mirror of
https://github.com/PHIDIAS0303/ExpCluster.git
synced 2025-12-27 11:35:22 +09:00
556 lines
25 KiB
Lua
556 lines
25 KiB
Lua
--- Adds a thread system and event listening and a admin bypass (recommend to disable /c and use optional /interface)
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-- @module ExpGamingCore.Server
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-- @alias Server
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-- @author Cooldude2606
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-- @license https://github.com/explosivegaming/scenario/blob/master/LICENSE
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local Game = require('FactorioStdLib.Game')
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local Color = require('FactorioStdLib.Color')
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local Server = {}
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local module_verbose = false --true|false
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--- Global Table
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-- @table global
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-- @field all a list of every thread (indexed by uuid)
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-- @field queue an index for threads which will be resolved (contains uuids)
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-- @field tick an index for threads which will run every tick (contains uuids)
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-- @field timeout an index for threads which will timeout (contains uuids)
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-- @field events an index of threads based on event ids (contains uuids)
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-- @field paused an index of pasued threads (contains uuids)
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-- @field named a name index for thread uuids
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-- @field print_to contains players that event details will be printed to
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-- @field uuid contains the random number generator for the uuid system
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local pre_load_uuid = 0
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local global = global{
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all={_n=0},
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queue={},
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tick={},
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timeout={},
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events={},
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paused={},
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named={},
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print_to={},
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uuid=0
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}
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--- Used to generate a new uuid for the thread system
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-- @usage local uuid = tostring(Server.uuid) -- calling tostring locks the value
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-- @treturn string the new uuid
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Server.uuid = add_metatable({},function()
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-- when it is called as a function
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local uuid = 0
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if game then
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global.uuid=global.uuid+1
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uuid=global.uuid+pre_load_uuid
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verbose('Game UUID Increased: '..global.uuid..' ('..uuid..')')
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else
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pre_load_uuid=pre_load_uuid+1
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uuid=pre_load_uuid
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verbose('Load UUID Increased: '..pre_load_uuid..' ('..uuid..')')
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end
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return add_metatable({uuid},nil,function(tbl) return string.format("%x", tostring(tbl[1])) end)
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end,function()
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-- when it is treated as a string
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return tostring(Server.uuid())
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end)
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--- Redirect to the thread index
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-- @usage Server.threads -- return #global.all
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-- @usage Server.threads -- return global.all
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-- @treturn[1] number the number of threads
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-- @treturn[2] table table of all threads
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Server.threads = setmetatable({},{
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__metatable=false,
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__call=function(tbl) return global.all._n end,
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__len=function(tbl) return global.all._n end,
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__index=function(tbl,key) return rawget(global.all,key) end,
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__newindex=function(tbl,key,value) rawset(global.all,key,value) end,
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__pairs=function(tbl)
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local tbl = global.all
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local function next_pair(tbl,k)
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k, v = next(tbl, k)
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if type(v) ~= nil and k ~= '_n' then return k,v
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else return next(tbl, k) end
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end
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return next_pair, tbl, nil
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end
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})
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--- Generates a new thread object
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-- @usage Server.new_thread{name='foo',data={}}
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-- @tparam table obj the atributes to give to the thread
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-- @treturn Server._thread the new thread created
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function Server.new_thread(obj) return Server._thread:create(obj) end
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--- Used to get a thread via uuid or name (if one is assied)
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-- @usage Server.get_thread('decon') -- return thread
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-- @param mixed either a uuid or the name given to a thread
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-- @treturn[1] Server._thread the thread by that name or uuid
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-- @treturn[2] boolean if false is returned then no thread existes
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function Server.get_thread(mixed)
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local threads = global
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if threads.named[mixed] then return threads.all[threads.named[mixed]]
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elseif threads.paused[mixed] then return threads.all[threads.paused[mixed]]
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elseif threads.all[mixed] then return threads.all[mixed]
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else return false end
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end
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--- Adds a thread into the resolve queue, can be used to lower lag
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-- @usage Server.queue_thread(thread) -- return true/false
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-- @tparam Server._thread thread_to_queue the thread to be added to the queue, must be open and have a on_resolve function
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-- @treturn boolean was it added successfuly
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function Server.queue_thread(thread_to_queue)
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if not thread_to_queue and not thread_to_queue.valid and not thread_to_queue:valid() then return false end
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if not thread_to_queue._resolve then return false end
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table.insert(global.queue,thread_to_queue.uuid)
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return true
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end
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--- Closes all active threads, can use force if it causes errors
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-- @usage Server.close_all_threads() -- asks all threads to close
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-- @usage Server.close_all_threads(true) -- forcefuly close all threads
