mirror of
https://github.com/PHIDIAS0303/ExpCluster.git
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213 lines
7.2 KiB
Lua
213 lines
7.2 KiB
Lua
--[[-- ExpGui - GuiData
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Provides a method of storing data for elements, players, and forces under a given scope.
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This is not limited to GUI element definitions but this is the most common use case.
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]]
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local ExpUtil = require("modules/exp_util")
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local Storage = require("modules/exp_util/storage")
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--- @type table<string, ExpGui.GuiData_Raw>
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local scope_data = {}
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--- @type table<string, ExpGui.GuiData_Internal>
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local registered_scopes = {}
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--- @type table<uint, uint> Reg -> Player Index
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local registration_numbers = {}
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local reg_obj = script.register_on_object_destroyed
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--- @alias DataKey LuaGuiElement | LuaPlayer | LuaForce
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--- @alias DataKeys "element_data" | "player_data" | "force_data" | "global_data"
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local DataKeys = ExpUtil.enum{ "element_data", "player_data", "force_data", "global_data" }
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local DataKeysConcat = table.concat(DataKeys, ", ")
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Storage.register({
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scope_data = scope_data,
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registration_numbers = registration_numbers,
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}, function(tbl)
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scope_data = tbl.scope_data
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registration_numbers = tbl.registration_numbers
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for scope, data in pairs(tbl.scope_data) do
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local proxy = registered_scopes[scope]
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if proxy then
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rawset(proxy, "_raw", data)
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for k, v in pairs(data) do
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rawset(proxy, k, v)
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end
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end
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end
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end)
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--- @class ExpGui_GuiData
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local GuiData = {
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_scopes = registered_scopes,
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}
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--- @class ExpGui.GuiData_Raw
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--- @field element_data table<uint, table<uint, any>?>?
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--- @field player_data table<uint, any>?
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--- @field force_data table<uint, any>?
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--- @field global_data table?
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-- This class has no prototype methods
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-- Keep this in sync with DataKeys to block arbitrary strings
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--- @class ExpGui.GuiData_Internal
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--- @field _scope string
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--- @field _raw ExpGui.GuiData_Raw
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-- This class has no prototype methods
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-- Do add keys to _raw without also referencing scope_data
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--- @class ExpGui.GuiData: ExpGui.GuiData_Internal
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--- @field element_data table<uint, table<uint, any>>
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--- @field player_data table<uint, any>
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--- @field force_data table<uint, any>
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--- @field global_data table
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-- This class has no prototype methods
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-- Same as raw but __index ensures the values exist
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GuiData._metatable = {
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__class = "GuiData",
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}
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--- Return the index for a given key
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--- @param self ExpGui.GuiData_Internal
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--- @param key DataKeys | DataKey
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--- @return any
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function GuiData._metatable.__index(self, key)
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if type(key) == "string" then
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-- This is only called when the key does not exist, ie it is not in storage
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-- Once created, these tables are never removed as they are likely to be used again
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assert(DataKeys[key], "Valid keys are: " .. DataKeysConcat)
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local value = {}
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self._raw[key] = value
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rawset(self, key, value)
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scope_data[self._scope] = self._raw
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return value
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end
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-- Check a given child table based on the object type
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assert(type(key) == "userdata", "Index type '" .. ExpUtil.get_class_name(key) .. "' given to GuiData. Must be of type userdata.")
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local object_name = key.object_name --- @diagnostic disable-line assign-type-mismatch
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if object_name == "LuaGuiElement" then
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local data = self._raw.element_data
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local player_elements = data and data[key.player_index]
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return player_elements and player_elements[key.index]
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elseif object_name == "LuaPlayer" then
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local data = self._raw.player_data
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return data and data[key.index]
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elseif object_name == "LuaForce" then
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local data = self._raw.force_data
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return data and data[key.index]
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else
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error("Unsupported object class '" .. object_name .. "' given as index to GuiData.")
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end
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end
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--- Set the value index of a given key
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-- Internal type is not used here to allow for creation of storage
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--- @param self ExpGui.GuiData
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--- @param key DataKey
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--- @param value unknown
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function GuiData._metatable.__newindex(self, key, value)
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assert(type(key) == "userdata", "Index type '" .. ExpUtil.get_class_name(key) .. "' given to GuiData. Must be of type userdata.")
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local object_name = key.object_name
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if object_name == "LuaGuiElement" then
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--- @cast key LuaGuiElement
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local data = self.element_data
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local player_elements = data[key.player_index]
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if not player_elements then
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player_elements = {}
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data[key.player_index] = player_elements
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end
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player_elements[key.index] = value
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registration_numbers[reg_obj(key)] = key.player_index
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elseif object_name == "LuaPlayer" then
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--- @cast key LuaPlayer
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self.player_data[key.index] = value
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elseif object_name == "LuaForce" then
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--- @cast key LuaForce
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self.force_data[key.index] = value
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else
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error("Unsupported object class '" .. object_name .. "' given as index to GuiData.")
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end
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end
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--- Create the data object for a given scope
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--- @param scope string
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--- @return ExpGui.GuiData
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function GuiData.create(scope)
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ExpUtil.assert_not_runtime()
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assert(GuiData._scopes[scope] == nil, "Scope already exists with name: " .. scope)
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local instance = {
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_scope = scope,
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_raw = {},
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}
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GuiData._scopes[scope] = instance
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--- @cast instance ExpGui.GuiData
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return setmetatable(instance, GuiData._metatable)
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end
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--- Get the link to an existing data scope
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--- @param scope string
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--- @return ExpGui.GuiData
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function GuiData.get(scope)
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return GuiData._scopes[scope] --[[ @as ExpGui.GuiData ]]
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end
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--- Used to clean up data from destroyed elements
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--- @param event EventData.on_object_destroyed
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local function on_object_destroyed(event)
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local player_index = registration_numbers[event.registration_number]
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if not player_index then return end
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local element_index = event.useful_id
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registration_numbers[event.registration_number] = nil
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for _, scope in pairs(registered_scopes) do
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local data = scope._raw.element_data
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local player_elements = data and data[player_index]
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if player_elements then
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player_elements[element_index] = nil
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if not next(player_elements) then
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data[player_index] = nil
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end
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end
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end
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end
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--- Used to clean up data from destroyed players
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--- @param event EventData.on_player_removed
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local function on_player_removed(event)
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local player_index = event.player_index
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for _, scope in pairs(registered_scopes) do
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local data = scope._raw.player_data
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if data then
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data[player_index] = nil
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end
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end
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end
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--- Used to clean up data from destroyed forces
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--- @param event EventData.on_forces_merged
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local function on_forces_merged(event)
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local force_index = event.source_index
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for _, scope in pairs(registered_scopes) do
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local data = scope._raw.force_data
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if data then
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data[force_index] = nil
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end
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end
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end
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local e = defines.events
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local events = {
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[e.on_object_destroyed] = on_object_destroyed,
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[e.on_player_removed] = on_player_removed,
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[e.on_forces_merged] = on_forces_merged,
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}
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GuiData.events = events
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return GuiData
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