-- Savegame facilities for Lunatic. local string = require("string") local table = require("table") local assert = assert local getmetatable = getmetatable local pairs = pairs local setmetatable = setmetatable local tostring = tostring local type = type module(...) ---=== Serialization, based on the idea from PiL ===--- assert(tostring(0/0)=="nan") assert(tostring(1/0)=="inf") -- 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 that can be referenced by -- (which should be Lua code that can appear on both sides of -- an assignment). -- Returns 'true' if cannot be serialized. add = function(self, refcode, value) local valcode = basicSerialize(value) local havetab = false if (valcode == nil) then -- 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). -- 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 -- Create a new table for this gamevar. self:addrawf("%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", } end -- Create a new savebuffer object. function savebuffer() -- .val2ref: [] = -- .havereq = [] = true -- .strbuf: array of Lua code pieces local sb = { val2ref={}, havereq={}, strbuf=sb_get_initial_strbuf() } return setmetatable(sb, savebuffer_mt) end