mirror of
https://github.com/FlightControl-Master/MOOSE.git
synced 2025-10-29 16:58:06 +00:00
Revised client and database logic. Still work in progress.
This commit is contained in:
@@ -68,25 +68,33 @@ Include.File( "Menu" )
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Include.File( "Group" )
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Include.File( "Unit" )
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Include.File( "Event" )
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Include.File( "Client" )
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--- DATABASE class
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-- @type DATABASE
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-- @extends Base#BASE
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DATABASE = {
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ClassName = "DATABASE",
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Templates = {},
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Templates = {
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Units = {},
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Groups = {},
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ClientsByName = {},
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ClientsByID = {},
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},
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DCSUnits = {},
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DCSUnitsAlive = {},
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Units = {},
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Groups = {},
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DCSGroups = {},
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DCSGroupsAlive = {},
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Units = {},
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UnitsAlive = {},
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Groups = {},
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GroupsAlive = {},
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NavPoints = {},
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Statics = {},
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Players = {},
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AlivePlayers = {},
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ClientsByName = {},
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ClientsByID = {},
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PlayersAlive = {},
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Clients = {},
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ClientsAlive = {},
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Filter = {
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Coalitions = nil,
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Categories = nil,
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@@ -142,6 +150,14 @@ function DATABASE:New()
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_EVENTDISPATCHER:OnDead( self._EventOnDeadOrCrash, self )
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_EVENTDISPATCHER:OnCrash( self._EventOnDeadOrCrash, self )
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-- Add database with registered clients and already alive players
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-- Follow alive players and clients
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_EVENTDISPATCHER:OnPlayerEnterUnit( self._EventOnPlayerEnterUnit, self )
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_EVENTDISPATCHER:OnPlayerLeaveUnit( self._EventOnPlayerLeaveUnit, self )
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return self
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end
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@@ -262,16 +278,43 @@ function DATABASE:FilterStart()
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-- OK, we have a _DATABASE
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-- Now use the different filters to build the set.
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-- We first take ALL of the Units of the _DATABASE.
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for UnitRegistrationID, UnitRegistration in pairs( _DATABASE.Templates.Units ) do
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self:T( UnitRegistration )
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local DCSUnit = Unit.getByName( UnitRegistration.UnitName )
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self:E( { "Adding Database Datapoints with filters" } )
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for DCSUnitName, DCSUnit in pairs( _DATABASE.DCSUnits ) do
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if self:_IsIncludeDCSUnit( DCSUnit ) then
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self.DCSUnits[DCSUnit:getName()] = DCSUnit
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end
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if self:_IsAliveDCSUnit( DCSUnit ) then
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self.DCSUnitsAlive[DCSUnit:getName()] = DCSUnit
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self:E( { "Adding Unit:", DCSUnitName } )
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self.DCSUnits[DCSUnitName] = _DATABASE.DCSUnits[DCSUnitName]
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self.Units[DCSUnitName] = _DATABASE.Units[DCSUnitName]
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if _DATABASE.DCSUnitsAlive[DCSUnitName] then
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self.DCSUnitsAlive[DCSUnitName] = _DATABASE.DCSUnitsAlive[DCSUnitName]
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self.UnitsAlive[DCSUnitName] = _DATABASE.UnitsAlive[DCSUnitName]
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end
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end
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end
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for DCSGroupName, DCSGroup in pairs( _DATABASE.DCSGroups ) do
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--if self:_IsIncludeDCSGroup( DCSGroup ) then
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self:E( { "Adding Group:", DCSGroupName } )
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self.DCSGroups[DCSGroupName] = _DATABASE.DCSGroups[DCSGroupName]
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self.Groups[DCSGroupName] = _DATABASE.Groups[DCSGroupName]
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--end
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if _DATABASE.DCSGroupsAlive[DCSGroupName] then
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self.DCSGroupsAlive[DCSGroupName] = _DATABASE.DCSGroupsAlive[DCSGroupName]
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self.GroupsAlive[DCSGroupName] = _DATABASE.GroupsAlive[DCSGroupName]
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end
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end
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for DCSUnitName, Client in pairs( _DATABASE.Clients ) do
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self:E( { "Adding Client for Unit:", DCSUnitName } )
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self.Clients[DCSUnitName] = _DATABASE.Clients[DCSUnitName]
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end
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else
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self:E( "There is a structural error in MOOSE. No _DATABASE has been defined! Cannot build this custom DATABASE." )
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end
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@@ -378,6 +421,77 @@ function DATABASE:_RegisterGroup( GroupTemplate )
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end
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end
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--- Private method that registers all alive players in the mission.
