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- /**--------------------------------------------------------------------------**\
- =================================
- y_uvar - Automatic data saving.
- =================================
- Description:
- Declares data to be automatically saved and loaded on a per-player basis.
- Legal:
- Version: MPL 1.1
-
- The contents of this file are subject to the Mozilla Public License Version
- 1.1 (the "License"); you may not use this file except in compliance with
- the License. You may obtain a copy of the License at
- http://www.mozilla.org/MPL/
-
- Software distributed under the License is distributed on an "AS IS" basis,
- WITHOUT WARRANTY OF ANY KIND, either express or implied. See the License
- for the specific language governing rights and limitations under the
- License.
-
- The Original Code is the YSI utils include.
-
- The Initial Developer of the Original Code is Alex "Y_Less" Cole.
- Portions created by the Initial Developer are Copyright (C) 2011
- the Initial Developer. All Rights Reserved.
-
- Contributors:
- ZeeX, koolk, JoeBullet/Google63, g_aSlice/Slice
-
- Thanks:
- JoeBullet/Google63 - Handy arbitrary ASM jump code using SCTRL.
- ZeeX - Very productive conversations.
- koolk - IsPlayerinAreaEx code.
- TheAlpha - Danish translation.
- breadfish - German translation.
- Fireburn - Dutch translation.
- yom - French translation.
- 50p - Polish translation.
- Zamaroht - Spanish translation.
- Los - Portuguese translation.
- Dracoblue, sintax, mabako, Xtreme, other coders - Producing other modes
- for me to strive to better.
- Pixels^ - Running XScripters where the idea was born.
- Matite - Pestering me to release it and using it.
-
- Very special thanks to:
- Thiadmer - PAWN, whose limits continue to amaze me!
- Kye/Kalcor - SA:MP.
- SA:MP Team past, present and future - SA:MP.
-
- Optional plugins:
- Gamer_Z - GPS.
- Incognito - Streamer.
- Me - sscanf2, fixes2, Whirlpool.
-
- Version:
- 0.1.3
- Changelog:
- 25/02/12:
- First version.
- Functions:
- Stock:
- -
- Inline:
- -
- Variables:
- Global:
- -
- \**--------------------------------------------------------------------------**/
- #if defined _INC_y_uvar
- #endinput
- #endif
- #define _INC_y_uvar
- // y_uvars
- #include "..\YSI_Internal\y_version"
- #include "..\YSI_Storage\y_amx"
- #include "..\YSI_Core\y_debug"
- #include "..\YSI_Core\y_utils"
- #include "..\YSI_Players\y_users"
- #include "..\YSI_Storage\y_ini"
- #include "..\YSI_Coding\y_hooks"
- #include "..\YSI_Internal\y_stripnumbers"
- // Third "uvar" version.
- #define _YU@LE@E%0>
- #define _YU@LT@E%0> ;
- // Needs two levels of indirection to strip the excess commas (,%0,%1).
- #define _YU@LO(,%0,%1,%2) %0@yA_();public %0@yA_(){N@(#....#%0,_:%1,_:%2,STRIP_NUMBERS:%0[0]|||%2:0|||);}
- #define _YU@LE%0[%1][%3]%2> _YU@LO(%0,%1,%3) _YU@LE%2>
- // Recursive local default string definition.
- #define _YU@LJ(,%0,%1,%2) %0[%1][%2]
- #define _YU@LT%0[%1][%3]%2> ,_YU@LJ(%0,%1,%3)_YU@LT%2>
- #define _YU@LA%0[%1][%3]%2> _YU@LJ(%0,%1,%3)_YU@LT%2>
- // Entry point for the loaders. The structure of stored pvar data is:
- //
- // [0] - Pointer to next pvar in list (-1 for end).
- // [1] - Pointer to data.
- // [2] - Number of players.
- // [3] - Size of enum.
- // [4] - Start of name.
- //
- // It is VERY important to note that using "%0[0][0]" when calling "N@" instead
- // of "%0" gives a DIFFERENT address - we get the address of the first data
- // element in the array, not the address of the start of the array pointer table
- // which is used to index multi-dimensional arrays when the size is not known
- // (which in this case it is). This makes calculating offsets later possible.
- #define uvar%0[%8][%1]%2; stock _YU@LA,%0[%8][%1]%2@E>_YU@LE,%0[%8][%1]%2@E>
- //%0@yA_();public%0@yA_()N@(_:%0,#....#%0 _YA@LT %1,@E|||);
- // This is a structure defining the data stored on the enum structure.