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-- @tparam bolean with_force use force when closing
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function Server.close_all_threads(with_force)
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if not with_force then
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for uuid,thread in pairs(Server.threads) do thread:close() end
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else global.Server(true) end -- idk why you cant just use global even when global is defined at the top to be over ridren
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end
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--- Runs all the theads which have opened with an on_tick event
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-- @usage Server.run_tick_threads()
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function Server.run_tick_threads()
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table.each(global.tick,function(uuid)
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local next_thread = Server.get_thread(uuid)
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if next_thread and next_thread:valid() and next_thread._tick then
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local success, err = Manager.sandbox(next_thread._tick,next_thread._env,next_thread)
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if not success then next_thread:error(err) end
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end
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end)
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end
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--- Checks the timeout on all active timeout threads
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-- @usage Server.check_timeouts()
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function Server.check_timeouts()
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table.each(global.timeout,function(uuid)
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local next_thread = Server.get_thread(uuid)
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if next_thread and next_thread:valid() then
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next_thread:check_timeout()
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end
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end)
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end
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--- Used to print event info to a player
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-- @usage Server._thread_debuger('Cooldude2606','on_player_died',true) -- will output event info to 'Cooldude2606' for 'on_player_died'
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-- @tparam ?name|index|LuaPlayer player the player that the info will be returned to
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-- @tparam ?name|index event the event that info will be returned fo
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-- @tparam[opt=toggle] boolean state will info be returned, nil to toggle current state
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function Server._thread_debuger(player,event,state)
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local player = Game.get_player(player)
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local event = tonumber(event) or Manager.event.names[event]
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local print_to = global.print_to
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print_to[player.index] = print_to[player.index] or {}
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if state then print_to[player.index][event] = state
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elseif print_to[player.index][event] then print_to[player.index][event] = false
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else print_to[player.index][event] = true end
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end
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--- Calles all threads on a certain game event (used with script.on_event)
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-- @local Server._thread_handler
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-- @usage script.on_event(defines.events,Server._thread_handler) -- adds this handler
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-- @tparam table event the event that is called
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function Server._thread_handler(event)
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-- returns to players who have set _thread_debuger to trye
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table.each(global.print_to,function(print_to,player_index,event)
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if event.name == defines.events.on_tick then return true end
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if print_to[event.name] then
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player_return(event,defines.textcolor.bg,player_index)
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end
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end,event)
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-- gets the thread uuids
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local event_id = event.name
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local threads = global.events[event_id]
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if not threads then return end
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-- loops over the uuids
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table.each(threads,function(uuid)
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local thread = Server.get_thread(uuid)
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if thread and thread:valid() then
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if is_type(thread._events[event_id],'function') then
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-- runs the function in the same env it was created (avoids desyncs)
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local success, err = Manager.sandbox(thread._events[event_id],thread._env,thread,event)
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-- if there is an error it asks the thread to deal with it
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if not success then thread:error(err) end
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end
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end
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end)
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end
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--[[ cant be used V
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--- Adds a event handler to tell threads about events
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-- @usage Server.add_thread_handler(defines.event)
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-- @tparam number event the event to run the thread handler on`
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-- @treturn bolean if the handler was added
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function Server.add_thread_handler(event)
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if not is_type(event,'number') then return false end
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local threads = global
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if not threads.events[event] then
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threads.events[event] = {}
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script.on_event(event,Server._thread_handler)
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return true
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end
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return false
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end
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]]
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--- Acts as a bypass for running functions, can accept a string
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-- @usage Server.interface('local x = 1+1 print(x) return x') -- return 2
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-- @usage Server.interface('local x = 1+1 print(x)',true) -- will creat a thread to run as root (this is the bypass)
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-- @tparam ?string|function callback function to be ran
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-- @tparam[opt] ?Server._thread|true use_thread run the command on a premade thread or let it make its own
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-- @tparam[opt] table env run the env to run the command in must have _env key as true to be
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-- @param[opt] ... any args you want to pass to the function
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-- @treturn[1] boolean if no thread then it will return a true for the success
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-- @return[1] if no thread then it will return the value(s) returned by the callback
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-- @treturn[2] boolean if no thread then it will return a false for the success
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-- @treturn[2] string if no thread then it will return a an err value
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function Server.interface(callback,use_thread,env,...)
