Added new store module

This commit is contained in:
Cooldude2606
2019-10-08 23:24:11 +01:00
parent df450d1544
commit bc2a8d3bdb
93 changed files with 1021 additions and 825 deletions

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