Modules/FileSystem/file/readByte: Difference between revisions
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(Created page with "__NOTOC__ This function attempts to read a signed byte (native type) from a file and returns it. The amount of bytes read should be one. ==Syntax== <syntaxhighlight lang="lua"> signed_byte file:readByte () </syntaxhighlight> ==Returns== Returns the signed byte if it was successfully read from the file, '''false''' otherwise. ==Example== <section name="Server" class="server" show="true"> This snippet writes a snapshot of server-side player information into a file. This...") |
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<pageclass class="#3cc882" subcaption="File function"></pageclass> | |||
__NOTOC__ | __NOTOC__ | ||
This function attempts to read a signed byte (native type) from a file and returns it. The amount of bytes read should be one. | This function attempts to read a signed byte (native type) from a file and returns it. The amount of bytes read should be one. |
Latest revision as of 02:58, 23 January 2022
This function attempts to read a signed byte (native type) from a file and returns it. The amount of bytes read should be one.
Syntax
signed_byte file:readByte ()
Returns
Returns the signed byte if it was successfully read from the file, false otherwise.
Example
Click to collapse [-]
ServerThis snippet writes a snapshot of server-side player information into a file. This is a system that keeps persistent player data on a server based on the nickname. It should be expanded to manage the lifetime of player information, so the database does not grow too big. This is theoretical code and should be used as basis.
-- Create the filesystem interface. local fsys = createFilesystemInterface(); if not ( fsys ) then outputDebugString( "could not acquire filesystem interface handle" ); return false; end -- Get a file translator to this resource. local resRoot = fsys.createTranslator( "mods/deathmatch/resources/playerManager/" ); -- Keep track of player information. local playerData = {}; local function createPlayerInfo( nickname ) local info = { nickname = nickname, weapons = {}, player = false }; function info.setPlayer( player ) if ( player ) then local weapons = info.weapons; for m=1,12 do local weapInfo = weapons[m]; if ( weapInfo ) then -- Update the players weapon information. setPlayerWeapon( m, weapInfo.weaponType ); setPlayerAmmoInClip( m, weapInfo.currentAmmo ); setPlayerTotalAmmo( m, weapInfo.maxAmmo ); end end end -- Save the player object. info.player = player; end function info.saveState() local weapons = info.weapons; local player = info.player; if ( player ) then return; end; for m=1,12 do weapons[m] = { weaponType = getPlayerWeapon( player ), currentAmmo = getPlayerAmmoInClip( player ), maxAmmo = getPlayerTotalAmmo( player ) }; end end return info; end -- Utilities for writing and reading short strings. -- Here our byte functions come into play. local function readSmallString( theFile ) theFile:read( theFile:readUByte() ); end local function writeSmallString( theFile, string ) theFile:writeUByte( #string ); theFile:write( string ); end -- Create player information from persistent storage. local storageFile = false; if ( resRoot:exists( "player.dat" ) ) then -- Load player information. storageFile = resRoot:open( "player.dat", "rb+" ); -- Make sure we could open the file correctly. if ( storageFile ) then -- Read the header. local numPlayerEntries = storageFile:readInt(); -- Process each player entry. local n = 1; while ( n <= numPlayerEntries ) do local nickname = readSmallString( storageFile ); local weapons = {}; for m=1,12 do local info = { weaponType = theFile:readUByte(), currentAmmo = theFile:readUShort(), totalAmmo = theFile:readUShort() }; table.insert( weapons, info ); end -- Create and store the player information. local playerInfo = createPlayerInfo( nickname ); playerInfo.weapons = weapons; table.insert( playerData, playerInfo ); end end else storageFile = resRoot:open( "player.dat", "wb" ); end local function getPlayerInfo( player, createNew ) if ( createNew == nil ) then createNew = true; end -- Attempt to get by player handle. for m,n in ipairs(playerData) do if ( n.player == player ) then return n; end end -- Attempt to get by player nick. local nickname = getPlayerName( player ); for m,n in ipairs(playerData) do if ( n.nickname == nickname ) then n.setPlayer( player ); return n; end end if ( createNew ) then -- We found nothing, so lets create a new player info. local newInfo = createPlayerInfo( nickname ); newInfo.setPlayer( player ); return newInfo; end return false; end addEventHandler( "onPlayerJoin", root, function() -- Cache the player information. getPlayerInfo( source ); end ); addEventHandler( "onPlayerQuit", root, function() -- Make sure we do not have a player information attached to the quit player anymore. local info = getPlayerInfo( source, false ); if not ( info ) then return; end; info.saveStatus(); info.setPlayer( false ); end ); addEventHandler( "onResourceStop", resourceRoot, function() -- Store the player information to disk. if ( storageFile ) then -- Write the number of playerData entries. storageFile:writeInt( #playerData ); for m,n in ipairs( playerData ) do -- Make sure the info is up to date. n.saveState(); -- Write player header. writeSmallString( storageFile, getPlayerName( n.nickname ) ); -- Now write the player information. for m,n in ipairs( n.weapons ) do theFile:writeUByte( n.weaponType ); theFile:writeUShort( n.currentAmmo ); theFile:writeUShort( n.maxAmmo ); end end -- Clean up the file handle. storageFile:destroy(); -- We are finished saving. Tell the server owner. outputDebugString( "wrote persistent player storage." ); end end );