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if use_thread then
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-- if use_thread is true then it makes a new thread
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if use_thread == true then use_thread = Server.new_thread{data={callback,env,...}} end
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-- creates the resolve function for the thread
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use_thread:on_event('resolve',function(thread)
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local callback = table.remove(thread.data,1)
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callback = is_type(callback,'function') and callback or loadstring(callback)
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local env = table.remove(thread.data,1)
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if is_type(env,'table') and not is_type(env.__self,'userdata') and env._env == true then
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local success, err = Manager.sandbox(callback,env,unpack(thread.data))
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if not success then error(err) end
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return err
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else
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local success, err = Manager.sandbox(callback,{},env,unpack(thread.data))
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if not success then error(err) end
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return err
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end
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end)
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-- opens the thread and then queues it
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use_thread:open()
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Server.queue_thread(use_thread)
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else
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local _callback = callback
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if not is_type(callback,'function') then
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local rtn, err = loadstring(callback)
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if err then return false, err end
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_callback = rtn
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end
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if is_type(env,'table') and not is_type(env.__self,'userdata') and env._env == true then
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local success, err = Manager.sandbox(_callback,env,...)
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if not success then return success,err
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else return success, unpack(err) end
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else
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local success, err = Manager.sandbox(_callback,{},env,...)
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if not success then return success,err
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else return success, unpack(err) end
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end
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end
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end
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--- The class for the server threads, allows abbilty to run async function
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-- @type Thread
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-- @alias Server._thread
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-- @field name the name that is given to the thread, use for easy later indexing
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-- @field timeout the time in ticks that the thread will have before it times out
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-- @field reopen when true the thread will reopen itself untill set to false, combine with timeout to create a long on_nth_tick wait
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-- @field data any data that the thread will beable to access
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Server._thread = {}
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local _env_metatable = {
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__index=function(tbl,key) if rawget(tbl,'_modules') and tbl._modules[key] then return require(tbl._modules[key]) else return rawget(_G,key) end end
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}
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--- Returns a new thread object
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-- @usage new_thread = thread:create()
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-- @tparam[opt={}] table obj all values are opt {timeout=int,name=str,data=any}
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-- @treturn Server._thread the new thread object
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function Server._thread:create(obj)
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local obj = obj or {}
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setmetatable(obj,{__index=Server._thread})
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obj.uuid = tostring(Server.uuid)
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-- creates a varible containg all upvalus for the thread (stops desyncs)
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obj._env = get_upvalues(2)
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obj._env._env = true
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obj._env._ENV = nil -- provents infinte recusion
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-- removes any modules from the _env to save space in global (less time to serizle)
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obj._env._modules = {}
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for name,value in pairs(obj._env) do if is_type(value,'table') and value._moduleName and loaded_modules[value._moduleName] == value then obj._env._modules[name] = value._moduleName obj._env[name] = nil end end
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setmetatable(obj._env,_env_metatable)
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local name = obj.name or 'Anon'
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verbose('Created new thread: '..name..' ('..obj.uuid..')')
