2d004b19ea
The queue is also saved to a file, so that when restarting mesecons, delayers resume to the state they had when the game shut down. Needs testing.
91 lines
2.9 KiB
Lua
91 lines
2.9 KiB
Lua
mesecon.queue.actions={} -- contains all ActionQueue actions
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function mesecon.queue:add_function(name, func)
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mesecon.queue.funcs[name] = func
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end
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-- If add_action with twice the same overwritecheck and same position are called, the first one is overwritten
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-- use overwritecheck nil to never overwrite, but just add the event to the queue
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function mesecon.queue:add_action(pos, func, params, time, overwritecheck)
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-- Create Action Table:
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time = time or 0 -- time <= 0 --> execute, time > 0 --> wait time until execution
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action = { pos=pos,
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func=func,
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params=mesecon:tablecopy(params),
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time=time,
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owcheck=overwritecheck}
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--print(dump(action))
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-- if not using the queue, (MESECONS_GLOBALSTEP off), just execute the function an we're done
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if not MESECONS_GLOBALSTEP then
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mesecon.queue:execute(action)
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return
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end
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-- Otherwise, add the action to the queue
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if overwritecheck then -- check if old action has to be overwritten / removed:
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for i, ac in ipairs(mesecon.queue.actions) do
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if(mesecon:cmpPos(pos, action.pos)
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and mesecon:cmpAny(overwritecheck, ac.owcheck)) then
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table.remove(mesecon.queue.actions, i)
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break
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end
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end
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end
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table.insert(mesecon.queue.actions, action)
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end
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-- execute the stored functions on a globalstep
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-- if however, the pos of a function is not loaded (get_node_or_nil == nil), do NOT execute the function
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-- this makes sure that resuming mesecons circuits when restarting minetest works fine
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-- However, even that does not work in some cases, that's why we delay the time the globalsteps
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-- start to be execute by 5 seconds
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local m_time = 0
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minetest.register_globalstep(function (dtime)
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m_time = m_time + dtime
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if (m_time < 5) then return end -- don't even try if server has not been running for 2 seconds
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local actions = mesecon:tablecopy(mesecon.queue.actions)
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mesecon.queue.actions = {}
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for i, action in ipairs(actions) do
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if action.time > 0 then
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action.time = action.time - dtime
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table.insert(mesecon.queue.actions, action) -- will be handled another time
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else -- execute and remove
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mesecon.queue:execute(action)
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end
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end
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end)
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function mesecon.queue:execute(action)
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mesecon.queue.funcs[action.func](action.pos, unpack(action.params))
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end
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-- Store and read the ActionQueue to / from a file
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-- so that upcoming actions are remembered when the game
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-- is restarted
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local wpath = minetest.get_worldpath()
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local function file2table(filename)
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local f = io.open(filename, "r")
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if f==nil then return {} end
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local t = f:read("*all")
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f:close()
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if t=="" or t==nil then return {} end
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return minetest.deserialize(t)
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end
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local function table2file(filename, table)
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local f = io.open(filename, "w")
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f:write(minetest.serialize(table))
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f:close()
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end
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mesecon.queue.actions = file2table(wpath.."/mesecon_actionqueue")
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minetest.register_on_shutdown(function()
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mesecon.queue.actions = table2file(wpath.."/mesecon_actionqueue", mesecon.queue.actions)
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end)
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