Lunatic: fix restoring of tables. Also add savegame.lua which I forgot!

git-svn-id: https://svn.eduke32.com/eduke32@3807 1a8010ca-5511-0410-912e-c29ae57300e0
This commit is contained in:
helixhorned 2013-05-24 13:54:30 +00:00
parent 4781eecdb4
commit e3a85f4083
4 changed files with 205 additions and 31 deletions

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@ -1768,14 +1768,26 @@ local function kopen4load(fn, searchfirst)
end
-- Common serialization function for gamearray and actorvar.
local function serialize_array(ar, strtab)
for i,v in pairs(ar) do
if (type(i)=="number") then
assert(type(v)=="number") -- XXX: not enforced by public API
strtab[#strtab+1] = "["..i.."]="..tostring(v)..","
end
local function serialize_value(strtab, i, v)
-- Save only user values (i.e. not 'meta-fields' like '_size').
if (type(i)=="number" and v~=nil) then
strtab[#strtab+1] = "["..i.."]="..tostring(v)..","
end
end
-- Common serialization function for gamearray and actorvar.
local function serialize_array(ar, strtab, maxnum)
-- if (ffiC._DEBUG_LUNATIC ~= 0) then
-- Iterate in numeric order. XXX: also for non-debug?
for i=0,maxnum-1 do
serialize_value(strtab, i, rawget(ar, i))
end
-- else
-- for i,v in pairs(ar) do
-- serialize_value(strtab, i, v)
-- end
-- end
strtab[#strtab+1] = "})"
return table.concat(strtab)
@ -1929,6 +1941,18 @@ local gamearray_methods = {
end,
--- Internal routines ---
-- * All values equal to the default one (0) are cleared.
_cleanup = function(gar)
for i=0,gar._size-1 do
if (rawget(gar, i)==0) then
rawset(gar, i, nil)
end
end
end,
--- Serialization ---
_get_require = function(gar)
@ -1937,7 +1961,8 @@ local gamearray_methods = {
_serialize = function(gar)
local strtab = { OUR_NAME..".actorvar(", tostring(gar._size), ",{" }
return serialize_array(gar, strtab)
gar:_cleanup()
return serialize_array(gar, strtab, gar._size)
end,
}
@ -1956,16 +1981,6 @@ local gamearray_mt = {
rawset(gar, idx, val)
end,
-- Calling a gamearray causes its cleanup:
-- * All values equal to the default one (0) are cleared.
__call = function(gar)
for i=0,gar._size-1 do
if (rawget(gar, i)==0) then
rawset(gar, i, nil)
end
end
end,
__metatable = "serializeable",
}
@ -2004,6 +2019,19 @@ end
-- Per-actor variable.
local actorvar_methods = {
--- Internal routines ---
-- * All values for sprite not in the game world are cleared.
-- * All values equal to the default one are cleared.
_cleanup = function(acv)
for i=0,ffiC.MAXSPRITES-1 do
if (ffiC.sprite[i].statnum == ffiC.MAXSTATUS or rawget(acv, i)==acv._defval) then
rawset(acv, i, nil)
end
end
end,
--- Serialization ---
_get_require = function(acv)
@ -2012,7 +2040,10 @@ local actorvar_methods = {
_serialize = function(acv)
local strtab = { OUR_NAME..".actorvar(", tostring(acv._defval), ",{" }
return serialize_array(acv, strtab)
-- TODO: Must clean up sometime if not saving, too. (That is, what is
-- A_ResetVars() in the C-CON build.)
acv:_cleanup()
return serialize_array(acv, strtab, ffiC.MAXSPRITES)
end,
}
@ -2032,17 +2063,6 @@ local actorvar_mt = {
rawset(acv, idx, val)
end,
-- Calling a per-actor variable causes its cleanup:
-- * All values for sprite not in the game world are cleared.
-- * All values equal to the default one are cleared.
__call = function(acv)
for i=0,ffiC.MAXSPRITES-1 do
if (ffiC.sprite[i].statnum == ffiC.MAXSTATUS or rawget(acv, i)==acv._defval) then
rawset(acv, i, nil)
end
end
end,
__metatable = "serializeable",
}