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-- @param #DATABASE self
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-- @return #DATABASE self
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function DATABASE:_RegisterPlayers()
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local CoalitionsData = { AlivePlayersRed = coalition.getPlayers( coalition.side.RED ), AlivePlayersBlue = coalition.getPlayers( coalition.side.BLUE ) }
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for CoalitionId, CoalitionData in pairs( CoalitionsData ) do
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for UnitId, UnitData in pairs( CoalitionData ) do
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self:T3( { "UnitData:", UnitData } )
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if UnitData and UnitData:isExist() then
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local UnitName = UnitData:getName()
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if not self.PlayersAlive[UnitName] then
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self:E( { "Add player for unit:", UnitName, UnitData:getPlayerName() } )
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self.PlayersAlive[UnitName] = UnitData:getPlayerName()
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end
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end
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end
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end
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return self
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end
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--- Private method that registers all datapoints within in the mission.
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-- @param #DATABASE self
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-- @return #DATABASE self
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function DATABASE:_RegisterDatabase()
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local CoalitionsData = { AlivePlayersRed = coalition.getGroups( coalition.side.RED ), AlivePlayersBlue = coalition.getGroups( coalition.side.BLUE ) }
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for CoalitionId, CoalitionData in pairs( CoalitionsData ) do
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for DCSGroupId, DCSGroup in pairs( CoalitionData ) do
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local DCSGroupName = DCSGroup:getName()
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self:E( { "Register Group:", DCSGroup, DCSGroupName } )
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self.DCSGroups[DCSGroupName] = DCSGroup
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self.Groups[DCSGroupName] = GROUP:New( DCSGroup )
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if self:_IsAliveDCSGroup(DCSGroup) then
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self:E( { "Register Alive Group:", DCSGroup, DCSGroupName } )
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self.DCSGroupsAlive[DCSGroupName] = DCSGroup
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self.GroupsAlive[DCSGroupName] = self.Groups[DCSGroupName]
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end
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for DCSUnitId, DCSUnit in pairs( DCSGroup:getUnits() ) do
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local DCSUnitName = DCSUnit:getName()
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self:E( { "Register Unit:", DCSUnit, DCSUnitName } )
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self.DCSUnits[DCSUnitName] = DCSUnit
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self.Units[DCSUnitName] = UNIT:New( DCSUnit )
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if self:_IsAliveDCSUnit(DCSUnit) then
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self:E( { "Register Alive Unit:", DCSUnit, DCSUnitName } )
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self.DCSUnitsAlive[DCSUnitName] = DCSUnit
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self.UnitsAlive[DCSUnitName] = self.Units[DCSUnitName]
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end
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if self.Templates.ClientsByName[DCSUnitName] then
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self.Clients[DCSUnitName] = CLIENT:New( DCSUnitName )
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end
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end
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end
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end
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return self
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end
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--- Events
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--- Handles the OnBirth event for the alive units set.
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-- @param #DATABASE self
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-- @param Event#EVENTDATA Event
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@@ -388,6 +502,13 @@ function DATABASE:_EventOnBirth( Event )
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if self:_IsIncludeDCSUnit( Event.IniDCSUnit ) then
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self.DCSUnits[Event.IniDCSUnitName] = Event.IniDCSUnit
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self.DCSUnitsAlive[Event.IniDCSUnitName] = Event.IniDCSUnit
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self.Units[Event.IniDCSUnitName] = UNIT:New( Event.IniDCSUnit )
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if not self.DCSGroups[Event.IniDCSGroupName] then
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self.DCSGroups[Event.IniDCSGroupName] = Event.IniDCSGroupName
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self.DCSGroupsAlive[Event.IniDCSGroupName] = Event.IniDCSGroupName
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self.Groups[Event.IniDCSGroupName] = GROUP:New( Event.IniDCSGroup )
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end
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end
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end
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end
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@@ -406,18 +527,54 @@ function DATABASE:_EventOnDeadOrCrash( Event )
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end
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end
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--- Interate the DATABASE and call an interator function for each **alive** unit, providing the Unit and optional parameters.
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--- Handles the OnPlayerEnterUnit event to fill the active players table (with the unit filter applied).
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-- @param #DATABASE self
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-- @param #function IteratorFunction The function that will be called when there is an alive unit in the database. The function needs to accept a UNIT parameter.
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-- @param Event#EVENTDATA Event
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function DATABASE:_EventOnPlayerEnterUnit( Event )
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self:F( { Event } )
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if Event.IniDCSUnit then
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if self:_IsIncludeDCSUnit( Event.IniDCSUnit ) then
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if not self.PlayersAlive[Event.IniDCSUnitName] then
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self:E( { "Add player for unit:", Event.IniDCSUnitName, Event.IniDCSUnit:getPlayerName() } )
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self.PlayersAlive[Event.IniDCSUnitName] = Event.IniDCSUnit:getPlayerName()
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self.ClientsAlive[Event.IniDCSUnitName] = _DATABASE.Clients[ Event.IniDCSUnitName ]
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end
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end
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end
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end
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--- Handles the OnPlayerLeaveUnit event to clean the active players table.
