Files
factorio-scenario-ExpCluster/exp_gui/module/iter.lua
Cooldude2606 ce80ae9021 Refactored UPS monitor as clusterio plugin (#398)
* Refactor server ups

* Use catalogs

* Move to own plugin

* Use web config

* Remove External.get_server_ups

* Update workspace version requirement

* Remove need for storage

* Add locale

* Fix CI
2025-08-08 16:36:22 +01:00

277 lines
9.6 KiB
Lua

--[[-- ExpGui - GuiData
Provides a method of storing elements created for a player and provide a global iterator for them.
]]
local ExpUtil = require("modules/exp_util")
local Storage = require("modules/exp_util/storage")
--- @alias ExpGui_GuiIter.FilterType LuaPlayer | LuaForce | LuaPlayer[] | nil
--- @alias ExpGui_GuiIter.ReturnType fun(): LuaPlayer?, LuaGuiElement?
--- @type table<string, table<uint, table<uint, LuaGuiElement>>>
local registered_scopes = {}
--- @type table<uint, uint> Reg -> Player Index
local registration_numbers = {}
local reg_obj = script.register_on_object_destroyed
Storage.register({
registered_scopes = registered_scopes,
registration_numbers = registration_numbers,
}, function(tbl)
registered_scopes = tbl.registered_scopes
registration_numbers = tbl.registration_numbers
end)
--- @class ExpGui_GuiIter
local GuiIter = {
_scopes = registered_scopes,
}
local function no_loop() return nil, nil end
--- Get the next valid element
--- @param elements table<uint, LuaGuiElement>
--- @param prev_index uint?
--- @return uint?, LuaGuiElement?
local function next_valid_element(elements, prev_index)
local element_index, element = next(elements, prev_index)
while element and not element.valid do
--- @cast element_index -nil
elements[element_index] = nil
element_index, element = next(elements, element_index)
end
return element_index, element
end
--- Get the next valid player with elements
--- @param scope_elements table<uint, table<uint, LuaGuiElement>>
--- @param players LuaPlayer[]
--- @param prev_index uint?
--- @param online boolean?
--- @return uint?, LuaPlayer?, table<uint, LuaGuiElement>?
local function next_valid_player(scope_elements, players, prev_index, online)
local index, player = prev_index, nil
while true do
index, player = next(players, index)
while player and not player.valid do
scope_elements[player.index] = nil
index, player = next(players, index)
end
if index == nil then
return nil, nil, nil
end
--- @cast player -nil
if online == nil or player.connected == online then
local player_elements = scope_elements[player.index]
if player_elements and next(player_elements) then
return index, player, player_elements
end
end
end
end
--- Iterate over all valid elements for a player
--- @param scope string
--- @param player LuaPlayer
--- @return ExpGui_GuiIter.ReturnType
function GuiIter.player_elements(scope, player)
if not player.valid then return no_loop end
local scope_elements = registered_scopes[scope]
if not scope_elements then return no_loop end
local player_elements = scope_elements[player.index]
if not player_elements then return no_loop end
local element_index, element = nil, nil
return function()
element_index, element = next_valid_element(player_elements, element_index)
if element_index == nil then return nil, nil end
return player, element
end
end
--- Iterate over all valid elements for a player
--- @param scope string
--- @param players LuaPlayer[]
--- @param online boolean?
--- @return ExpGui_GuiIter.ReturnType
function GuiIter.filtered_elements(scope, players, online)
local scope_elements = registered_scopes[scope]
if not scope_elements then return no_loop end
local index, player, player_elements = nil, nil, nil
local element_index, element = nil, nil
return function()
while true do
-- Get the next valid player elements if needed
if element_index == nil then
index, player, player_elements = next_valid_player(scope_elements, players, index, online)
if index == nil then return nil, nil end
--- @cast player_elements -nil
end
-- Get the next element
element_index, element = next_valid_element(player_elements, element_index)
if element_index then
return player, element
end
end
end
end
--- Iterate over all valid elements