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return obj
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end
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--- Opens and queses a thread
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-- @usage Server._thread:queue() -- returns true/false
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-- @treturn boolean was the thread queued successfuly
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-- @see Server.queue_thread
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function Server._thread:queue()
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self:open()
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return Server.queue_thread(self)
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end
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--- Test if the thread has all requied parts
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-- @usage if thread:valid() then end -- basic test for valid
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-- @tparam[opt=false] bolean skip_location_check true to skip the location checking
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-- @treturn boolean is the thread valid
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function Server._thread:valid(skip_location_check)
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local skip_location_check = skip_location_check or false
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if is_type(self.uuid,'string') and
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skip_location_check or is_type(self.opened,'number') and
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skip_location_check or is_type(global.all[self.uuid],'table') and
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is_type(self.timeout) or is_type(self.timeout,'number') and
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is_type(self.name) or is_type(self.name,'string') and
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is_type(self._close) or is_type(self._close,'function') and
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is_type(self._timeout) or is_type(self._timeout,'function') and
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is_type(self._tick) or is_type(self._tick,'function') and
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is_type(self._resolve) or is_type(self._resolve,'function') and
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is_type(self._success) or is_type(self._success,'function') and
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is_type(self._error) or is_type(self._error,'function') then
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-- all above must be true to be vaild, must accept nil and function
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return true
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end
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return false
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end
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--- Opens the thread; indexs this thread in the global index
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-- @usage thread:open() -- return true
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-- @treturn bolean if the thread was opened successfuly
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function Server._thread:open()
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-- if the thread is valid and not already opended
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if not self:valid(true) or self.opened then return false end
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local uuid = self.uuid
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-- sets the thread to open, this is the tick it was opened
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self.opened = game.tick
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-- creats the global index
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global.all[uuid] = global.all[uuid] or self
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global.all._n = global.all._n+1
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-- indexs the thread in other places if it has more function
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-- if it was paused before (ie did not run any events) then the index is removed from the paused index
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if global.paused[self.name] then global.paused[self.name] = nil end
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-- if it has a timeout or on_tick handler then it is indexed in those indexs
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if is_type(self.timeout,'number') then table.insert(global.timeout,uuid) end
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if is_type(self._tick,'function') then table.insert(global.tick,uuid) end
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-- if the thread is given a name then a index from the name to uuid is made
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if is_type(self.name,'string') then global.named[self.name] = global.named[self.name] or self.uuid end
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-- if there are event handlers then it will loop over them and add them to the event index
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if is_type(self._events,'table') then
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table.each(self._events,function(callback,event,global,uuid)
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-- cant be used V
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--Server.add_thread_handler(event)
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if not global.events[event] then global.events[event] = {} end
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table.insert(global.events[event],uuid)
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end,global,self.uuid)
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end
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local name = self.name or 'Anon'
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verbose('Opened thread: '..name..' ('..self.uuid..')')
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return true
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end
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--- Inverse of thread:open() - Removes all indexs to this thread, most cases this will cause it to become inassible
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-- @usage thread:close() -- return true
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-- @treturn boolean if the thread had a on_close function
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function Server._thread:close()
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local uuid = self.uuid
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local _return = false
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-- if there is a call to the threads on close event, will later return true
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if is_type(self._close,'function') then Manager.sandbox(self._close,self._env,self) _return = true end
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-- will search every possible location for this thread and remove it
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local value,key = table.find(global.queue,function(v,k,uuid) return v == uuid end,uuid)
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if key then table.remove(global.queue,key) end -- queue
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local value,key = table.find(global.timeout,function(v,k,uuid) return v == uuid end,uuid)
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if key then table.remove(global.timeout,key) end -- timeouts
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local value,key = table.find(global.tick,function(v,k,uuid) return v == uuid end,uuid)
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if key then table.remove(global.tick,key) end -- on_tick
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-- then will look for it in the event handlers and remove it if found
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if is_type(self._events,'table') then
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table.each(self._events,function(callback,event)
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if global.events[event] then
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local value,key = table.find(global.events[event],function(v,k,uuid) return v == uuid end,uuid)
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if key then table.remove(global.events[event],key) end
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-- cant be used V
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--if #global.events[event] == 0 then Event.remove(event,Server.game_event) global.events[event] = nil end
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end
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end)
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end
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-- sets the thread to closed
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self.opened=nil
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-- unless the thread has a name or is assied to be reopened
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if self.reopen == true then self:open() else
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-- if it has a name but not assied to reopen then it will become 'pasued'
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if is_type(self.name,'string') then global.paused[self.name]=self.uuid
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-- else it will just be wiped from the global index
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else global.all[uuid] = nil global.all._n = global.all._n-1 end
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end
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local name = self.name or 'Anon'
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verbose('Closed thread: '..name..' ('..self.uuid..')')