View File

@ -81,6 +81,8 @@ getticks;
gethitickms;
OSD_Printf;
crc32once;
luaJIT_BC_defs_common;
luaJIT_BC_engine_maptext;
@ -169,7 +171,6 @@ luaJIT_BC_savegame;
rand_jkiss_u32;
rand_jkiss_dbl;
md4once;
A_IncurDamage;
G_CheckActivatorMotion;

View File

@ -81,6 +81,8 @@ getticks;
gethitickms;
OSD_Printf;
crc32once;
luaJIT_BC_defs_common;
luaJIT_BC_engine_maptext;

View File

@ -0,0 +1,151 @@
-- Savegame facilities for Lunatic.
local string = require("string")
local table = require("table")
local getmetatable = getmetatable
local pairs = pairs
local setmetatable = setmetatable
local tostring = tostring
local type = type
module(...)
---=== Serialization, based on the idea from PiL ===---
-- Serialize a 'primitive' Lua value.
local function basicSerialize(o)
-- Compare with sb_get_initial_strbuf() below.
-- XXX: nil?
if (type(o) == "number") then
-- NOTE: NaN and infinity handled.
return tostring(o)
elseif (type(o) == "boolean") then
return o and "t" or "f"
elseif (type(o) == "string") then
-- TODO: return refname if it's shorter
return string.format("%q", o)
end
end
local function isSerializeable(obj)
return (getmetatable(obj)=="serializeable")
end
-- 'Save buffer' class. Objects of this class keep track of a string buffer
-- contiaining Lua code to recreate the values of particular variables from a
-- user Lunatic environment.
local savebuffer_mt = {
__index = {
-- Add an entry of Lua object <value> that can be referenced by
-- <refcode> (which should be Lua code that can appear on both sides of
-- an assignment).
-- Returns 'true' if <value> cannot be serialized.
add = function(self, refcode, value)
local valcode = basicSerialize(value)
local havetab = false
if (valcode == nil) then
-- <value> is a not a 'basic' Lua object, but one passed by
-- reference.
if (not self.val2ref[value]) then
-- Object is being serialized for the first time.
if (isSerializeable(value)) then
-- We have a serializeable object from Lunatic
-- (e.g. actorvar).
-- TODO: clean up (e.g. clear default values for actorvar).
-- First, get the code necessary to create this object,
-- usually 'require'ing a module into a local variable.
local reqcode = value:_get_require()
if (self.havereq[reqcode] == nil) then
self.havereq[reqcode] = true
self.strbuf[#self.strbuf+1] = reqcode
end
valcode = value:_serialize()
elseif (type(value)=="table") then
-- We have a Lua table.
havetab = true
-- Clear the table instead of creating a new one.
-- This way, local references to it don't become stale.
self:addrawf("ct(%s)", refcode)
for k,v in pairs(value) do
local keystr = basicSerialize(k)
if (keystr == nil) then
return true
end
if (type(v)=="table" and not isSerializeable(v)) then
-- nested tables: NYI
return true
end
-- Generate the name under which the table element
-- is referenced.
local refcode2 = string.format("%s[%s]", refcode, keystr)
-- Recurse!
self:add(refcode2, v)
end
else
-- We have anything else: can't serialize.
return true
end
self.val2ref[value] = refcode
else
valcode = self.val2ref[value]
end
end
if (not havetab) then
self:addraw(refcode.."="..valcode)
end
end,
-- Add a single string to the buffer.
addraw = function(self, str)
self.strbuf[#self.strbuf+1] = str
end,
-- Add a single formatted string to the buffer.
addrawf = function(self, fmt, ...)
self:addraw(string.format(fmt, ...))
end,
-- Get the Lua code recreating the values as a string.
getcode = function(self)
self.strbuf[#self.strbuf+1] = "" -- add newline at EOS
return table.concat(self.strbuf, "\n")
end,
}
}
local function sb_get_initial_strbuf()
return {
"local nan, inf = 0/0, 1/0",
"local t, f = true, false",
-- Clear table function:
"local function ct(t)",
" for k in pairs(t) do t[k]=nil end",
"end",
}
end
-- Create a new savebuffer object.
function savebuffer()
-- .val2ref: [<Lua object>] = <Lua code string>
-- .havereq = [<string>] = true
-- .strbuf: array of Lua code pieces
local sb = { val2ref={}, havereq={}, strbuf=sb_get_initial_strbuf() }
return setmetatable(sb, savebuffer_mt)
end