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Add autosave functionality
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parent
3f2a23889f
commit
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93
init.lua
93
init.lua
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@ -25,13 +25,12 @@ dofile(minetest.get_modpath("playereffects").."/settings.lua")
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do
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local filepath = minetest.get_worldpath().."/playereffects.mt"
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local file = io.open(filepath, "r")
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local string
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if file then
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minetest.log("action", "[playereffects] playereffects.mt opened.")
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local string = file:read()
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io.close(file)
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if(string ~= nil) then
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savetable = minetest.deserialize(string)
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local savetable = minetest.deserialize(string)
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playereffects.inactive_effects = savetable.inactive_effects
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minetest.debug("[playereffects] playereffects.mt successfully read.")
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minetest.debug("[playereffects] inactive_effects = "..dump(playereffects.inactive_effects))
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@ -181,6 +180,51 @@ function playereffects.get_player_effects(playername)
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end
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end
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--[=[ Saving all data to file ]=]
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function playereffects.save_to_file()
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local save_time = os.time()
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local savetable = {}
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local inactive_effects = {}
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for id,effecttable in pairs(playereffects.inactive_effects) do
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local playername = id
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if(inactive_effects[playername] == nil) then
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inactive_effects[playername] = {}
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end
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for i=1,#effecttable do
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table.insert(inactive_effects[playername], effecttable[i])
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end
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end
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for id,effect in pairs(playereffects.effects) do
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local new_duration = effect.time_left - os.difftime(save_time, effect.start_time)
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local new_effect = {
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effect_id = effect.effect_id,
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effect_type_id = effect.effect_type_id,
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time_left = new_duration,
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start_time = effect.start_time,
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playername = effect.playername,
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}
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if(inactive_effects[effect.playername] == nil) then
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inactive_effects[effect.playername] = {}
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end
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table.insert(inactive_effects[effect.playername], new_effect)
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end
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savetable.inactive_effects = inactive_effects
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savetable.last_effect_id = playereffects.last_effect_id
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local savestring = minetest.serialize(savetable)
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local filepath = minetest.get_worldpath().."/playereffects.mt"
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local file = io.open(filepath, "w")
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if file then
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file:write(savestring)
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io.close(file)
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minetest.log("action", "[playereffects] Wrote playereffects data into "..filepath..".")
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else
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minetest.log("error", "[playereffects] Failed to write playereffects data into "..filepath..".")
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end
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end
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--[=[ Callbacks ]=]
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--[[ Cancel all effects on player death ]]
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minetest.register_on_dieplayer(function(player)
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@ -212,36 +256,7 @@ end)
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minetest.register_on_shutdown(function()
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minetest.log("action", "[playereffects] Server shuts down. Rescuing data into playereffects.mt")
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local shutdown_time = os.time()
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local savetable = {}
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local effects = playereffects.effects
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local inactive_effects = playereffects.inactive_effects
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for id,effect in pairs(effects) do
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local new_duration = effect.time_left - os.difftime(shutdown_time, effect.start_time)
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local new_effect = effect
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new_effect.time_left = new_duration
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if(inactive_effects[effect.playername] == nil) then
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inactive_effects[effect.playername] = {}
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end
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table.insert(inactive_effects[effect.playername], new_effect)
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playereffects.cancel_effect(effect.effect_id)
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end
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savetable.inactive_effects = inactive_effects
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savetable.last_effect_id = playereffects.last_effect_id
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savestring = minetest.serialize(savetable)
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local filepath = minetest.get_worldpath().."/playereffects.mt"
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local file = io.open(filepath, "w")
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if file then
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file:write(savestring)
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io.close(file)
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minetest.log("action", "[playereffects] Wrote playereffects data into "..filepath..".")
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else
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minetest.log("error", "[playereffects] Failed to write playereffects data into "..filepath..".")
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end
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playereffects.save_to_file()
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end)
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minetest.register_on_joinplayer(function(player)
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@ -258,17 +273,25 @@ minetest.register_on_joinplayer(function(player)
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end)
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playereffects.globalstep_timer = 0
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playereffects.autosave_timer = 0
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minetest.register_globalstep(function(dtime)
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playereffects.globalstep_timer = playereffects.globalstep_timer + dtime
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if(playereffects.globalstep_timer < 1) then
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return
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end
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playereffects.autosave_timer = playereffects.autosave_timer + dtime
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-- Update HUDs of all players
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if(playereffects.globalstep_timer >= 1) then
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playereffects.globalstep_timer = 0
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local players = minetest.get_connected_players()
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for p=1,#players do
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playereffects.hud_update(players[p])
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end
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end
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-- Autosave into file
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if(playereffects.use_autosave == true and playereffects.autosave_timer >= playereffects.autosave_time) then
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playereffects.autosave_timer = 0
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minetest.log("action", "[playereffects] Autosaving mod data to playereffects.mt ...")
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playereffects.save_to_file()
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end
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end)
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@ -4,3 +4,9 @@
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-- Wheather to use the HUD to expose the active effects to players (true or false)
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playereffects.use_hud = true
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-- Wheather to use autosave (true or false)
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playereffects.use_autosave = true
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-- The time interval between autosaves, in seconds (only used when use_autosave is true)
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playereffects.autosave_time = 10
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