2017-03-15 19:29:34 +00:00
r2.Version = { }
local version = r2.Version
function r2 . Version . checkVersion ( scenarioVersionList , currentVersionList )
local undef = { }
local older = { }
local newer = { }
local ok = true
local k , v = next ( scenarioVersionList , nil )
while k do
if ( v ~= currentVersionList [ k ] ) then
ok = false
if currentVersionList [ k ] == nil then
table.insert ( undef , k )
elseif v < currentVersionList [ k ] then
table.insert ( older , k )
else
table.insert ( newer , k )
end
end
k , v = next ( scenarioVersionList , k )
end
return ok , undef , older , newer
end
function r2 . Version . getUndefComponent ( scenarioVersionList , currentVersionList )
local undef = { }
local k , v = next ( scenarioVersionList , nil )
while k do
if ( v ~= currentVersionList [ k ] and currentVersionList [ k ] == nil ) then
table.insert ( undef , k )
end
k , v = next ( scenarioVersionList , k )
end
return true
end
local levelToString =
{
[ 0 ] = " 20 " ,
[ 1 ] = " 50 " ,
[ 2 ] = " 100 " ,
[ 3 ] = " 150 " ,
[ 4 ] = " 200 " ,
[ 5 ] = " 250 "
}
function r2 . Version . save ( filename )
local scenario = r2.Scenario
if scenario then
local scenarioList = r2.Version . getCurrentVersionList ( )
local update = false
local k , v = next ( scenarioList , nil )
while k do
if ( r2.Scenario . Versions [ k ] ~= v ) then update = true end
k , v = next ( scenarioList , k )
end
k , v = next ( r2.Scenario . Versions , nil )
while k do
if ( scenarioList [ k ] ~= v ) then update = true end
k , v = next ( r2.Scenario . Versions , k )
end
if update then
r2.requestSetGhostNode ( scenario.InstanceId , " Versions " , scenarioList )
end
local accessList = { }
local ok , level , err = r2.RingAccess . verifyScenario ( )
if not r2.RingAccess . LoadAnimation and not r2.getIsAnimationSession ( ) then
r2.updateScenarioAck ( ok , level , err.What )
end
accessList = r2.RingAccess . getAccessListAsString ( level )
local values = { }
local date = os.date ( )
local firstLocationName = " "
local shortDescription = " "
local title = " "
local name = " "
local userName = r2 : getUserEntityName ( )
local modifierMD5 = r2.getCharIdMd5 ( )
local creatorName = " "
local rules = " "
local level = " "
local language = " "
local type = " "
local creatorMD5 = " "
local createUserName = userName
local createDate = date
local otherCharAccess = " Full "
local nevraxScenario = " 0 "
local trialAllowed = " 0 "
local scenarioTag = " "
if r2.Scenario and r2.Scenario . Locations
and table.getn ( r2.Scenario . Locations ) > 0 and r2.Scenario . Locations [ 0 ] . IslandName then
firstLocationName = r2.Scenario . Locations [ 0 ] . IslandName
end
if r2.Scenario and r2.Scenario . Description then
--shortDescription =string.gsub(r2.Scenario.Description.ShortDescription, "\n", "\\n")
shortDescription = r2.Scenario . Description.ShortDescription
level = string.gsub ( r2.Scenario . Description.LevelId , " \n " , " \\ n " )
level = levelToString [ tonumber ( level ) ]
rules = string.gsub ( r2.Scenario . AccessRules , " \n " , " \\ n " )
if rules == " liberal " then
rules = i18n.get ( " uiR2EDliberal " ) : toUtf8 ( )
elseif rules == " strict " then
rules = i18n.get ( " uiR2EDstrict " ) : toUtf8 ( )
end
title = string.gsub ( r2.Scenario . Description.Title , " \n " , " \\ n " )
language = r2.Scenario . Language
type = r2.Scenario . Type
name = r2.Scenario . Name
if r2.Scenario . Ghost_Name then
name = r2.Scenario . Ghost_Name
end
if r2.Scenario . Description.Creator then
createUserName = r2.Scenario . Description.Creator
end
if r2.Scenario . Description.CreatorMD5 then
creatorMD5 = r2.Scenario . Description.CreatorMD5
end
if r2.Scenario . Description.CreationDate then
createDate = r2.Scenario . Description.CreationDate
end
if table.getn ( r2.Scenario . Locations ) > 0 then
initialIslandLocation = r2.Scenario . Locations [ 0 ] . IslandName
initialEntryPoint = r2.Scenario . Locations [ 0 ] . EntryPoint
initialSeason = r2.Scenario . Locations [ 0 ] . Season
end
if r2.Scenario . Description.OtherCharAccess then
