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mirror of https://github.com/ComfyFactory/ComfyFactorio.git synced 2025-02-01 13:08:05 +02:00

Minor changes

Instead of player tables, the values are stored as numbers inside playersession. Added also if player is playing singleplayer then create the player.name is directly on player_join created in the playsession table.
This commit is contained in:
Gerkiz 2019-07-06 23:44:27 +02:00
parent fc7eccf070
commit 34fd511970
2 changed files with 32 additions and 51 deletions

View File

@ -87,7 +87,7 @@ end
local function get_rank(player)
local play_table = play_time.get_session_table()
local t = play_table[player.name][1]
local t = play_table[player.name]
local m = (player.online_time + t) / 3600
@ -138,7 +138,7 @@ local function get_sorted_list(sort_by)
player_list[i].name = player.name
t = play_table[player.name][1]
t = play_table[player.name]
player_list[i].total_played_time = get_formatted_playtime(t + player.online_time)
player_list[i].total_played_ticks = t + player.online_time

View File

@ -9,7 +9,7 @@ local table = require 'utils.table'
local Print = require('utils.print_override')
local raw_print = Print.raw_print
local session_data_set = 'player_session'
local session_data_set = 'sessions'
local playsession = {}
local done_fetching = nil
local set_data = Server.set_data
@ -36,7 +36,7 @@ printinfo =
end
--- Sends back data to data.key with data.value
local callback =
local store =
Token.register(
function(data)
local p_name = data.key
@ -45,46 +45,44 @@ local callback =
local change = player.online_time
local value = data.value
if value then
set_data(session_data_set, name, {value[1] + change})
set_data(session_data_set, name, value + change)
else
set_data(session_data_set, name, {change})
set_data(session_data_set, name, change)
end
end
)
--- Writes the data called back from the server into the session table
local sync_session_callback =
local retrieve =
Token.register(
function(data)
for k, v in pairs(data.entries) do
playsession[k] = v
local p_name = data.key
local player = game.get_player(p_name)
local name = player.name
local change = player.online_time
local value = data.value
if value then
playsession[name] = value
else
playsession[name] = change
end
raw_print("[DATA-TRACKED] Done fetching all data.")
done_fetching = true
end
)
local function tick()
for _, p in pairs(game.connected_players) do
local session = playsession[p.name]
if session then
Public.update(p.name)
else
Public.set(p.name, {p.online_time})
end
Public.update(p.name)
end
end
--- Tries to get data from the webpanel and updates the dataset with values.
function Public.update(key)
try_get_data(session_data_set, key, callback)
try_get_data(session_data_set, key, store)
end
--- Stores data in the webpanel
-- @param set(key, value)
function Public.set(key, value)
set_data(session_data_set, key, value)
--- Tries to get data from the webpanel and updates the local table with values.
function Public.fetch(key)
try_get_data(session_data_set, key, retrieve)
end
--- Checks if a player exists within the table
@ -94,11 +92,6 @@ function Public.exists(player_name)
return playsession[player_name] ~= nil
end
--- Signals the server to retrieve the session data-set
function Public.sync_session()
Server.try_get_all_data(session_data_set, sync_session_callback)
end
--- Prints a list of all players in the player_session table.
function Public.print_sessions()
local result = {}
@ -117,12 +110,6 @@ function Public.get_session_table()
return playsession
end
Event.add(
Server.events.on_server_started,
function()
Public.sync_session()
end
)
Event.add(
defines.events.on_player_joined_game,
function(event)
@ -130,11 +117,13 @@ Event.add(
if not player then
return
end
local session = playsession[player.name]
if not session then
playsession[player.name] = {player.online_time} return end
if game.is_multiplayer() then
if not playsession[player.name] then
Public.fetch(player.name)
end
else
playsession[player.name] = player.online_time
end
end
)
@ -145,17 +134,9 @@ Event.add(
if not player then
return
end
local session = playsession[player.name]
if done_fetching then
if session then
Public.update(player.name)
else
Public.set(player.name, {player.online_time})
end
if game.is_multiplayer() then
Public.update(player.name)
end
end
)
@ -168,4 +149,4 @@ Server.on_data_set_changed(
end
)
return Public
return Public