- /*enum E_USERS_FAKE_DATA
- {
- E_USERS_FAKE_DATA_NEXT,
- E_USERS_FAKE_DATA_DATA,
- E_USERS_FAKE_DATA_LEN,
- E_USERS_FAKE_DATA_STR[2]
- }*/
- static stock
- YSI_g_sFirstUVarData = -1,
- // These three variables are used to speed up data loading through caching.
- YSI_g_sLastName[32] = "\1\0",
- YSI_g_sLastAddr,
- YSI_g_sLastPlayers,
- YSI_g_sLastSize;
- forward _y_uvar_include_@();
- public _y_uvar_include_@()
- {
- memset("", 0, 0);
- Player_WriteArray("", "", 0);
- }
- static stock Uvar_FindData(const name[], data[])
- {
- // This function gets passed an empty string so that we can use "data" as a
- // string, while secretly changing the pointer in AMX code.
- new
- p = YSI_g_sFirstUVarData;
- while (p != -1)
- {
- // Modify our data pointer.
- #emit LOAD.S.pri p
- #emit STOR.S.pri data
- if (!strcmp(data[4], name))
- {
- strcpy(YSI_g_sLastName, name);
- YSI_g_sLastSize = data[3];
- YSI_g_sLastPlayers = data[2];
- YSI_g_sLastAddr = data[1];
- //printf("found %s, %d, %d, %d", YSI_g_sLastName, YSI_g_sLastSize, YSI_g_sLastPlayers, YSI_g_sLastAddr);
- return;
- }
- p = data[0];
- }
- YSI_g_sLastAddr = -1;
- }
- forward OnUserData[y_uvar](playerid, name[], value[]);
- public OnUserData[y_uvar](playerid, name[], value[])
- {
- // See what the name of the loaded data was.
- new
- pos = strfind(name, "-");
- if (pos == -1)
- {
- if (strcmp(name, YSI_g_sLastName))
- {
- // Find the data.
- Uvar_FindData(name, "");
- }
- if (YSI_g_sLastAddr == -1)
- {
- return;
- }
- // Check that the data is the right size.
- P:C(if (strval(value) != YSI_g_sLastSize) P:E("uvar data changed in %s", YSI_g_sLastName););
- }
- else
- {
- // Get the position in the array of this data.
- //printf("call pos 0");
- name[pos] = '\0';
- pos = strval(name[pos + 1]) * ((MAX_INI_ENTRY_TEXT - 1) / 16 * 3);
- if (strcmp(name[2], YSI_g_sLastName, false))
- {
- // Find the data.
- Uvar_FindData(name[2], "");
- }
- if (YSI_g_sLastAddr == -1)
- {
- return;
- }
- // Get the offset in the array for this player.
- if (playerid < YSI_g_sLastPlayers)
- {
- new
- len = strlen(value),
- idx;
- pos += YSI_g_sLastSize * playerid;
- // Save this pointer to an array variable for simplicity.
- #emit LOAD.pri YSI_g_sLastAddr
- #emit STOR.S.pri name
- // "pos" holds the offset of this data. "value" always holds a
- // whole number of cells worth of data.
- while (idx + 16 <= len)
- {
- // Do the large chunks.
- name[pos++] = ((value[idx + 0] - '>') << 26)
- | ((value[idx + 1] - '>') << 20)
- | ((value[idx + 2] - '>') << 14)
- | ((value[idx + 3] - '>') << 8)
- | ((value[idx + 4] - '>') << 2)
- | ((value[idx + 5] - '>') >> 4);
- // Second cell.
- name[pos++] = ((value[idx + 5] - '>') << 28)
- | ((value[idx + 6] - '>') << 22)
- | ((value[idx + 7] - '>') << 16)
- | ((value[idx + 8] - '>') << 10)
- | ((value[idx + 9] - '>') << 4)
- | ((value[idx + 10] - '>') >> 2);
- // Third cell.
- name[pos++] = ((value[idx + 10] - '>') << 30)
- | ((value[idx + 11] - '>') << 24)
- | ((value[idx + 12] - '>') << 18)
- | ((value[idx + 13] - '>') << 12)
- | ((value[idx + 14] - '>') << 6)
- | ((value[idx + 15] - '>') >> 0);
- // 16 characters are used to encode 3 cells (12 bytes) by only
- // saving 6 bits per character to ensure that they are always
- // valid characters. 7 bits may be easier, but would mean the
- // encoding fit less well to small numbers of cells.