otherCharAccess = r2.Scenario . Description.OtherCharAccess
if otherCharAccess == " RoSOnly " then
if config.R2EDExtendedDebug ~= 1 then
if filename == " data/r2_buffer.dat " then
return false
else
r2.onSystemMessageReceived ( " BC_ML " , " " , " uiR2EDErrorRefuseToSaveRoS " )
r2.requestNewAction ( i18n.get ( " uiR2EDUpdatingScenarioToDefaultAccess " ) )
r2.requestSetNode ( r2.Scenario . Description.InstanceId , " OtherCharAccess " , " Full " )
r2.requestEndAction ( )
return false
end
else
r2.onSystemMessageReceived ( " BC_ML " , " " , " Updating the system of Trial limitation " )
r2.requestNewAction ( i18n.get ( " uiR2EDUpdatingScenarioAccess " ) )
r2.requestSetNode ( r2.Scenario . Description.InstanceId , " OtherCharAccess " , " Full " )
r2.requestSetNode ( r2.Scenario . Description.InstanceId , " NevraxScenario " , " 1 " )
r2.requestSetNode ( r2.Scenario . Description.InstanceId , " TrialAllowed " , " 1 " )
r2.requestSetNode ( r2.Scenario . Description.InstanceId , " ScenarioTag " , " " )
r2.requestEndAction ( )
return false
end
end
end
if r2.Scenario . Description.NevraxScenario == tostring ( 1 ) then
nevraxScenario = r2.Scenario . Description.NevraxScenario
trialAllowed = r2.Scenario . Description.TrialAllowed
scenarioTag = r2.Scenario . Description.ScenarioTag
userName = " Ring(Nevrax) "
createUserName = userName
if config.R2EDExtendedDebug ~= 1 then
if filename == " data/r2_buffer.dat " then
return false
else
r2.onSystemMessageReceived ( " BC_ML " , " " , " uiR2EDErrorRefuseToSaveRoS " )
r2.requestNewAction ( i18n.get ( " uiR2EDUpdatingScenarioAccess " ) )
r2.requestSetNode ( r2.Scenario . Description.InstanceId , " NevraxScenario " , " 0 " )
r2.requestSetNode ( r2.Scenario . Description.InstanceId , " TrialAllowed " , " 0 " )
r2.requestSetNode ( r2.Scenario . Description.InstanceId , " ScenarioTag " , " " )
r2.requestEndAction ( )
return false
end
end
end
end
table.insert ( values , { Title = title } )
table.insert ( values , { Name = name } )
table.insert ( values , { ShortDescription = shortDescription } )
table.insert ( values , { FirstLocation = firstLocationName } )
table.insert ( values , { RingPointLevel = accessList } )
table.insert ( values , { CreateBy = createUserName } )
table.insert ( values , { CreatorMD5 = creatorMD5 } )
table.insert ( values , { CreationDate = createDate } )
table.insert ( values , { ModifiedBy = userName } )
table.insert ( values , { ModifierMD5 = modifierMD5 } )
table.insert ( values , { OtherCharAccess = otherCharAccess } )
table.insert ( values , { ModificationDate = date } )
table.insert ( values , { Rules = rules } )
table.insert ( values , { Level = level } )
table.insert ( values , { Type = type } )
table.insert ( values , { Language = language } )
table.insert ( values , { InitialIsland = initialIslandLocation } )
table.insert ( values , { InitialEntryPoint = initialEntryPoint } )
table.insert ( values , { InitialSeason = initialSeason } )
if nevraxScenario == tostring ( 1 ) then
table.insert ( values , { NevraxScenario = nevraxScenario } )
table.insert ( values , { TrialAllowed = trialAllowed } )
table.insert ( values , { ScenarioTag = scenarioTag } )
end
r2.save ( filename , values )
end
return true
end
local function updateVersionImpl ( nodeList , scenarioVersionList , currentVersionFullList )
assert ( nodeList )
assert ( scenarioVersionList )
assert ( currentVersionFullList )
local k , v = next ( nodeList , nil )
while k do
-- go up in the class hierarchy, calling each redefinition of 'onUpdate' function
-- when a version change is detected
local currClassName = v.Class
-- look at a update function for this component or one of it's ancester
while currClassName ~= " " and currClassName ~= nil do
local currClass = r2.Classes [ currClassName ]
if not currClass then
debugInfo ( colorTag ( 255 , 0 , 0 ) .. " Error can not update your scenario: the component " .. currClassName .. " seems to be obsolete " )
return false
end
