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https://github.com/FlightControl-Master/MOOSE.git
synced 2025-08-15 10:47:21 +00:00
Improved the event handling
-- Removed the sort -- Implemented the order in the existing table. -- 5 levels -- _DATABASE = 1 -- SET and SET_ derived classes = 2 -- UNIT = 3 -- GROUP = 4 -- all other = 5
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@@ -21,7 +21,6 @@
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EVENT = {
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ClassName = "EVENT",
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ClassID = 0,
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SortedEvents = {},
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}
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local _EVENTCODES = {
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@@ -122,6 +121,7 @@ end
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--- Initializes the Events structure for the event
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-- @param #EVENT self
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-- @param Dcs.DCSWorld#world.event EventID
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-- @param #number EventPriority The priority of the EventClass.
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-- @param Core.Base#BASE EventClass
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-- @return #EVENT.Events
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function EVENT:Init( EventID, EventClass )
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@@ -130,8 +130,13 @@ function EVENT:Init( EventID, EventClass )
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if not self.Events[EventID] then
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-- Create a WEAK table to ensure that the garbage collector is cleaning the event links when the object usage is cleaned.
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self.Events[EventID] = setmetatable( {}, { __mode = "k" } )
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self.SortedEvents[EventID] = setmetatable( {}, { __mode = "k" } )
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end
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-- Each event has a subtable of EventClasses, ordered by EventPriority.
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local EventPriority = EventClass:GetEventPriority()
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if not self.Events[EventID][EventPriority] then
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self.Events[EventID][EventPriority] = {}
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end
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if not self.Events[EventID][EventClass] then
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self.Events[EventID][EventClass] = setmetatable( {}, { __mode = "k" } )
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@@ -148,13 +153,8 @@ function EVENT:Remove( EventClass, EventID )
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self:F3( { EventClass, _EVENTCODES[EventID] } )
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local EventClass = EventClass
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self.Events[EventID][EventClass] = nil
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self.SortedEvents[EventID] = nil
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self.SortedEvents[EventID] = {}
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for EventClass, Event in pairs(self.Events[EventID]) do table.insert( self.SortedEvents[EventID], Event) end
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table.sort( self.SortedEvents[EventID], function( Event1, Event2 ) return Event1.EventTime < Event2.EventTime end )
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local EventPriority = EventClass:GetEventPriority()
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self.Events[EventID][EventPriority][EventClass] = nil
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end
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--- Clears all event subscriptions for a @{Core.Base#BASE} derived object.
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@@ -164,9 +164,9 @@ function EVENT:RemoveAll( EventObject )
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self:F3( { EventObject:GetClassNameAndID() } )
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local EventClass = EventObject:GetClassNameAndID()
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local EventPriority = EventClass:GetEventPriority()
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for EventID, EventData in pairs( self.Events ) do
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self.Events[EventID][EventClass] = nil
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self.SortedEvents[EventID] = nil
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self.Events[EventID][EventPriority][EventClass] = nil
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end
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end
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@@ -200,12 +200,6 @@ function EVENT:OnEventGeneric( EventFunction, EventClass, EventID )
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local Event = self:Init( EventID, EventClass )
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Event.EventFunction = EventFunction
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Event.EventClass = EventClass
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Event.EventTime = EventClass.EventPriority and EventClass.EventPriority or 10
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self.SortedEvents[EventID] = nil
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self.SortedEvents[EventID] = {}
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for EventClass, Event in pairs(self.Events[EventID]) do table.insert( self.SortedEvents[EventID], Event) end
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table.sort( self.SortedEvents[EventID], function( Event1, Event2 ) return Event1.EventTime < Event2.EventTime end )
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return self
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end
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@@ -807,38 +801,33 @@ function EVENT:onEvent( Event )
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end
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self:E( { _EVENTCODES[Event.id], Event, Event.IniDCSUnitName, Event.TgtDCSUnitName } )
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local function pairsByEventSorted( EventSorted, Order )
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local i = Order == -1 and #EventSorted or 0
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local iter = function()
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i = i + Order
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if EventSorted[i] == nil then
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return nil
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else
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return EventSorted[i].EventClass, EventSorted[i]
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end
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end
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return iter
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end
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local Order = _EVENTORDER[Event.id]
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self:E( { Order = Order } )
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self:E( { Order = _EVENTORDER[Event.id] } )
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for EventPriority = Order == -1 and 5 or 1, Order == -1 and 1 or 5, Order do
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-- Okay, we got the event from DCS. Now loop the SORTED self.EventSorted[] table for the received Event.id, and for each EventData registered, check if a function needs to be called.