- idx += 16;
- }
- if (idx + 6 <= len)
- {
- // Save any few extra bytes.
- name[pos++] = ((value[idx + 0] - '>') << 26)
- | ((value[idx + 1] - '>') << 20)
- | ((value[idx + 2] - '>') << 14)
- | ((value[idx + 3] - '>') << 8)
- | ((value[idx + 4] - '>') << 2)
- | ((value[idx + 5] - '>') >> 4);
- if (idx + 11 <= len)
- {
- name[pos++] = ((value[idx + 5] - '>') << 28)
- | ((value[idx + 6] - '>') << 22)
- | ((value[idx + 7] - '>') << 16)
- | ((value[idx + 8] - '>') << 10)
- | ((value[idx + 9] - '>') << 4)
- | ((value[idx + 10] - '>') >> 2);
- }
- }
- }
- }
- }
- /**--------------------------------------------------------------------------**\
- <summary>N@</summary>
- <param name="val[][]">Handle to the PAWN data array.</param>
- <param name="volatile vardata[]">Handle to the memory location in which to store info.</param>
- <param name="{K@, L@, M@, N@, _}:...">Array slot size information.</param>
- <returns>
- -
- </returns>
- <remarks>
- This function modifies "vardata" well beyond its original limits to contain
- information on the structure of the enum used to define "val". This code
- uses the name and size information passed in the additional parameters as
- strings, and makes assumptions about how the compiler lays out memory to
- combine all the passed strings in to one big string in what could be ROM,
- but in SA:MP isn't. This takes a human readable(ish) description of the
- array elements and converts it in to a much simpler to read format for the
- computer to use later when loading and storing data.
-
- The description above is no longer the case. This code now just saves the
- size of the data, the number of players in the array, the address of the
- data, a pointer to another data set and the name of this data. This is by
- far much simpler than the old version.
- </remarks>
- \**--------------------------------------------------------------------------**/
- stock N@(volatile const vardata[], playerCount, dataSize, &pointer)
- {
- new
- sAddr;
- // Store the basic data, including linked-list pointers and a pointer to the
- // location at which the data is stored.
- #emit LOAD.S.pri vardata
- #emit STOR.S.pri sAddr
- printf("", YSI_g_sFirstUVarData);
- #emit LOAD.pri YSI_g_sFirstUVarData
- #emit SREF.S.pri sAddr
- YSI_g_sFirstUVarData = sAddr;
- sAddr += 4;
- #emit LOAD.S.pri pointer
- #emit SREF.S.pri sAddr
- sAddr += 4;
- #emit LOAD.S.pri playerCount
- #emit SREF.S.pri sAddr
- sAddr += 4;
- #emit LOAD.S.pri dataSize
- #emit SREF.S.pri sAddr
- P:5("N@: %d %d %d %d %s", vardata[0], vardata[1], vardata[2], vardata[3], vardata[4]);
- P:5("N@: %d", YSI_g_sFirstUVarData);
- }
- hook OnScriptInit()
- {
- // List them all.
- YSI_g_sFirstUVarData = -1;
- // Call all @yA_ functions to get all required data.
- new
- idx,
- buffer;
- while ((idx = AMX_GetPublicPointerSuffix(idx, buffer, _A<@yA_>)))
- {
- #emit PUSH.C 0
- #emit LCTRL 6
- #emit ADD.C 28
- #emit PUSH.pri
- #emit LOAD.S.pri buffer
- #emit SCTRL 6
- }
- }
- /*public OnPlayerLogout(playerid, uid)
- {
- #if defined Uvar_OnPlayerLogout
- Uvar_OnPlayerLogout(playerid, uid);
- #endif
- Uvar_DoSavePlayer(playerid);
- }
- #if defined _ALS_OnPlayerLogout
- #undef OnPlayerLogout
- #else
- #define _ALS_OnPlayerLogout
- #endif
- #if defined Uvar_OnPlayerLogout
- forward Uvar_OnPlayerLogout(playerid, uid);
- #endif
- #define OnPlayerLogout(%0) Uvar_OnPlayerLogout(%0)*/
- /*public OnPlayerSaved(playerid, uid)
- {
- #if defined Uvar_OnPlayerSaved
- Uvar_OnPlayerSaved(playerid, uid);
- #endif
- Uvar_DoSavePlayer(playerid);
- }
- #if defined _ALS_OnPlayerSaved
- #undef OnPlayerSaved
- #else
- #define _ALS_OnPlayerSaved
- #endif
- #if defined Uvar_OnPlayerSaved
- forward Uvar_OnPlayerSaved(playerid, uid);
- #endif
- #define OnPlayerSaved(%0) Uvar_OnPlayerSaved(%0)*/
- stock Uvar_Save(playerid)
- {
- return _Player_ForceSave(playerid);
- }
- stock _Uvar_DoSavePlayer(playerid)
- {
- // Loop through all the player data items and write them to a file.