local scenarioVersionNode = defaulting ( scenarioVersionList [ currClassName ] , 0 )
local currentVersionNode = defaulting ( currentVersionFullList [ currClassName ] , 0 )
if currentVersionNode ~= scenarioVersionNode then
--
if scenarioVersionNode == nil then
debugInfo ( colorTag ( 0 , 255 , 255 ) .. " The component ( " .. v.Class .. " ) does not exist anymore " )
return false
elseif currentVersionNode == nil then
debugInfo ( colorTag ( 0 , 255 , 255 ) .. " The component ( " .. v.Class .. " ) does not exist anymore " )
return false
else
debugInfo ( colorTag ( 0 , 255 , 255 ) .. " Updating the component " .. v.InstanceId .. " ( " .. v.Class .. " / " .. currClassName .. " ) from " .. scenarioVersionNode .. " to " .. currentVersionNode .. " . " )
local updateFunc = currClass.updateVersion
if not updateFunc then
debugInfo ( " Your scenario can not be updated. Because the component " .. v.Class .. " can not be updated (no update Function?). \n " )
return false
end
local ok1 , ok2 = pcall ( updateFunc , v , scenarioVersionNode , currentVersionNode )
if not ok1 or not ok2 then
debugInfo ( " Your scenario can not be updated. Because the component " .. v.Class .. " can not be updated. \n " )
if not ok1 then
debugInfo ( ok2 )
end
return false
end
end
end
currClassName = currClass.BaseClass
end
k , v = next ( nodeList , k )
end
return true
end
function r2 . Version . updateVersion ( )
if r2.Translator == nil then
debugInfo ( " Syntax error " )
return false
end
local scenarioInstance = r2.Scenario
if not scenarioInstance then return true end
local currentVersionFullList = r2.Version . getCurrentVersionFullList ( )
local scenarioVersionList = r2.Version . getScenarioVersionList ( )
local versionOk , undef , older , newer = r2.Version . checkVersion ( scenarioVersionList , currentVersionFullList )
local modified = false
if not versionOk then
debugInfo ( colorTag ( 0 , 255 , 25 ) .. " Begin Update " )
local scenarioVersionName = scenarioInstance.VersionName
local currentVersionName = r2.Classes [ " Scenario " ] . VersionName
if scenarioVersionName == nil then scenarioVersionName = " 0.0.0 " end
if currentVersionName == nil then currentVersionName = " 0.0.0 " end
local str = " Updating the scenario from ' " .. scenarioVersionName .. " ' to ' " .. currentVersionName .. " '. \n The obsolete scenario will be saved in 'old_scenario.r2' "
printMsg ( str )
local nodeList = r2.Version . getScenarioNodes ( scenarioInstance )
assert ( nodeList )
do
local k , v = next ( undef , nil )
while k do
debugInfo ( colorTag ( 0 , 255 , 255 ) .. " The component " .. v .. " used in this scenario does not exist. " )
k , v = next ( undef , k )
end
end
do
local k , v = next ( older , nil )
while k do
debugInfo ( colorTag ( 0 , 255 , 255 ) .. " The component " .. v .. " is too old (we will try to update it) " )
k , v = next ( older , k )
end
end
do
local k , v = next ( newer , nil )
while k do
debugInfo ( colorTag ( 0 , 255 , 255 ) .. " The component " .. v .. " is too new (maybe wrong version?) " )
k , v = next ( newer , k )
end
end
if table.getn ( undef ) > 0 then
debugInfo ( colorTag ( 255 , 0 , 0 ) .. " Error can not update your scenario: the scenario containse components that are not defined " )
return true
end
local oldState = scenarioInstance.Ghost
scenarioInstance.Ghost = false
r2.save ( " old_scenario.r2 " )
scenarioInstance = r2.Scenario
scenarioInstance.Ghost = true
local syntaxOk , ok = pcall ( updateVersionImpl , nodeList , scenarioVersionList , currentVersionFullList )
if not syntaxOk then
r2.print ( ok )
ok = false
end
if ok then
-- ok
debugInfo ( colorTag ( 0 , 255 , 25 ) .. " Update succced " )
local currentVersionList = r2.Version . getCurrentVersionList ( )
r2.requestSetNode ( scenarioInstance.InstanceId , " VersionName " , currentVersionName )
r2.requestSetNode ( scenarioInstance.InstanceId , " Versions " , currentVersionList )
scenarioInstance.Ghost = oldState
r2.requestUploadCurrentScenario ( )
r2.clearActionHistoric ( ) -- undo invalidated after a version update !!
