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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
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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)
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end
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end
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-- Common serialization function for gamearray and actorvar.
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local function serialize_value(strtab, i, v)
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local function serialize_array(ar, strtab)
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-- Save only user values (i.e. not 'meta-fields' like '_size').
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for i,v in pairs(ar) do
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if (type(i)=="number" and v~=nil) then
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if (type(i)=="number") then
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assert(type(v)=="number") -- XXX: not enforced by public API
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strtab[#strtab+1] = "["..i.."]="..tostring(v)..","
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strtab[#strtab+1] = "["..i.."]="..tostring(v)..","
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end
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end
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end
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-- Common serialization function for gamearray and actorvar.
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local function serialize_array(ar, strtab, maxnum)
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-- if (ffiC._DEBUG_LUNATIC ~= 0) then
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-- Iterate in numeric order. XXX: also for non-debug?
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for i=0,maxnum-1 do
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serialize_value(strtab, i, rawget(ar, i))
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end
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end
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-- else
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-- for i,v in pairs(ar) do
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-- serialize_value(strtab, i, v)
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-- end
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-- end
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strtab[#strtab+1] = "})"
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strtab[#strtab+1] = "})"
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return table.concat(strtab)
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return table.concat(strtab)
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@ -1929,6 +1941,18 @@ local gamearray_methods = {
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end,
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end,
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--- Internal routines ---
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-- * All values equal to the default one (0) are cleared.
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_cleanup = function(gar)
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for i=0,gar._size-1 do
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if (rawget(gar, i)==0) then
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rawset(gar, i, nil)
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end
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end
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end,
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--- Serialization ---
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--- Serialization ---
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_get_require = function(gar)
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_get_require = function(gar)
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@ -1937,7 +1961,8 @@ local gamearray_methods = {
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_serialize = function(gar)
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_serialize = function(gar)
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local strtab = { OUR_NAME..".actorvar(", tostring(gar._size), ",{" }
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local strtab = { OUR_NAME..".actorvar(", tostring(gar._size), ",{" }
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return serialize_array(gar, strtab)
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gar:_cleanup()
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return serialize_array(gar, strtab, gar._size)
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end,
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end,
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}
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}
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@ -1956,16 +1981,6 @@ local gamearray_mt = {
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rawset(gar, idx, val)
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rawset(gar, idx, val)
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end,
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end,
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-- Calling a gamearray causes its cleanup:
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-- * All values equal to the default one (0) are cleared.
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__call = function(gar)
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for i=0,gar._size-1 do
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if (rawget(gar, i)==0) then
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rawset(gar, i, nil)
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end
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end
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end,
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__metatable = "serializeable",
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__metatable = "serializeable",
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}
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}
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@ -2004,6 +2019,19 @@ end
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-- Per-actor variable.
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-- Per-actor variable.
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local actorvar_methods = {
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local actorvar_methods = {
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--- Internal routines ---
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-- * All values for sprite not in the game world are cleared.
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-- * All values equal to the default one are cleared.
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_cleanup = function(acv)
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for i=0,ffiC.MAXSPRITES-1 do
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if (ffiC.sprite[i].statnum == ffiC.MAXSTATUS or rawget(acv, i)==acv._defval) then
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rawset(acv, i, nil)
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end
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end
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end,
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--- Serialization ---
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--- Serialization ---
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_get_require = function(acv)
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_get_require = function(acv)
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@ -2012,7 +2040,10 @@ local actorvar_methods = {
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_serialize = function(acv)
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_serialize = function(acv)
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local strtab = { OUR_NAME..".actorvar(", tostring(acv._defval), ",{" }
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local strtab = { OUR_NAME..".actorvar(", tostring(acv._defval), ",{" }
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return serialize_array(acv, strtab)
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-- TODO: Must clean up sometime if not saving, too. (That is, what is
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-- A_ResetVars() in the C-CON build.)
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acv:_cleanup()
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return serialize_array(acv, strtab, ffiC.MAXSPRITES)
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end,
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end,
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}
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}
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@ -2032,17 +2063,6 @@ local actorvar_mt = {
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rawset(acv, idx, val)
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rawset(acv, idx, val)
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end,
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end,
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-- Calling a per-actor variable causes its cleanup:
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-- * All values for sprite not in the game world are cleared.
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-- * All values equal to the default one are cleared.
