.events.on_value_changed,{
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tick=game.tick,
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location=location,
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key=key,
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value=value,
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from_sync=from_sync or false
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})
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return true
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-- Trigger any watchers
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Store.trigger(store,key,value)
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end
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--[[-- Allows for updating a value based on the current value; only valid way to change tables in a store
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@tparam string location the location to set the data to
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@tparam[opt] string key the key location if required
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@tparam[opt] function update_callback the function called to update the value stored, rtn value to set new value
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@usage-- Updating a value stored at a location
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Store.update(store_id_no_keys,function(value)
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return value + 1
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end)
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Store.update(store_id_with_keys,'key_one',function(value)
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return value + 1
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end)
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@usage-- Updating a table stored at a location
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Store.update(store_id_no_keys,function(value)
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value.ctn = value.ctn + 1
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end)
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Store.update(store_id_with_keys,'key_one',function(value)
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value.ctn = value.ctn + 1
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end)
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]]
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function Store.update(location,key,update_callback,...)
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local value = Store.get(location,key)
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--[[-- Used to update the data in a store, use this with tables, will trigger any watchers, key is optional depending on if you are using them
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@tparam number store the uid of the store that you want to update
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@tparam[opt] ?string|any key the key that you want to update, must be a string unless you have a serializer
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||||
@tparam function updater the function which is called to make changes to the value, such as changing table keys, if a value is returned it will replace the current value in the store
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local args
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if type(key) == 'function' then
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args = {update_callback,...}
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update_callback = key
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@usage-- Incrementing a global score
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||||
-- Because we are only going to have one score so we will not need keys or a serializer
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local game_score = Store.register()
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|
||||
-- Setting a default value
|
||||
Store.set(game_score,0)
|
||||
|
||||
-- We now will update the game score by one, we return the value so that it is set as the new value in the store
|
||||
Store.update(game_score,function(value)
|
||||
return value + 1
|
||||
end)
|
||||
|
||||
@usage-- Updating keys in a table of data
|
||||
-- Register the new store, we are not using player names as the keys so it would be useful to accept LuaPlayer objects
|
||||
local player_data = Store.register(function(player)
|
||||
return player.name
|
||||
end)
|
||||
|
||||
-- Setting a default value for your player, used to show the table structure
|
||||
Store.set(player_data,game.player,{
|
||||
group = 'Admin',
|
||||
role = 'Owner',
|
||||
show_group_config = false
|
||||
})
|
||||
|
||||
-- Updating the show_group_config key in your player data, note that it would be harder to call set every time
|
||||
-- We do not need to return anything in this case as we are not replacing all the data
|
||||
Store.update(player_data,game.player,function(data)
|
||||
data.show_group_config = not data.show_group_config
|
||||
end)
|
||||
|
||||
]]
|
||||
function Store.update(store,key,updater)
|
||||
-- Allow for key to be nil
|
||||
if updater == nil then
|
||||
updater = key
|
||||
key = nil
|
||||
end
|
||||
|
||||
local rtn
|
||||
if update_callback and type(update_callback) == 'function' then
|
||||
if args then
|
||||
rtn = update_callback(value,key,unpack(args))
|
||||
else
|
||||
rtn = update_callback(value,key,...)
|
||||
end
|
||||
end
|
||||
|
||||
if rtn then
|
||||
Store.set(location,key,rtn,nil,true)
|
||||
else
|
||||
script.raise_event(Store.events.on_value_changed,{
|
||||
tick=game.tick,
|
||||
location=location,
|
||||
key=key,
|
||||
value=value,
|
||||
from_sync=false
|
||||
})
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
--[[-- Allows for updating all values at a location based on the current value; only valid way to change tables in a store
|
||||
@tparam string location the location to set the data to
|
||||
@tparam[opt] function update_callback the function called to update the value stored
|
||||
@usage-- Updating all values at a location
|
||||
Store.update(store_id_with_keys,function(value)
|
||||
return value + 1
|
||||
end)
|
||||
@usage-- Updating all tables at a location
|
||||
Store.update(store_id_with_keys,function(value)
|
||||
value.ctn = value.ctn + 1
|
||||
end)
|
||||
]]
|
||||
function Store.update_all(location,update_callback,...)
