raze-gles/polymer/eduke32/source/lunatic/savegame.lua
helixhorned b319ae5613 Lunatic: major overhaul of gamevar serialization for savegames.
- Handle local gamevars.
- Restore gamevars from require('end_gamevars').

git-svn-id: https://svn.eduke32.com/eduke32@3891 1a8010ca-5511-0410-912e-c29ae57300e0
2013-06-20 18:31:47 +00:00

149 lines
4.8 KiB
Lua

-- 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 <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).
-- 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: [<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