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factorio-scenario-ExpCluster/exp_gui/module/data.lua
Cooldude2606 1d95d899ea Fix lint issue
2025-08-04 21:26:56 +01:00

213 lines
7.2 KiB
Lua

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