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-- @param #DATABASE self
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-- @param Event#EVENTDATA Event
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function DATABASE:_EventOnPlayerLeaveUnit( Event )
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self:F( { Event } )
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if Event.IniDCSUnit then
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if self:_IsIncludeDCSUnit( Event.IniDCSUnit ) then
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if self.PlayersAlive[Event.IniDCSUnitName] then
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self:E( { "Cleaning player for unit:", Event.IniDCSUnitName, Event.IniDCSUnit:getPlayerName() } )
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self.PlayersAlive[Event.IniDCSUnitName] = nil
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self.ClientsAlive[Event.IniDCSUnitName] = nil
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end
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end
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end
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end
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--- Iterators
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--- Interate the DATABASE and call an interator function for the given set, providing the Object for each element within the set and optional parameters.
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-- @param #DATABASE self
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-- @param #function IteratorFunction The function that will be called when there is an alive player in the database.
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-- @return #DATABASE self
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function DATABASE:ForEachAliveUnit( IteratorFunction, ... )
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function DATABASE:ForEach( IteratorFunction, arg, Set )
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self:F( arg )
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local function CoRoutine()
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local Count = 0
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for DCSUnitID, DCSUnit in pairs( self.DCSUnitsAlive ) do
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self:T2( DCSUnit )
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IteratorFunction( DCSUnit, unpack( arg ) )
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for ObjectID, Object in pairs( Set ) do
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self:T2( Object )
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IteratorFunction( Object, unpack( arg ) )
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Count = Count + 1
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if Count % 10 == 0 then
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coroutine.yield( false )
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@@ -437,15 +594,56 @@ function DATABASE:ForEachAliveUnit( IteratorFunction, ... )
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error( res )
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end
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if res == false then
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timer.scheduleFunction( Schedule, {}, timer.getTime() + 0.001 )
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return true -- resume next time the loop
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end
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return false
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end
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timer.scheduleFunction( Schedule, {}, timer.getTime() + 0.001 )
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local Scheduler = SCHEDULER:New( self, Schedule, {}, 0.001, 0.001, 0 )
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return self
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end
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--- Interate the DATABASE and call an interator function for each **alive** unit, providing the Unit and optional parameters.
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-- @param #DATABASE self
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-- @param #function IteratorFunction The function that will be called when there is an alive unit in the database. The function needs to accept a UNIT parameter.
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-- @return #DATABASE self
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function DATABASE:ForEachDCSUnitAlive( IteratorFunction, ... )
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self:F( arg )
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self:ForEach( IteratorFunction, arg, self.DCSUnitsAlive )
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return self
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end
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--- Interate the DATABASE and call an interator function for each **alive** player, providing the Unit of the player and optional parameters.
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-- @param #DATABASE self
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-- @param #function IteratorFunction The function that will be called when there is an alive player in the database. The function needs to accept a UNIT parameter.
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-- @return #DATABASE self
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function DATABASE:ForEachPlayer( IteratorFunction, ... )
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self:F( arg )
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self:ForEach( IteratorFunction, arg, self.PlayersAlive )
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return self
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end
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--- Interate the DATABASE and call an interator function for each client, providing the Client to the function and optional parameters.
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-- @param #DATABASE self
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-- @param #function IteratorFunction The function that will be called when there is an alive player in the database. The function needs to accept a CLIENT parameter.
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-- @return #DATABASE self
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function DATABASE:ForEachClient( IteratorFunction, ... )
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self:F( arg )
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self:ForEach( IteratorFunction, arg, self.Clients )
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return self
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end
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function DATABASE:ScanEnvironment()
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self:F()
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@@ -509,6 +707,9 @@ function DATABASE:ScanEnvironment()
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end --if coa_name == 'red' or coa_name == 'blue' and type(coa_data) == 'table' then
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end --for coa_name, coa_data in pairs(mission.coalition) do
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self:_RegisterDatabase()
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self:_RegisterPlayers()
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return self
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end
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@@ -596,6 +797,22 @@ function DATABASE:_IsAliveDCSUnit( DCSUnit )
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return DCSUnitAlive
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end
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---
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-- @param #DATABASE self
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-- @param DCSGroup#Group DCSGroup
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-- @return #DATABASE self
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function DATABASE:_IsAliveDCSGroup( DCSGroup )
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self:F( DCSGroup )
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local DCSGroupAlive = false
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if DCSGroup and DCSGroup:isExist() then
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if self.DCSGroups[DCSGroup:getName()] then
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DCSGroupAlive = true
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end
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end
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self:T( DCSGroupAlive )
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return DCSGroupAlive
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end
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--- Traces the current database contents in the log ... (for debug reasons).
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-- @param #DATABASE self
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