|
||||
local data = Store.get(location)
|
||||
|
||||
error_not_table(data)
|
||||
|
||||
for key,value in pairs(data) do
|
||||
local rtn
|
||||
if update_callback and type(update_callback) == 'function' then
|
||||
rtn = update_callback(value,key,...)
|
||||
end
|
||||
|
||||
if rtn then
|
||||
Store.set(location,key,rtn,nil,true)
|
||||
else
|
||||
script.raise_event(Store.events.on_value_changed,{
|
||||
tick=game.tick,
|
||||
location=location,
|
||||
key=key,
|
||||
value=value,
|
||||
from_sync=false
|
||||
})
|
||||
end
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
--[[-- Sets the value at a location to nil, this location must be registered
|
||||
@tparam string location the location to set the data to
|
||||
@tparam[opt] string key the key location if used
|
||||
@tparam[opt=false] boolean from_sync set this true to avoid an output to the sync file
|
||||
@treturn boolean true if it was successful
|
||||
@usage-- Clear the data at a location
|
||||
Store.clear(store_id_no_keys)
|
||||
Store.clear(store_id_with_keys,'key_one')
|
||||
]]
|
||||
function Store.clear(location,key,from_sync)
|
||||
if not Store.callbacks[location] then
|
||||
return error('Location is not registered', 2)
|
||||
end
|
||||
-- Check the store is valid
|
||||
key = Store.validate(store,key,2)
|
||||
local value
|
||||
|
||||
-- If a key is used then the store must be a table
|
||||
if key then
|
||||
local data = store_data[location]
|
||||
if not data then return end
|
||||
error_not_table(data)
|
||||
data[key] = nil
|
||||
if type(data_store[store]) ~= 'table' then
|
||||
data_store[store] = {_value = data_store[store]}
|
||||
end
|
||||
|
||||
-- Call the updater and if it returns a value then set this value
|
||||
local rtn = updater(data_store[store][key])
|
||||
if rtn then
|
||||
data_store[store][key] = rtn
|
||||
end
|
||||
value = data_store[store][key]
|
||||
|
||||
else
|
||||
store_data[location] = nil
|
||||
-- Call the updater and if it returns a value then set this value
|
||||
local rtn = updater(data_store[store])
|
||||
if rtn then
|
||||
data_store[store] = rtn
|
||||
end
|
||||
value = data_store[store]
|
||||
|
||||
end
|
||||
|
||||
script.raise_event(Store.events.on_value_changed,{
|
||||
tick=game.tick,
|
||||
location=location,
|
||||
key=key,
|
||||
from_sync=from_sync or false
|
||||
})
|
||||
|
||||
return true
|
||||
-- Trigger any watchers
|
||||
Store.trigger(store,key,value)
|
||||
end
|
||||
|
||||
--[[-- Gets all non nil keys at a location, keys can be added and removed during runtime
|
||||
this is similar to Store.get but will always return a table even if it is empty
|
||||
@tparam string location the location to get the keys of
|
||||
@treturn table a table containing all the keys names
|
||||
@usage-- Get all keys at a store location
|
||||
local keys = Store.get_keys(store_id_with_keys)
|
||||
]]
|
||||
function Store.get_keys(location)
|
||||
local data = Store.get(location)
|
||||
return type(data) == 'table' and table_keys(data) or {}
|
||||
end
|
||||
--[[-- Used to update all values that are in a store, similar to Store.update but acts on all keys at once, will trigger watchers for every key present
|
||||
@tparam number store the uid of the store that you want to map
|
||||
@tparam function updater the function that is called on every key in this store
|
||||
|
||||
--[[-- Check for if a location is registered
|
||||
@tparam string location the location to test for
|
||||
@treturn boolean true if registered
|
||||
@usage-- Check that a store is registered
|
||||
local registerd = Store.is_registered(store_id)
|
||||
]]
|
||||
function Store.is_registered(location)
