Files
factorio-scenario-ExpCluster/expcore/store.lua
Cooldude2606 84a9c869a3 Core
2019-08-09 18:12:00 +01:00

263 lines
9.5 KiB
Lua

--[[-- Core Module - Store
- Adds an easy way to store and watch for updates to a value
@core Store
@alias Store
@usage
---- Basic Use
-- At the most basic level this allows for the naming of locations to store in the global table, the second feature is that you are
-- able to listen for updates of this value, which means that when ever the set function is called it will trigger the update callback.
-- This may be useful when storing config values and when they get set you want to make sure it is taken care of, or maybe you want
-- to have a value that you can trigger an update of from different places.
-- This will register a new location called 'scenario.difficulty'
-- note that setting a start value is optional and we could take nil to mean normal
Store.register('scenario.difficulty',function(value)
game.print('The scenario difficulty has be set to: '..value)
end)
-- This will set the value in the store to 'hard' and will trigger the update callback which will print a message to the game
Store.set('scenario.difficulty','hard')
-- This will return 'hard'
Store.get('scenario.difficulty')
@usage
---- Using Children
-- One limitation of store is that all locations must be registered to avoid desyncs, to get round this issue "children" can be used.
-- When you set the value of a child it does not have its own update callback so rather the "parent" location which has been registered
-- will have its update value called with a second param of the name of that child.
-- This may be useful when you want a value of each player or force and since you cant register every player at the start you must use
-- the players name as the child name.
-- This will register the location 'scenario.score' where we plan to use force names as the child
Store.register('scenario.score',function(value,child)
game.print(child..' now has a score of '..value)
end)
-- This will return nil, but will not error as children don't need to be registered
Store.get('scenario.score','player')
-- This will set 'player' to have a value of 10 for 'scenario.score' and trigger the game message print
Store.set('scenario.score','player',10)
-- This would be the similar to Store.get however this will return the names of all the children
Store.get_children('scenario.score')
@usage
---- Using Sync
-- There is the option to use synced values which is the same as a normal value however you can combine this with an external script
-- which can read the output from 'script-output/log/store.log' and have it send rcon commands back to the game allowing for cross instance
-- syncing of values.
-- This may be useful when you want to have a value change effect multiple instances or even if you just want a database to store values so
-- you can sync data between map resets.
-- This example will register the location 'statistics.total-play-time' where we plan to use plan names as the child
-- note that the location must be the same across instances
Store.register('statistics.total-play-time',true,function(value,child)
game.print(child..' now has now played for '..value)
end)
-- Use of set and are all the same as non synced but you should include from_sync as true
@usage
---- Alternative method
-- Some people may prefer to use a variable rather than a string for formating reasons here is an example. Also for any times when
-- there will be little external input Store.uid_location() can be used to generate non conflicting locations, uid_location will also
-- be used if you give a nil location.
local store_game_speed =
Store.register(function(value)
game.print('The game speed has been set to: '..value)
end)
]]
local Global = require 'utils.global' --- @dep utils.global
local Event = require 'utils.event' --- @dep utils.event
local table_keys,write_json = ext_require('expcore.common','table_keys','write_json') --- @dep expcore.common
local Token = require 'utils.token' --- @dep utils.token
local Store = {
data={},
registered={},
synced={},
callbacks={},
events = {
on_value_update=script.generate_event_name()
}
}
Global.register(Store.data,function(tbl)
Store.data = tbl
end)
local function error_not_table(value)
if type(value) ~= 'table' then
error('Location is not a table can not use child locations',3)
end
end
--- Check for if a location is registered
-- @tparam string location the location to test for
-- @treturn boolean true if registered
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
function Store.uid_location()
return tostring(Token.uid())
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] 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
function Store.register(location,synced,callback)
if _LIFECYCLE ~= _STAGE.control then
return error('Can only be called during the control stage', 2)
end
if type(location) ~= 'string' then
callback = synced
synced = location
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 is already registered', 2)
end
Store.registered[location] = true
Store.synced[location] = synced and true or nil
Store.callbacks[location] = callback or nil
return location
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 child the child location if required
-- @tparam[opt=false] boolean allow_unregistered when true no error is returned if the location is not registered
-- @treturn any the data which was stored at the location
function Store.get(location,child,allow_unregistered)
if not Store.callbacks[location] and not allow_unregistered then
return error('Location is not registered', 2)
end
local data = Store.data[location]
if child and data then
error_not_table(data)
return data[child]
end
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 child the child location if required
-- @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] boolean from_sync set this true to avoid an output to the sync file
-- @treturn boolean true if it was successful
function Store.set(location,child,value,from_sync)
if not Store.callbacks[location] then
return error('Location is not registered', 2)
end
if child == nil or value == nil then
value = child or value
child = nil
end
local data = Store.data
if child then
data = data[location]
if not data then
data = {}
Store.data[location] = data
end
error_not_table(data)
data[child] = value
else
data[location] = value
end
script.raise_event(Store.events.on_value_update,{
tick=game.tick,
location=location,
child=child,
value=value,
from_sync=from_sync
})
return true
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 child the child location if required
-- @tparam[opt] boolean from_sync set this true to avoid an output to the sync file
-- @treturn boolean true if it was successful
function Store.clear(location,child,from_sync)
if not Store.callbacks[location] then
return error('Location is not registered', 2)
end
local data = Store.data
if child then
data = data[location]
if not data then return end
error_not_table(data)
data[child] = nil
else
data[location] = nil
end
script.raise_event(Store.events.on_value_update,{
tick=game.tick,
location=location,
child=child,
from_sync=from_sync
})
return true
end
--- Gets all non nil children at a location, children 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 children of
-- @treturn table a table containing all the children names
function Store.get_children(location)
local data = Store.get(location)
return type(data) == 'table' and table_keys(data) or {}
end
-- Handles syncing
Event.add(Store.events.on_value_update,function(event)
if Store.callbacks[event.location] then
Store.callbacks[event.location](event.value,event.child)
end
if not event.from_sync and Store.synced[event.location] then
write_json('log/store.log',{
tick=event.tick,
location=event.location,
child=event.child,
value=event.value,
})
end
end)
return Store