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for EventClass, EventData in pairsByEventSorted( self.SortedEvents[Event.id], _EVENTORDER[Event.id] ) do
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-- If the EventData is for a UNIT, the call directly the EventClass EventFunction for that UNIT.
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if Event.IniDCSUnitName and EventData.IniUnit and EventData.IniUnit[Event.IniDCSUnitName] then
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self:E( { "Calling EventFunction for Class ", EventClass:GetClassNameAndID(), ", Unit ", Event.IniUnitName, EventData.EventTime } )
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Event.IniGroup = GROUP:FindByName( Event.IniDCSGroupName )
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local Result, Value = xpcall( function() return EventData.IniUnit[Event.IniDCSUnitName].EventFunction( EventData.IniUnit[Event.IniDCSUnitName].EventClass, Event ) end, ErrorHandler )
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--EventData.IniUnit[Event.IniDCSUnitName].EventFunction( EventData.IniUnit[Event.IniDCSUnitName].EventClass, Event )
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else
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-- If the EventData is not bound to a specific unit, then call the EventClass EventFunction.
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-- Note that here the EventFunction will need to implement and determine the logic for the relevant source- or target unit, or weapon.
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if Event.IniDCSUnit and not EventData.IniUnit then
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if EventClass == EventData.EventClass then
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self:E( { "Calling EventFunction for Class ", EventClass:GetClassNameAndID(), EventData.EventTime } )
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if self.Events[Event.id][EventPriority] then
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-- Okay, we got the event from DCS. Now loop the SORTED self.EventSorted[] table for the received Event.id, and for each EventData registered, check if a function needs to be called.
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for EventClass, EventData in pairs( self.Events[Event.id][EventPriority] ) do
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-- If the EventData is for a UNIT, the call directly the EventClass EventFunction for that UNIT.
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if Event.IniDCSUnitName and EventData.IniUnit and EventData.IniUnit[Event.IniDCSUnitName] then
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self:E( { "Calling EventFunction for Class ", EventClass:GetClassNameAndID(), ", Unit ", Event.IniUnitName } )
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Event.IniGroup = GROUP:FindByName( Event.IniDCSGroupName )
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local Result, Value = xpcall( function() return EventData.EventFunction( EventData.EventClass, Event ) end, ErrorHandler )
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--EventData.EventFunction( EventData.EventClass, Event )
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local Result, Value = xpcall( function() return EventData.IniUnit[Event.IniDCSUnitName].EventFunction( EventData.IniUnit[Event.IniDCSUnitName].EventClass, Event ) end, ErrorHandler )
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--EventData.IniUnit[Event.IniDCSUnitName].EventFunction( EventData.IniUnit[Event.IniDCSUnitName].EventClass, Event )
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else
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-- If the EventData is not bound to a specific unit, then call the EventClass EventFunction.
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-- Note that here the EventFunction will need to implement and determine the logic for the relevant source- or target unit, or weapon.
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if Event.IniDCSUnit and not EventData.IniUnit then
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if EventClass == EventData.EventClass then
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self:E( { "Calling EventFunction for Class ", EventClass:GetClassNameAndID() } )
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Event.IniGroup = GROUP:FindByName( Event.IniDCSGroupName )
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local Result, Value = xpcall( function() return EventData.EventFunction( EventData.EventClass, Event ) end, ErrorHandler )
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--EventData.EventFunction( EventData.EventClass, Event )
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end
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end
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end
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end
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end
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