--- @param scope string
--- @return ExpGui_GuiIter.ReturnType
function GuiIter.all_elements(scope)
local scope_elements = registered_scopes[scope]
if not scope_elements then return no_loop end
local player_index, player_elements, player = nil, nil, nil
local element_index, element = nil, nil
return function()
while true do
if element_index == nil then
-- Get the next player
player_index, player_elements = next(scope_elements, player_index)
if player_index == nil then return nil, nil end
player = game.get_player(player_index)
-- Ensure next player is valid
while player and not player.valid do
scope_elements[player_index] = nil
player_index, player_elements = next(scope_elements, player_index)
if player_index == nil then return nil, nil end
player = game.get_player(player_index)
end
--- @cast player_elements -nil
end
-- Get the next element
element_index, element = next_valid_element(player_elements, element_index)
if element_index then
return player, element
end
end
end
end
--- Iterate over all valid gui elements for all players
--- @param scope string
--- @param filter ExpGui_GuiIter.FilterType
--- @return ExpGui_GuiIter.ReturnType
function GuiIter.get_tracked_elements(scope, filter)
local class_name = ExpUtil.get_class_name(filter)
if class_name == "nil" then
--- @cast filter nil
return GuiIter.all_elements(scope)
elseif class_name == "LuaPlayer" then
--- @cast filter LuaPlayer
return GuiIter.player_elements(scope, filter)
elseif class_name == "LuaForce" then
--- @cast filter LuaForce
return GuiIter.filtered_elements(scope, filter.players)
elseif type(filter) == "table" and ExpUtil.get_class_name(filter[1]) == "LuaPlayer" then
--- @cast filter LuaPlayer[]
return GuiIter.filtered_elements(scope, filter)
else
error("Unknown filter type: " .. class_name)
end
end
--- Iterate over all valid gui elements for all online players
--- @param scope string
--- @param filter ExpGui_GuiIter.FilterType
--- @return ExpGui_GuiIter.ReturnType
function GuiIter.get_online_elements(scope, filter)
local class_name = ExpUtil.get_class_name(filter)
if class_name == "nil" then
--- @cast filter nil
return GuiIter.filtered_elements(scope, game.connected_players)
elseif class_name == "LuaPlayer" then
--- @cast filter LuaPlayer
if not filter.connected then return no_loop end
return GuiIter.player_elements(scope, filter)
elseif class_name == "LuaForce" then
--- @cast filter LuaForce
return GuiIter.filtered_elements(scope, filter.connected_players)
elseif type(filter) == "table" and ExpUtil.get_class_name(filter[1]) == "LuaPlayer" then
--- @cast filter LuaPlayer[]
return GuiIter.filtered_elements(scope, filter, true)
else
error("Unknown filter type: " .. class_name)
end
end
--- Add a new element to the global iter
--- @param scope string
--- @param element LuaGuiElement
function GuiIter.add_element(scope, element)
if not element.valid then return end
local scope_elements = registered_scopes[scope]
if not scope_elements then
scope_elements = {}
registered_scopes[scope] = scope_elements
end
local player_elements = scope_elements[element.player_index]
if not player_elements then
player_elements = {}
scope_elements[element.player_index] = player_elements
end
player_elements[element.index] = element
registration_numbers[reg_obj(element)] = element.player_index
end
--- Remove an element from the global iter
--- @param scope string
--- @param player_index uint
--- @param element_index uint
function GuiIter.remove_element(scope, player_index, element_index)
local scope_elements = registered_scopes[scope]
if not scope_elements then return end
local player_elements = registered_scopes[player_index]
if not player_elements then return end
player_elements[element_index] = nil
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 player_elements = scope[player_index]
if player_elements then
player_elements[element_index] = nil
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
scope[player_index] = nil
end
end
local e = defines.events
local events = {
[e.on_object_destroyed] = on_object_destroyed,
[e.on_player_removed] = on_player_removed,
}
GuiIter.events = events
return GuiIter