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@ -330,6 +330,11 @@ ul.auto-toc {
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</li>
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<li><a class="reference internal" href="#named-types" id="id7">Named types</a></li>
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<li><a class="reference internal" href="#global-functions" id="id8">Global functions</a></li>
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<li><a class="reference internal" href="#recursive-table-assignment" id="id9">Recursive table assignment</a></li>
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</ul>
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</li>
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<li><a class="reference internal" href="#dfhack-utilities" id="id10">DFHack utilities</a><ul>
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<li><a class="reference internal" href="#persistent-configuration-storage" id="id11">Persistent configuration storage</a></li>
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</ul>
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</li>
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</ul>
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@ -430,17 +435,22 @@ or as a result of calling the <tt class="docutils literal">_field()</tt> method.
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<ul>
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<li><p class="first"><tt class="docutils literal">ref.field</tt>, <tt class="docutils literal">ref.field = value</tt></p>
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<p>Valid fields of the structure may be accessed by subscript.</p>
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<p>In case of inheritance, <em>superclass</em> fields have precedence
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<p>Primitive typed fields, i.e. numbers & strings, are converted
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to/from matching lua values. The value of a pointer is a reference
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to the target, or nil/NULL. Complex types are represented by
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a reference to the field within the structure; unless recursive
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lua table assignment is used, such fields can only be read.</p>
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<p><strong>NOTE:</strong> In case of inheritance, <em>superclass</em> fields have precedence
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over the subclass, but fields shadowed in this way can still
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be accessed as <tt class="docutils literal"><span class="pre">ref['subclasstype.field']</span></tt>.</p>
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<p>This shadowing order is necessary because vtable-based classes
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be accessed as <tt class="docutils literal"><span class="pre">ref['subclasstype.field']</span></tt>.
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This shadowing order is necessary because vtable-based classes
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are automatically exposed in their exact type, and the reverse
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rule would make access to superclass fields unreliable.</p>
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</li>
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<li><p class="first"><tt class="docutils literal">ref._field(field)</tt></p>
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<p>Returns a reference to a valid field. That is, unlike regular
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subscript, it returns a pointer reference even for primitive
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typed fields.</p>
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subscript, it returns a reference to the field within the structure
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even for primitive typed fields and pointers.</p>
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</li>
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<li><p class="first"><tt class="docutils literal"><span class="pre">ref:vmethod(args...)</span></tt></p>
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<p>Named virtual methods are also exposed, subject to the same
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@ -574,6 +584,175 @@ lightuserdata (step is mandatory then).</p>
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</li>
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</ul>
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</div>
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<div class="section" id="recursive-table-assignment">
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<h2><a class="toc-backref" href="#id9">Recursive table assignment</a></h2>
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<p>Recursive assignment is invoked when a lua table is assigned
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to a C++ object or field, i.e. one of:</p>
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<ul class="simple">
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<li><tt class="docutils literal"><span class="pre">ref:assign{...}</span></tt></li>
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<li><tt class="docutils literal">ref.field = <span class="pre">{...}</span></tt></li>
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</ul>
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<p>The general mode of operation is that all fields of the table
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are assigned to the fields of the target structure, roughly
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emulating the following code:</p>
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<pre class="literal-block">
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function rec_assign(ref,table)
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for key,value in pairs(table) do
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ref[key] = value
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end
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end
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</pre>
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<p>Since assigning a table to a field using = invokes the same
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process, it is recursive.</p>
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<p>There are however some variations to this process depending
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on the type of the field being assigned to:</p>
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<ol class="arabic">
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<li><p class="first">If the table contains an <tt class="docutils literal">assign</tt> field, it is
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applied first, using the <tt class="docutils literal">ref:assign(value)</tt> method.
