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@ -684,7 +684,7 @@ Persistent configuration storage
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--------------------------------
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--------------------------------
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This api is intended for storing configuration options in the world itself.
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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.
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It is intended for data that is world-dependent.
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Entries are identified by a string ``key``, but it is also possible to manage
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Entries are identified by a string ``key``, but it is also possible to manage
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multiple entries with the same key; their identity is determined by ``entry_id``.
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multiple entries with the same key; their identity is determined by ``entry_id``.
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@ -717,10 +717,8 @@ Every entry has a mutable string ``value``, and an array of 7 mutable ``ints``.
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otherwise the existing one is simply updated.
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otherwise the existing one is simply updated.
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Returns *entry, did_create_new*
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Returns *entry, did_create_new*
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Since the data is hidden in data structures owned by the DF world,
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The data is kept in memory, so no I/O occurs when getting or saving keys. It is
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and automatically stored in the save game, these save and retrieval
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all written to a json file in the game save directory when the game is saved.
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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.
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It is also possible to associate one bit per map tile with an entry,
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It is also possible to associate one bit per map tile with an entry,
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using these two methods:
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using these two methods:
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