mirror of
https://github.com/PHIDIAS0303/ExpCluster.git
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253 lines
9.2 KiB
Lua
253 lines
9.2 KiB
Lua
--- Adds an easy way to store and watch for updates to a value
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--[[
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>>>> Basic Use
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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
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able to listen for updates of this value, which means that when ever the set function is called it will trigger the update callback.
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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
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to have a value that you can trigger an update of from different places.
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-- this will register a new location called 'scenario.dificutly'
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-- note that setting a start value is optional and we could take nil to mean normal
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Store.register('scenario.dificutly',function(value)
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game.print('The scenario dificulty has be set to: '..value)
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end)
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-- this will set the value in the store to 'hard' and will trigger the update callback which will print a message to the game
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Store.set('scenario.dificutly','hard')
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-- this will return 'hard'
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Store.get('scenario.dificutly')
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>>>> Using Children
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One limitation of store is that all lcoations must be registered to avoid desyncs, to get round this issue "children" can be used.
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When you set the value of a child it does not have its own update callback so rather the "parent" location which has been registerd
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will have its update value called with a second param of the name of that child.
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This may be useful when you want a value of each player or force and since you cant regisier every player at the start you must use
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the players name as the child name.
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-- this will register the lcoation 'scenario.score' where we plan to use force names as the child
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Store.register('scenario.score',function(value,child)
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game.print(child..' now has a score of '..value)
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end)
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-- this will return nil, but will not error as children dont need to be registerd
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Store.get('scenario.score','player')
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-- this will set 'player' to have a value of 10 for 'scenario.score' and trigger the game message print
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Store.set('scenario.score','player',10)
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-- this would be the silliar to Store.get however this will return the names of all the children
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Store.get_children('scenario.score')
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>>>> Using Sync
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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
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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
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syncing of values.
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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
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you can sync data between map resets.
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-- this example will register the location 'stastics.total-play-time' where we plan to use plan names as the child
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-- note that the location must be the same across instances
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Store.register('stastics.total-play-time',true,function(value,child)
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game.print(child..' now has now played for '..value)
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end)
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-- use of set and are all the same as non synced but you should include from_sync as true
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>>>> Alternative method
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Some people may prefer to use a varible rather than a string for formating reasons here is an example. Also for any times when
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there will be little external input Store.uid_location() can be used to generate non conflicting locations, uid_location will also
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be used if you give a nil location.
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local store_game_speed =
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Store.register(function(value)
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game.print('The game speed has been set to: '..value)
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end)
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]]
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local Global = require 'utils.global'
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local Event = require 'utils.event'
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local table_keys,write_json = ext_require('expcore.common','table_keys','write_json')
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local Token = require 'utils.token'
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local Store = {
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data={},
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registered={},
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synced={},
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callbacks={},
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on_value_update=script.generate_event_name()
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}
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Global.register(Store.data,function(tbl)
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Store.data = tbl
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end)
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local function error_not_table(value)
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if type(value) ~= 'table' then
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error('Location is not a table can not use child locations',3)
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end
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end
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--- Check for if a lcoation is registered
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-- @tparam string location the location to test for
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-- @treturn boolean true if registered
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function Store.is_registered(location)
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return Store.registered[location]
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end
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--- Returns a unqiue name that can be used for a store
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-- @treturn string a unqiue name
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function Store.uid_location()
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return tostring(Token.uid())
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end
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--- Registers a new location with an update callback which is triggered when the value updates
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-- @tparam[opt] string location string a unique that points to the data, string used rather than token to allow migration
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-- @tparam[opt] boolean synced when true will output changes to a file so it can be synced
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-- @tparam[opt] function callback when given the callback will be automatically registered to the update of the value
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-- @treturn string the lcoation that is being used
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function Store.register(location,synced,callback)
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if _LIFECYCLE ~= _STAGE.control then
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return error('Can only be called during the control stage', 2)
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end
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if type(location) ~= 'string' then
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callback = synced
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synced = location
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end
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if type(synced) ~= 'boolean' then
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callback = synced
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end
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location = type(location) == 'string' and location or Store.uid_location()
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if Store.registered[location] then
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return error('Location is already registered', 2)
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end
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Store.registered[location] = true
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Store.synced[location] = synced and true or nil
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Store.callbacks[location] = callback or nil
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return location
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end
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--- Gets the value stored at a location, this location must be registered
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-- @tparam string location the location to get the data from
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-- @tparam[opt] string child the child location if required
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-- @tparam[opt=false] boolean allow_unregistered when true no error is returned if the location is not registered
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-- @treturn any the data which was stored at the location
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function Store.get(location,child,allow_unregistered)
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if not Store.callbacks[location] and not allow_unregistered then
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return error('Location is not registered', 2)
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end
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local data = Store.data[location]
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if child and data then
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error_not_table(data)
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return data[child]
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end
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return data
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end
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--- Sets the value at a location, this location must be registered
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-- @tparam string location the location to set the data to
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-- @tparam[opt] string child the child location if required
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-- @tparam any value the new value to set at the location, value may be reverted if there is a watch callback, cant be nil
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-- @tparam[opt] boolean from_sync set this true to avoid an output to the sync file
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-- @treturn boolean true if it was successful
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function Store.set(location,child,value,from_sync)
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if not Store.callbacks[location] then
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return error('Location is not registered', 2)
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end
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if child == nil or value == nil then
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value = child or value
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child = nil
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end
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local data = Store.data
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if child then
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data = data[location]
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if not data then
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data = {}
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Store.data[location] = data
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end
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error_not_table(data)
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data[child] = value
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else
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data[location] = value
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end
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script.raise_event(Store.on_value_update,{
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tick=game.tick,
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location=location,
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child=child,
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value=value,
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from_sync=from_sync
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})
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return true
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end
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--- Sets the value at a location to nil, this location must be registered
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-- @tparam string location the location to set the data to
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-- @tparam[opt] string child the child location if required
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-- @tparam[opt] boolean from_sync set this true to avoid an output to the sync file
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-- @treturn boolean true if it was successful
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function Store.clear(location,child,from_sync)
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if not Store.callbacks[location] then
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return error('Location is not registered', 2)
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end
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local data = Store.data
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if child then
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data = data[location]
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if not data then return end
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error_not_table(data)
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data[child] = nil
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else
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data[location] = nil
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end
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script.raise_event(Store.on_value_update,{
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tick=game.tick,
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location=location,
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child=child,
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from_sync=from_sync
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})
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return true
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end
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--- Gets all non nil children at a location, children can be added and removed during runtime
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-- this is similar to Store.get but will always return a table even if it is empty
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-- @tparam string location the location to get the children of
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-- @treturn table a table containg all the children names
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function Store.get_children(location)
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local data = Store.get(location)
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return type(data) == 'table' and table_keys(data) or {}
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end
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-- Handels syncing
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Event.add(Store.on_value_update,function(event)
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if Store.callbacks[event.location] then
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Store.callbacks[event.location](event.value,event.child)
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end
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if not event.from_sync and Store.synced[event.location] then
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write_json('log/store.log',{
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tick=event.tick,
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location=event.location,
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child=event.child,
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value=event.value,
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})
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end
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end)
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return Store |