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It is never assigned as a usual field.</p>
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</li>
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<li><p class="first">When a table is assigned to a non-NULL pointer field
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using the <tt class="docutils literal">ref.field = <span class="pre">{...}</span></tt> syntax, it is applied
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to the target of the pointer instead.</p>
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<p>If the pointer is NULL, the table is checked for a <tt class="docutils literal">new</tt> field:</p>
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<ol class="loweralpha simple">
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<li>If it is <em>nil</em> or <em>false</em>, assignment fails with an error.</li>
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<li>If it is <em>true</em>, the pointer is initialized with a newly
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allocated object of the declared target type of the pointer.</li>
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<li>Otherwise, <tt class="docutils literal">table.new</tt> must be a named type, or an
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object of a type compatible with the pointer. The pointer
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is initialized with the result of calling <tt class="docutils literal">table.new:new()</tt>.</li>
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</ol>
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<p>After this auto-vivification process, assignment proceeds
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as if the pointer wasn't NULL.</p>
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<p>Obviously, the <tt class="docutils literal">new</tt> field inside the table is always skipped
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during the actual per-field assignment processing.</p>
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</li>
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<li><p class="first">If the target of the assignment is a container, a separate
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rule set is used:</p>
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<ol class="loweralpha">
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<li><p class="first">If the table contains neither <tt class="docutils literal">assign</tt> nor <tt class="docutils literal">resize</tt>
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fields, it is interpreted as an ordinary <em>1-based</em> lua
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array. The container is resized to the #-size of the
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table, and elements are assigned in numeric order:</p>
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<pre class="literal-block">
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ref:resize(#table);
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for i=1,#table do ref[i-1] = table[i] end
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</pre>
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</li>
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<li><p class="first">Otherwise, <tt class="docutils literal">resize</tt> must be <em>true</em>, <em>false</em>, or
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an explicit number. If it is not false, the container
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is resized. After that the usual struct-like 'pairs'
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assignment is performed.</p>
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<p>In case <tt class="docutils literal">resize</tt> is <em>true</em>, the size is computed
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by scanning the table for the largest numeric key.</p>
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</li>
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|
</ol>
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<p>This means that in order to reassign only one element of
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a container using this system, it is necessary to use:</p>
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<pre class="literal-block">
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{ resize=false, [idx]=value }
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</pre>
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</li>
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|
</ol>
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<p>Since nil inside a table is indistinguishable from missing key,
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it is necessary to use <tt class="docutils literal">df.NULL</tt> as a null pointer value.</p>
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<p>This system is intended as a way to define a nested object
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tree using pure lua data structures, and then materialize it in
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C++ memory in one go. Note that if pointer auto-vivification
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is used, an error in the middle of the recursive walk would
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not destroy any objects allocated in this way, so the user
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should be prepared to catch the error and do the necessary
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cleanup.</p>
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</div>
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</div>
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|
<div class="section" id="dfhack-utilities">
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<h1><a class="toc-backref" href="#id10">DFHack utilities</a></h1>
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<p>DFHack utility functions are placed in the <tt class="docutils literal">dfhack</tt> global tree.</p>
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<p>Currently it defines the following features:</p>
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<ul>
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<li><p class="first"><tt class="docutils literal"><span class="pre">dfhack.print(args...)</span></tt></p>
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<p>Output tab-separated args as standard lua print would do,
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but without a newline.</p>
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</li>
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<li><p class="first"><tt class="docutils literal"><span class="pre">print(args...)</span></tt>, <tt class="docutils literal"><span class="pre">dfhack.println(args...)</span></tt></p>
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<p>A replacement of the standard library print function that
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works with DFHack output infrastructure.</p>
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</li>
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<li><p class="first"><tt class="docutils literal"><span class="pre">dfhack.printerr(args...)</span></tt></p>
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<p>Same as println; intended for errors. Uses red color and logs to stderr.log.</p>
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</li>
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|
<li><p class="first"><tt class="docutils literal"><span class="pre">dfhack.color([color])</span></tt></p>
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<p>Sets the current output color. If color is <em>nil</em> or <em>-1</em>, resets to default.</p>
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</li>
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|
<li><p class="first"><tt class="docutils literal">dfhack.is_interactive()</tt></p>
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<p>Checks if the thread can access the interactive console and returns <em>true</em> or <em>false</em>.</p>
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</li>
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|
<li><p class="first"><tt class="docutils literal"><span class="pre">dfhack.lineedit([prompt[,history_filename]])</span></tt></p>
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<p>If the thread owns the interactive console, shows a prompt
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|
and returns the entered string. Otherwise returns <em>nil, error</em>.</p>
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|
</li>
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|
<li><p class="first"><tt class="docutils literal"><span class="pre">dfhack.interpreter([prompt[,env[,history_filename]]])</span></tt></p>
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<p>Starts an interactive lua interpreter, using the specified prompt
|
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|
string, global environment and command-line history file.</p>
|
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|
<p>If the interactive console is not accessible, returns <em>nil, error</em>.</p>
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</li>
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|
<li><p class="first"><tt class="docutils literal"><span class="pre">dfhack.pcall(f[,args...])</span></tt></p>
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<p>Invokes f via xpcall, using an error function that attaches
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a stack trace to the error. The same function is used by SafeCall
|
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in C++, and dfhack.safecall.</p>
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<p>The returned error is a table with separate <tt class="docutils literal">message</tt> and
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<tt class="docutils literal">stacktrace</tt> string fields; it implements <tt class="docutils literal">__tostring</tt>.</p>
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</li>
|
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<li><p class="first"><tt class="docutils literal"><span class="pre">safecall(f[,args...])</span></tt>, <tt class="docutils literal"><span class="pre">dfhack.safecall(f[,args...])</span></tt></p>
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<p>Just like pcall, but also prints the error using printerr before
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returning. Intended as a convenience function.</p>
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</li>
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|
<li><p class="first"><tt class="docutils literal"><span class="pre">dfhack.with_suspend(f[,args...])</span></tt></p>
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<p>Calls <tt class="docutils literal">f</tt> with arguments after grabbing the DF core suspend lock.