|
||||
return Store.registered[location]
|
||||
end
|
||||
|
||||
--[[-- Returns a unique name that can be used for a store
|
||||
@treturn string a unique name
|
||||
@usage-- Get a new unique store id
|
||||
local store_id = Store.uid_location()
|
||||
]]
|
||||
function Store.uid_location()
|
||||
return tostring(Token.uid())
|
||||
end
|
||||
|
||||
-- Handles syncing
|
||||
Event.add(Store.events.on_value_changed,function(event)
|
||||
if Store.callbacks[event.location] then
|
||||
Store.callbacks[event.location](event.value,event.key)
|
||||
end
|
||||
|
||||
if not event.from_sync and Store.synced[event.location] then
|
||||
write_json('log/store.log',{
|
||||
tick=event.tick,
|
||||
location=event.location,
|
||||
key=event.key,
|
||||
value=event.value,
|
||||
})
|
||||
end
|
||||
@usage-- Updating keys in a table of data
|
||||
-- Register the new store, we are not using player names as the keys so it would be useful to accept LuaPlayer objects
|
||||
local player_data = Store.register(function(player)
|
||||
return player.name
|
||||
end)
|
||||
|
||||
-- Setting a default value for your player, used to show the table structure
|
||||
Store.set(player_data,game.player,{
|
||||
group = 'Admin',
|
||||
role = 'Owner',
|
||||
show_group_config = false
|
||||
})
|
||||
|
||||
-- Updating the show_group_config key for all players, note that it would be harder to call set every time
|
||||
-- We do not need to return anything in this case as we are not replacing all the data
|
||||
-- We also have access to the current key being updated if needed
|
||||
Store.map(player_data,function(data,key)
|
||||
data.show_group_config = not data.show_group_config
|
||||
end)
|
||||
|
||||
]]
|
||||
function Store.map(store,updater)
|
||||
Store.validate(store,nil,2)
|
||||
|
||||
-- Get all that data in the store and check its a table
|
||||
local data = data_store[store]
|
||||
if not type(data) == 'table' then
|
||||
return
|
||||
end
|
||||
|
||||
-- Loop over all the keys and call the updater, setting value if returned, and calling watcher functions
|
||||
for key,value in pairs(data) do
|
||||
local rtn = updater(value,key)
|
||||
if rtn then
|
||||
data[key] = rtn
|
||||
end
|
||||
Store.trigger(store,key,data[key])
|
||||
end
|
||||
end
|
||||
|
||||
--[[-- Used to trigger any watchers that are on this store, the key and value are passed to the watcher functions
|
||||
@tparam number store the uid of the store that you want to trigger
|
||||
@tparam[opt] ?string|any key the key that you want to trigger, must be a string unless you have a serializer
|
||||
@tparam[opt] any value the new value that is at this key or store, passed directly to the watcher
|
||||
|
||||
@usage-- Triggering a manule call of the watchers
|
||||
-- The type of store we use does not really matter for this as long as you pass it what you watchers are expecting
|
||||
local scenario_diffculty = Store.register()
|
||||
|
||||
-- Trigger the watchers with a fake change of diffculty
|
||||
-- This is mostly used internally but it can be useful in other cases
|
||||
Store.trigger(scenario_diffculty,nil,'normal')
|
||||
|
||||
]]
|
||||
function Store.trigger(store,key,value)
|
||||
key = Store.validate(store,key,2)
|
||||
|
||||
-- Get the watchers and then loop over them
|
||||
local watchers = Store.watchers[store]
|
||||
for _,watcher in pairs(watchers) do
|
||||
local success, err = pcall(watcher,value,key)
|
||||
if not success then
|
||||
error('Store watcher casued an error: '..err)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
-- Module return
|
||||
return Store
|
||||
Reference in New Issue
Block a user