modified = true
else
debugInfo ( colorTag ( 255 , 0 , 0 ) .. " Errors occurs while updateing your scenario " )
end
scenarioInstance.Ghost = oldState
debugInfo ( colorTag ( 0 , 255 , 25 ) .. " End Update " )
end
return not modified ;
end
-- return Scenario Nodes - leaf first
function r2 . Version . getScenarioNodes ( node , nodeListParam )
assert ( node )
if nodeListParam then nodeList = nodeListParam else nodeList = { } end
if not r2.isTable ( node ) then return nodeList end
local k , v = next ( node , nil )
while k do
r2.Version . getScenarioNodes ( v , nodeList )
k , v = next ( node , k )
end
if node.InstanceId then
table.insert ( nodeList , node )
if not node.Class then assert ( nil ) end
end
return nodeList
end
-- get the Current Version of sceanrio
function r2 . Version . getCurrentVersionList ( )
local scenarionInstance = r2.Scenario
local versionList = { }
r2.Version . _getCurrentVersionListImpl ( scenarionInstance , versionList )
return versionList ;
end
function r2 . Version . getCurrentVersionFullList ( )
local versionList = { }
local classes = r2.Classes
local k , v = next ( classes , nil )
while k do
if v.Version then
versionList [ k ] = v.Version
else
versionList [ k ] = 0
end
k , v = next ( classes , k )
end
return versionList
end
function r2 . Version . _getCurrentVersionListImpl ( node , versionList )
if ( type ( node ) == " string " or type ( node ) == " number " ) then return end
local k , v = next ( node , nil )
if node.Class and not versionList [ node.Class ] then
if r2.Classes [ node.Class ] and r2.Classes [ node.Class ] . Version then
versionList [ node.Class ] = r2.Classes [ node.Class ] . Version
else
versionList [ node.Class ] = 0
end
end
while k do
r2.Version . _getCurrentVersionListImpl ( v , versionList ) ;
k , v = next ( node , k )
end
end
function r2 . Version . getScenarioVersionList ( scenarioNode )
local scenario = scenarioNode
if not scenario then scenario = r2.Scenario end
assert ( scenario )
local versions = scenario.Versions
local versionList = { }
if versions == nil then
return r2.Version . _getScenarioVersionListImpl ( scenario , versionList )
else
local k , v = next ( versions , nil )
while k do
versionList [ k ] = v
k , v = next ( versions , k )
end
end
return versionList
end
function r2 . Version . _getScenarioVersionListImpl ( node , versionList )
if ( type ( node ) == " string " or type ( node ) == " number " ) then return end
local k , v = next ( node , nil )
if node.Class and not versionList [ node.Class ] then
versionList [ node.Class ] = 0
end
while k do
r2.Version . _getScenarioVersionListImpl ( v , versionList ) ;
k , v = next ( node , k )
end
return versionList
end
-- Version 0.0.0 -> prior to 7 dec 2005
-- version 0.0.1 prior to 7 dec 2005
-- Act.Version = 1
-- Act.ManualWeather
-- Act.WeatherValue
-- version 0.0.2 19 dec 2005
-- Act.Version = 2
-- Act.Behavior (Because Act changes type from BaseType to LogicAction
--
-- version 0.0.3 1 janv 2006
-- ActivityStep.Version=1
-- "Inactive" -> "Stand Still"