- Player_SetTag("y_uvar");
- new
- p = YSI_g_sFirstUVarData,
- temp;
- while (p != -1)
- {
- // DO NOT CHANGE THE CODE BELOW HERE!!!
- // Call a function sort of. This allows us to push an arbitrary address
- // as an array to a function.
- #emit LOAD.S.pri p
- // Get the max players.
- #emit ADD.C 8
- #emit STOR.S.pri temp
- #emit LREF.S.pri temp
- #emit STOR.S.pri temp
- if (playerid < temp)
- {
- // Get the data size.
- #emit LOAD.S.pri p
- #emit ADD.C 12
- #emit STOR.S.pri temp
- #emit LREF.S.pri temp
- #emit PUSH.pri
- // Get the data offset.
- #emit LOAD.S.alt playerid
- #emit SMUL
- #emit SMUL.C 4
- #emit MOVE.alt
- // Get the data pointer.
- #emit LOAD.S.pri p
- #emit ADD.C 4
- #emit STOR.S.pri temp
- #emit LREF.S.pri temp
- #emit ADD
- #emit PUSH.pri
- // Get the function name.
- #emit LOAD.S.pri p
- #emit ADD.C 16
- #emit PUSH.pri
- // Save the next pointer.
- #emit LREF.S.pri p
- #emit STOR.S.pri p
- // Now push the size of data put on the stack.
- #emit PUSH.C 12
- // Now get the return address and push it.
- #emit LCTRL 6
- #emit ADD.C 28
- #emit PUSH.pri
- // Call "Player_WriteArray" directly.
- #emit CONST.pri Player_WriteArray
- #emit SCTRL 6
- // DO NOT CHANGE THE CODE ABOVE HERE!!!
- }
- }
- }
- hook OnPlayerConnect(playerid)
- {
- P:1("hook Users_OnPlayerConnect called: %i", playerid);
- new
- p = YSI_g_sFirstUVarData,
- temp;
- while (p != -1)
- {
- // DO NOT CHANGE THE CODE BELOW HERE!!!
- // Call a function sort of. This allows us to push an arbitrary address
- // as an array to a function.
- #emit LOAD.S.pri p
- // Get the max players.
- #emit ADD.C 8
- #emit STOR.S.pri temp
- #emit LREF.S.pri temp
- #emit STOR.S.pri temp
- if (playerid < temp)
- {
- // It might be faster here to just use "FILL"...
- // Get the data enum size.
- //#emit PUSH.C 8
- #emit LOAD.S.pri p
- #emit ADD.C 12
- #emit STOR.S.pri temp
- #emit LREF.S.pri temp
- #emit PUSH.pri
- // Set them all to "0".
- #emit PUSH.C 0
- // Get the data offset.
- #emit LOAD.S.alt playerid
- #emit SMUL
- #emit SMUL.C 4
- #emit MOVE.alt
- // Get the data pointer.
- #emit LOAD.S.pri p
- #emit ADD.C 4
- #emit STOR.S.pri temp
- #emit LREF.S.pri temp
- #emit ADD
- #emit PUSH.pri
- // Save the next pointer.
- #emit LREF.S.pri p
- #emit STOR.S.pri p
- // Now push the size of data put on the stack.
- #emit PUSH.C 12
- // Now get the return address and push it.
- #emit LCTRL 6
- #emit ADD.C 28
- #emit PUSH.pri
- // Call "memset" directly.
- #emit CONST.pri memset
- #emit SCTRL 6
- // DO NOT CHANGE THE CODE ABOVE HERE!!!
- }
- }
- }
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