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__call = function(acv)
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for i=0,ffiC.MAXSPRITES-1 do
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if (ffiC.sprite[i].statnum == ffiC.MAXSTATUS or rawget(acv, i)==acv._defval) then
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rawset(acv, i, nil)
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end
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end
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end,
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__metatable = "serializeable",
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__metatable = "serializeable",
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}
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}
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@ -81,6 +81,8 @@ getticks;
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gethitickms;
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gethitickms;
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OSD_Printf;
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OSD_Printf;
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crc32once;
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luaJIT_BC_defs_common;
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luaJIT_BC_defs_common;
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luaJIT_BC_engine_maptext;
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luaJIT_BC_engine_maptext;
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@ -169,7 +171,6 @@ luaJIT_BC_savegame;
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rand_jkiss_u32;
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rand_jkiss_u32;
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rand_jkiss_dbl;
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rand_jkiss_dbl;
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md4once;
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A_IncurDamage;
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A_IncurDamage;
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G_CheckActivatorMotion;
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G_CheckActivatorMotion;
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@ -81,6 +81,8 @@ getticks;
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gethitickms;
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gethitickms;
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OSD_Printf;
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OSD_Printf;
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crc32once;
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luaJIT_BC_defs_common;
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luaJIT_BC_defs_common;
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luaJIT_BC_engine_maptext;
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luaJIT_BC_engine_maptext;
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151
polymer/eduke32/source/lunatic/savegame.lua
Normal file
151
polymer/eduke32/source/lunatic/savegame.lua
Normal file
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@ -0,0 +1,151 @@
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-- Savegame facilities for Lunatic.
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local string = require("string")
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local table = require("table")
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local getmetatable = getmetatable
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local pairs = pairs
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local setmetatable = setmetatable
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local tostring = tostring
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local type = type
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module(...)
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---=== Serialization, based on the idea from PiL ===---
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-- Serialize a 'primitive' Lua value.
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local function basicSerialize(o)
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-- Compare with sb_get_initial_strbuf() below.
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-- XXX: nil?
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if (type(o) == "number") then
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-- NOTE: NaN and infinity handled.
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return tostring(o)
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elseif (type(o) == "boolean") then
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return o and "t" or "f"
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elseif (type(o) == "string") then
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-- TODO: return refname if it's shorter
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return string.format("%q", o)
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end
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end
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local function isSerializeable(obj)
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return (getmetatable(obj)=="serializeable")
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end
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-- 'Save buffer' class. Objects of this class keep track of a string buffer
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-- contiaining Lua code to recreate the values of particular variables from a
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-- user Lunatic environment.
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local savebuffer_mt = {
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__index = {
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-- Add an entry of Lua object <value> that can be referenced by
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-- <refcode> (which should be Lua code that can appear on both sides of
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-- an assignment).
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-- Returns 'true' if <value> cannot be serialized.
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add = function(self, refcode, value)
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local valcode = basicSerialize(value)
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local havetab = false
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if (valcode == nil) then
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-- <value> is a not a 'basic' Lua object, but one passed by
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-- reference.
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if (not self.val2ref[value]) then
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-- Object is being serialized for the first time.
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if (isSerializeable(value)) then
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-- We have a serializeable object from Lunatic
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-- (e.g. actorvar).
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-- TODO: clean up (e.g. clear default values for actorvar).
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-- First, get the code necessary to create this object,
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-- usually 'require'ing a module into a local variable.
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local reqcode = value:_get_require()
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if (self.havereq[reqcode] == nil) then
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self.havereq[reqcode] = true
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self.strbuf[#self.strbuf+1] = reqcode
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end
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valcode = value:_serialize()
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elseif (type(value)=="table") then
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-- We have a Lua table.
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havetab = true
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-- Clear the table instead of creating a new one.
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-- This way, local references to it don't become stale.
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self:addrawf("ct(%s)", refcode)
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for k,v in pairs(value) do
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local keystr = basicSerialize(k)
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if (keystr == nil) then
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return true
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end
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if (type(v)=="table" and not isSerializeable(v)) then
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-- nested tables: NYI
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return true
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end
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-- Generate the name under which the table element
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-- is referenced.
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local refcode2 = string.format("%s[%s]", refcode, keystr)
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-- Recurse!
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self:add(refcode2, v)
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end
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else
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-- We have anything else: can't serialize.
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return true
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end
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self.val2ref[value] = refcode
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else
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valcode = self.val2ref[value]
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end
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end
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if (not havetab) then
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self:addraw(refcode.."="..valcode)
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end
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end,
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-- Add a single string to the buffer.
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addraw = function(self, str)
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self.strbuf[#self.strbuf+1] = str
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end,
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-- Add a single formatted string to the buffer.
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addrawf = function(self, fmt, ...)
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self:addraw(string.format(fmt, ...))
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end,
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-- Get the Lua code recreating the values as a string.
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getcode = function(self)
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self.strbuf[#self.strbuf+1] = "" -- add newline at EOS
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return table.concat(self.strbuf, "\n")
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end,
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}
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}
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local function sb_get_initial_strbuf()
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return {
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"local nan, inf = 0/0, 1/0",
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"local t, f = true, false",
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-- Clear table function:
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"local function ct(t)",
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" for k in pairs(t) do t[k]=nil end",
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"end",
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}
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end
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-- Create a new savebuffer object.
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function savebuffer()
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-- .val2ref: [<Lua object>] = <Lua code string>
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-- .havereq = [<string>] = true
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-- .strbuf: array of Lua code pieces
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local sb = { val2ref={}, havereq={}, strbuf=sb_get_initial_strbuf() }
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return setmetatable(sb, savebuffer_mt)
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end
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