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https://github.com/Michatec/wk_wars2x.git
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Comments and formatting
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159
sv_saving.lua
159
sv_saving.lua
@@ -21,117 +21,130 @@ DATASAVE.idType = "license"
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-- Saves the data for the given player into the saves folder within the resource
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function DATASAVE:SavePlayerData( src, data )
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-- Get the player's identifier
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local id = self:GetIdentifier( src )
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-- Get the player's identifier
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local id = self:GetIdentifier( src )
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-- Save the JSON file into the saves folder
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SaveResourceFile( GetCurrentResourceName(), self.dir .. "/" .. id .. ".json", json.encode( data ), -1 )
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-- Print out a message in the console to say the player's UI data has been saved
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self:Print( "Saved UI data for " .. GetPlayerName( src ) .. " (ID: " .. src .. ")" )
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-- Save the JSON file into the saves folder
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SaveResourceFile( GetCurrentResourceName(), self.dir .. "/" .. id .. ".json", json.encode( data ), -1 )
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-- Print out a message in the console to say the player's UI data has been saved
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self:Print( "Saved UI data for " .. GetPlayerName( src ) .. " (ID: " .. src .. ")" )
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end
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-- Attempts to retrieve the UI data for the given player
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function DATASAVE:GetPlayerData( src )
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-- Get the player's identifier
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local id = self:GetIdentifier( src )
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-- Try to grab the raw data from the player's JSON file
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local rawData = LoadResourceFile( GetCurrentResourceName(), self.dir .. "/" .. id .. ".json" )
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-- Get the player's identifier
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local id = self:GetIdentifier( src )
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-- Try to grab the raw data from the player's JSON file
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local rawData = LoadResourceFile( GetCurrentResourceName(), self.dir .. "/" .. id .. ".json" )
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-- In the event there is no file for the player, return nil
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if ( rawData == nil ) then
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return nil
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end
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-- In the event there is no file for the player, return nil
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if ( rawData == nil ) then
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return nil
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end
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-- Decode the JSON data into a Lua table
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local data = json.decode( rawData )
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-- Decode the JSON data into a Lua table
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local data = json.decode( rawData )
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-- Return the data
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return data
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-- Return the data
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return data
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end
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-- Checks that the given data is valid, helps to stop modified data from being sent through the save system
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function DATASAVE:CheckDataIsValid( data )
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-- First we check to make sure the data being passed is actually a table
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if ( type( data ) ~= "table" ) then return false end
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-- First we check to make sure the data being passed is actually a table
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if ( type( data ) ~= "table" ) then return false end
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-- Then we check to make sure that the data has only 3 elements, "remote", "radar", "reader" and "safezone"
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local c = 0
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for _ in pairs( data ) do c = c + 1 end
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-- Then we check to make sure that the data has only 3 elements, "remote", "radar", "reader" and "safezone"
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local c = 0
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for _ in pairs( data ) do c = c + 1 end
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-- If there isn't 4 elements, then the data isn't valid
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if ( c ~= 4 ) then return false end
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-- If there isn't 4 elements, then the data isn't valid
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if ( c ~= 4 ) then return false end
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return true
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return true
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end
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-- Gets the identifier for the given player based on the identifier type specified at the top
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function DATASAVE:GetIdentifier( src )
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-- Get the number of identifiers the player has
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local max = GetNumPlayerIdentifiers( src )
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-- Get the number of identifiers the player has
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local max = GetNumPlayerIdentifiers( src )
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-- Iterate through the identifier numerical range
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for i = 0, max do
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-- Get the current identifier
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local id = GetPlayerIdentifier( src, i )
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-- Iterate through the identifier numerical range
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for i = 0, max do
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-- Get the current identifier
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local id = GetPlayerIdentifier( src, i )
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-- In the event the identifier is nil, report it to the server console and return nil
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if ( id == nil ) then
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self:Print( "^1It appears there was an error trying to find the specified ID (" .. self.idType .. ") for player " .. GetPlayerName( source ) )
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return nil
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end
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--
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if ( string.find( id, self.idType, 1 ) ) then
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local split = self:SplitString( id, ":" )
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return split[2]
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end
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end
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-- In the event the identifier is nil, report it to the server console and return nil
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if ( id == nil ) then
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self:Print( "^1It appears there was an error trying to find the specified ID (" .. self.idType .. ") for player " .. GetPlayerName( source ) )
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return nil
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end
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-- If we find the identifier type set in DATASAVE.idType, then we have the identifier
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if ( string.find( id, self.idType, 1 ) ) then
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-- Split the identifier so we just get the actual identifier
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local split = self:SplitString( id, ":" )
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return nil
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-- Return the identifier
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return split[2]
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end
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end
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-- In the event we get nothing, return nil
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return nil
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end
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-- Your typical split string function!
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function DATASAVE:SplitString( inputstr, sep )
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if ( sep == nil ) then
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sep = "%s"
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end
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if ( sep == nil ) then
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sep = "%s"
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end
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local t = {}
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local i = 1
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for str in string.gmatch( inputstr, "([^" .. sep .. "]+)" ) do
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t[i] = str
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i = i + 1
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end
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local t = {}
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local i = 1
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for str in string.gmatch( inputstr, "([^" .. sep .. "]+)" ) do
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t[i] = str
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i = i + 1
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end
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return t
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return t
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end
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-- Prints the given message with the resource name attached
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function DATASAVE:Print( msg )
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print( "^3[wk_wars2x] ^0" .. msg .. "^0" )
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print( "^3[wk_wars2x] ^0" .. msg .. "^0" )
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end
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-- Serverside event for saving a player's UI data
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RegisterServerEvent( "wk:saveUiData" )
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AddEventHandler( "wk:saveUiData", function( data )
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-- Check to make sure that the data being sent by the client is valid
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local valid = DATASAVE:CheckDataIsValid( data )
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-- Check to make sure that the data being sent by the client is valid
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local valid = DATASAVE:CheckDataIsValid( data )
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-- Only proceed if the data is actually valid
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if ( valid ) then
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DATASAVE:SavePlayerData( source, data )
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else
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DATASAVE:Print( "^1Save data being sent from " .. GetPlayerName( source ) .. " (ID: " .. source .. ") is not valid, either something went wrong, or the player has modified the data being sent." )
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end
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-- Only proceed if the data is actually valid
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if ( valid ) then
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DATASAVE:SavePlayerData( source, data )
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else
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-- Print a message to the console saying the data sent by the client is not valid, this should rarely occur but it could be because
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-- the client has modified the data being sent (mods/injections)
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DATASAVE:Print( "^1Save data being sent from " .. GetPlayerName( source ) .. " (ID: " .. source .. ") is not valid, either something went wrong, or the player has modified the data being sent." )
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end
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end )
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-- Serverside event for when the player loads in and the system needs to get their saved UI data
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RegisterServerEvent( "wk:getUiData" )
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AddEventHandler( "wk:getUiData", function()
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local data = DATASAVE:GetPlayerData( source )
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-- Try and get the player's data
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local data = DATASAVE:GetPlayerData( source )
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if ( data ) then
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TriggerClientEvent( "wk:loadUiData", source, data )
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else
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DATASAVE:Print( "Player " .. GetPlayerName( source ) .. " (ID: " .. source .. ") doesn't have a UI settings file." )
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end
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-- Send the client the data if we get any
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if ( data ) then
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TriggerClientEvent( "wk:loadUiData", source, data )
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else
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-- When player's first use the radar, they won't have saved UI data
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DATASAVE:Print( "Player " .. GetPlayerName( source ) .. " (ID: " .. source .. ") doesn't have a UI settings file." )
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end
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end )
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