Files
wk_wars2x/sv_saving.lua
2020-01-27 21:54:44 +00:00

137 lines
4.3 KiB
Lua

--[[-----------------------------------------------------------------------
Wraith ARS 2X
Created by WolfKnight
-----------------------------------------------------------------------]]--
local DATASAVE = {}
DATASAVE.dir = "saves"
-- Change this to whatever ID type you want to use for saving user data
-- Options are:
-- - steam
-- - license
-- - xbl
-- - live
-- - discord
-- - fivem
-- - ip
DATASAVE.idType = "license"
-- Saves the data for the given player into the saves folder within the resource
function DATASAVE:SavePlayerData( src, data )
-- Get the player's identifier
local id = self:GetIdentifier( src )
-- Save the JSON file into the saves folder
SaveResourceFile( GetCurrentResourceName(), self.dir .. "/" .. id .. ".json", json.encode( data ), -1 )
-- Print out a message in the console to say the player's UI data has been saved
self:Print( "Saved UI data for " .. GetPlayerName( src ) .. " (ID: " .. src .. ")" )
end
-- Attempts to retrieve the UI data for the given player
function DATASAVE:GetPlayerData( src )
-- Get the player's identifier
local id = self:GetIdentifier( src )
-- Try to grab the raw data from the player's JSON file
local rawData = LoadResourceFile( GetCurrentResourceName(), self.dir .. "/" .. id .. ".json" )
-- In the event there is no file for the player, return nil
if ( rawData == nil ) then
return nil
end
-- Decode the JSON data into a Lua table
local data = json.decode( rawData )
-- Return the data
return data
end
-- Checks that the given data is valid, helps to stop modified data from being sent through the save system
function DATASAVE:CheckDataIsValid( data )
-- First we check to make sure the data being passed is actually a table
if ( type( data ) ~= "table" ) then return false end
-- Then we check to make sure that the data has only 3 elements, "remote", "radar", "reader" and "safezone"
local c = 0
for _ in pairs( data ) do c = c + 1 end
-- If there isn't 4 elements, then the data isn't valid
if ( c ~= 4 ) then return false end
return true
end
-- Gets the identifier for the given player based on the identifier type specified at the top
function DATASAVE:GetIdentifier( src )
-- Get the number of identifiers the player has
local max = GetNumPlayerIdentifiers( src )
-- Iterate through the identifier numerical range
for i = 0, max do
-- Get the current identifier
local id = GetPlayerIdentifier( src, i )
-- In the event the identifier is nil, report it to the server console and return nil
if ( id == nil ) then
self:Print( "^1It appears there was an error trying to find the specified ID (" .. self.idType .. ") for player " .. GetPlayerName( source ) )
return nil
end
--
if ( string.find( id, self.idType, 1 ) ) then
local split = self:SplitString( id, ":" )
return split[2]
end
end
return nil
end
function DATASAVE:SplitString( inputstr, sep )
if ( sep == nil ) then
sep = "%s"
end
local t = {}
local i = 1
for str in string.gmatch( inputstr, "([^" .. sep .. "]+)" ) do
t[i] = str
i = i + 1
end
return t
end
function DATASAVE:Print( msg )
print( "^3[wk_wars2x] ^0" .. msg .. "^0" )
end
RegisterServerEvent( "wk:saveUiData" )
AddEventHandler( "wk:saveUiData", function( data )
-- Check to make sure that the data being sent by the client is valid
local valid = DATASAVE:CheckDataIsValid( data )
-- Only proceed if the data is actually valid
if ( valid ) then
DATASAVE:SavePlayerData( source, data )
else
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." )
end
end )
RegisterServerEvent( "wk:getUiData" )
AddEventHandler( "wk:getUiData", function()
local data = DATASAVE:GetPlayerData( source )
if ( data ) then
TriggerClientEvent( "wk:loadUiData", source, data )
else
DATASAVE:Print( "Player " .. GetPlayerName( source ) .. " (ID: " .. source .. ") doesn't have a UI settings file." )
end
end )