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return _return
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end
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--- Trigger the on_resolve function and closes the thread - error and success called based on result of pcall (useful for async)
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-- @usage thread:resolve(x,y,z) -- return true
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-- @param[opt] ... any arguments you want to pass to the resolve function
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-- @treturn bolean true if the thread called on_success or on_error
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function Server._thread:resolve(...)
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local _return = false
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-- checks if the resolve haddler is still present
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if is_type(self._resolve,'function') then
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local success, err = Manager.sandbox(self._resolve,self._env,self,...)
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if success then
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-- if it was successful then it will attemp to call the success handler
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if is_type(self._success,'function') then
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-- interface is used as a way to delay the success call till the next tick
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Server.interface(function(thread,err)
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local success, err = Manager.sandbox(thread._success,thread._env,thread,err)
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if not success then thread:error(err) end
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end,true,self,err)
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-- later returns true if there was a call to the success handler
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_return = true
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end
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-- if there is an error the thread is asked to deal with it, returns true/false based on result of handler
|
|
else _return = self:error(err) end
|
|
end
|
|
-- closes the thread as it is no longer needed as its command has be ran
|
|
self:close()
|
|
return _return
|
|
end
|
|
|
|
--- Checks the timeout on a thread - if timed out then it calles on_timeout and closes
|
|
-- @usage thread:check_timeout() -- return true
|
|
-- @treturn bolean if the thread timed out
|
|
function Server._thread:check_timeout()
|
|
local _return = false
|
|
-- makes sure the thread is still valid
|
|
if not self:valid() then return false end
|
|
-- checks if the thread has been opened longer than its time out period
|
|
if is_type(self.timeout,'number') and game.tick >= (self.opened+self.timeout) then
|
|
if is_type(self._timeout,'function') then
|
|
-- we do not care if the time out has caused an error as it is in most cases an error in its own right
|
|
Manager.sandbox(self._timeout,self._env,self)
|
|
end
|
|
_return = true
|
|
-- closes the thread to provent any further event calls
|
|
self:close()
|
|
end
|
|
return _return
|
|
end
|
|
|
|
--- Used to check and raise the error handler of the thread, if not present it raises an error
|
|
-- @usage thread:error(err) -- return true
|
|
-- @tparam string err the err to be rasied
|
|
-- @treturn boolean did the thread have an error handler
|
|
function Server._thread:error(err)
|
|
local _return = false
|
|
if is_type(self._error,'function') then
|
|
Manager.sandbox(self._error,self._env,self,err)
|
|
_return = true
|
|
else
|
|
self:close() -- no matter what happens next this thread will be closed
|
|
error('Thread Error (no handler): '..err)
|
|
end
|
|
return _return
|
|
end
|
|
|
|
--- Set function to run then an event is triggered, none of them are 'needed' but you are advised to have atleast one
|
|
-- @usage thread:on_event('close',function) -- if event is not one below then a game event is used
|
|
-- @usage thread_only_events = ['close','timeout','tick','resolve','success','error']
|
|
-- @tparam ?string|index event the name of the event that the function should be called on
|
|
-- @tparam function callback the function which is called by the event trigger
|
|
-- @treturn table returns self so that they can be chained together
|
|
function Server._thread:on_event(event,callback)
|
|
local events = {'close','timeout','tick','resolve','success','error'}
|
|
-- seaches the above list for the event
|
|
local value = table.find(events,function(v,k,find) return v == string.lower(find) end,event)
|
|
if value and is_type(callback,'function') then
|
|
-- if it is a thread_only_event then it will add it to its core values
|
|
self['_'..value] = callback
|
|
elseif is_type(event,'number') and is_type(callback,'function') then
|
|
-- other wise it is appended to the event index of the thread
|
|
if not self._events then self._events = {} end
|
|
self._events[event] = callback
|
|
end
|
|
-- returns self to allowing chaining of on_event():on_event():on_event() etc..