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|
Suspending is necessary for accessing a consistent state of DF memory.</p>
|
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<p>Returned values and errors are propagated through after releasing
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the lock. It is safe to nest suspends.</p>
|
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|
<p>Every thread is allowed only one suspend per DF frame, so it is best
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|
to group operations together in one big critical section. A plugin
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|
can choose to run all lua code inside a C++-side suspend lock.</p>
|
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|
</li>
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|
</ul>
|
|
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|
|
<div class="section" id="persistent-configuration-storage">
|
|
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|
|
<h2><a class="toc-backref" href="#id11">Persistent configuration storage</a></h2>
|
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|
|
<p>This api is intended for storing configuration options in the world itself.
|
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|
It probably should be restricted to data that is world-dependent.</p>
|
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|
<p>Entries are identified by a string <tt class="docutils literal">key</tt>, but it is also possible to manage
|
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multiple entries with the same key; their identity is determined by <tt class="docutils literal">entry_id</tt>.
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|
Every entry has a mutable string <tt class="docutils literal">value</tt>, and an array of 7 mutable <tt class="docutils literal">ints</tt>.</p>
|
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<ul>
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<li><p class="first"><tt class="docutils literal">dfhack.persistent.get(key)</tt>, <tt class="docutils literal">entry:get()</tt></p>
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<p>Retrieves a persistent config record with the given string key,
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or refreshes an already retrieved entry. If there are multiple
|
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|
entries with the same key, it is undefined which one is retrieved
|
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|
by the first version of the call.</p>
|
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|
<p>Returns entry, or <em>nil</em> if not found.</p>
|
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|
</li>
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|
<li><p class="first"><tt class="docutils literal">dfhack.persistent.delete(key)</tt>, <tt class="docutils literal">entry:delete()</tt></p>
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<p>Removes an existing entry. Returns <em>true</em> if succeeded.</p>
|
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|
</li>
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|
<li><p class="first"><tt class="docutils literal"><span class="pre">dfhack.persistent.get_all(key[,match_prefix])</span></tt></p>
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|
<p>Retrieves all entries with the same key, or starting with key..'/'.
|
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|
|
Calling <tt class="docutils literal"><span class="pre">get_all('',true)</span></tt> will match all entries.</p>
|
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|
|
<p>If none found, returns nil; otherwise returns an array of entries.</p>
|
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|
</li>
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|
<li><p class="first"><tt class="docutils literal"><span class="pre">dfhack.persistent.save({key=str1,</span> <span class="pre">...}[,new])</span></tt>, <tt class="docutils literal"><span class="pre">entry:save([new])</span></tt></p>
|
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|
<p>Saves changes in an entry, or creates a new one. Passing true as
|
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|
|
new forces creation of a new entry even if one already exists;
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|
|
otherwise the existing one is simply updated.
|
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|
|
Returns <em>entry, did_create_new</em></p>
|
|
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|
|
</li>
|
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|
|
</ul>
|
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|
|
<p>Since the data is hidden in data structures owned by the DF world,
|
|
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|
|
and automatically stored in the save game, these save and retrieval
|
|
|
|
|
functions can just copy values in memory without doing any actual I/O.
|
|
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|
|
However, currently every entry has a 180+-byte dead-weight overhead.</p>
|
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|
|
</div>
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|
</div>
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</div>
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</body>
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