|
|
return self
|
|
end
|
|
|
|
script.on_event(defines.events.on_tick,function(event)
|
|
-- uses its own on_tick event so that other actions can be tested for
|
|
if event.tick < 10 then return end
|
|
if #global.tick > 0 then Server.run_tick_threads() end -- on tick events
|
|
if #global.timeout > 0 then Server.check_timeouts() end -- timeout checks
|
|
if #global.queue > 0 then -- resolve one thread
|
|
local current_thread = global.all[global.queue[1]]
|
|
if current_thread and current_thread:valid() then current_thread:resolve() end
|
|
end
|
|
end)
|
|
|
|
script.on_load(function(event)
|
|
-- sets up metatable again so that threads contiune to work
|
|
for uuid,thread in pairs(Server.threads) do
|
|
setmetatable(thread,{__index=Server._thread})
|
|
setmetatable(thread._env,_env_metatable)
|
|
end
|
|
end)
|
|
|
|
function Server:on_init()
|
|
for name,id in pairs(defines.events) do if not script.get_event_handler(id) then script.on_event(id,Server._thread_handler) end end
|
|
if loaded_modules['ExpGamingCore.Command'] then verbose('ExpGamingCore.Command is installed; Loading commands src') require(module_path..'/src/commands',{Server=Server}) end
|
|
end
|
|
|
|
return Server
|
|
|
|
--[[
|
|
Thread Example:
|
|
|
|
local thread = Server.new_thread{name='tree-decon',data={}}
|
|
-- user thread:on_event('tick') rather than thread:on_event(defines.events.on_tick) as it makes less lag
|
|
thread:on_event('tick',function(self)
|
|
local trees = self.data
|
|
if #trees == 0 then return end
|
|
local tree = table.remove(trees,1)
|
|
if tree.valid then tree.destroy() end
|
|
end)
|
|
thread:on_event('error',function(self,err)
|
|
-- cant see how this can cause an error
|
|
-- but this is where error handling goes
|
|
-- any event including on_resolve and on_tick can raise this
|
|
end)
|
|
thread:on_event(defines.events.on_marked_for_deconstruction,function(self,event)
|
|
if event.entity.type == 'tree' then
|
|
table.insert(self.data,event.entity)
|
|
end
|
|
end)
|
|
thread:open()
|
|
|
|
local thread = Server.new_thread{name='print-place',data={}}
|
|
thread:on_event(defines.events.on_built_entity,function(self,event)
|
|
game.print('Events')
|
|
end)
|
|
thread:open()
|
|
|
|
all on_event functions can be chained from the thread creation rather than use varibles eg:
|
|
Server.new_thread{
|
|
name='tree-decon',
|
|
data={}
|
|
}:on_event('tick',function(self)
|
|
local trees = self.data
|
|
if #trees == 0 then return end
|
|
local tree = table.remove(trees,1)
|
|
if tree.valid then tree.destroy() end
|
|
end):on_event('error',function(self,err)
|
|
-- cant see how this can cause an error
|
|
-- but this is where error handling goes
|
|
-- any event including on_resolve and on_tick can raise this
|
|
end):on_event(defines.events.on_marked_for_deconstruction,function(self,event)
|
|
if event.entity.type == 'tree' then
|
|
table.insert(self.data,event.entity)
|
|
end
|
|
end):open()
|
|
]] |