Mercurial > wow > breuesk
view Lists.lua @ 4:6c8f9473b22e
Notes on list storage keys
author | John@Yosemite-PC |
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date | Sat, 03 Mar 2012 10:25:01 -0500 |
parents | 431ddc8bdb4a |
children | 2ce0f4db1a3e |
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-- lists consist of three things -- 1) a base state - agreed on by one or more list holders -- 2) change sets - incremental list changes (can be rolled forwards or -- backwards) -- 3) working state - not saved because it can be so easily calculated -- -- A separate user list is held - lists index into this -- TODO: rename player -- notes on list storage: -- Storing names as I do now is atrocious. -- It prevents insertions (twss) to the middle of the list because then it acts -- as a side effect onto all the others. ie ABCD -> AXBCD would be phrased as -- "insert X and shift down B,C,D" which sucks. BCD haven't really been affected -- (yet) because their relative positions to the others are still intact - ie -- they are still below A right where they belong. But really X hasn't done -- anything to affect their relative standing. -- -- Ok so we can't use names. -- -- We can't use monotonic integers either because it suffers the same problem. -- Also consider, randoming in someone to a list of ABCD. Say they roll spot 2. -- What if someone else runs a separate raid and also randoms someone into slot -- 2? How do you handle that conflict? Difficult. Also, consider this: -- List of ABCD on night 1. -- Admin 1 on night 2 rolls in 30 new people. ABCD's indexes are shuffled to be -- between 1-35. -- Admin 2 on night 3 rolls in 5 new ones and people ABCD and PQRST now all have -- indexes between 1-9. -- When these two are resolved against one another, do the 1-9 peopole end up on -- top of the list compared to those other 30? -- -- Solution: -- Need a huge random space with purposely left gaps to leave plenty of room for -- conflicts. -- So if ABCD had randomed on a space of say, 10,000 and then were sorted into -- order, then the next 30 could roll into that same space and have a proper -- ordering. Then the next 5, etc. -- -- Handling conflicts: -- bsk.lists = {} bsk.players = {} local RaidList = {} local ReserveList = {} local activeList = 0 -- temporary local tinsert = table.insert local sformat = string.format local getn = table.getn function bsk:tcopy(to, from) for k,v in pairs(from) do if(type(v)=="table") then to[k] = {} bsk:tcopy(to[k], v); else to[k] = v; end end end local shallowCopy = function(t) local u = { } for k, v in pairs(t) do u[k] = v end return setmetatable(u, getmetatable(t)) end -- Debugging {{{ function bsk:PrintLists() bsk:PrintTable(bsk.lists) end function bsk:PrintChanges() bsk:PrintTable(bsk.db.profile.changes) end function bsk:PrintPlayers() bsk:PrintTable(bsk.players) end function bsk:PrintTable(table, depth) depth = depth or "" if not table then return end for i,v in pairs(table) do if( type(v) == "string" ) then self:Print(depth .. i .. " - " .. v) elseif( type(v) == "number" ) then self:Print(depth .. i .. " - " .. tostring(v)) elseif( type(v) == "table" ) then self:Print(depth .. i .." - ") self:PrintTable(v,depth.." ") elseif( type(v) == "boolean" ) then self:Print(depth .. i .. " - " .. tostring(v)) else self:Print(depth .. i .. " - not sure how to print type: " .. type(v) ) end end end --}}} function bsk:CreateWorkingStateFromChanges() local playerBase = self.db.profile.players local listBase = self.db.profile.listBase local changes = self.db.profile.changes -- copy the base to the working state wipe(bsk.lists) wipe(bsk.players) bsk:tcopy(bsk.lists,listBase) bsk:tcopy(bsk.players,playerBase) -- now just go through the changes list applying each for i,v in pairs(changes) do bsk:ProcessChange(v) end end function bsk:CreateChange(change) -- sanity assert(change) assert(change.action) assert(change.arg) bsk:StartChange(change) bsk:CommitChange(change) end function bsk:StartChange(change) local changes = self.db.profile.changes change.time = time() local n = getn(changes) if n > 0 then if changes[n].time >= change.time then change.time = changes[n].time + 1 end end end function bsk:CommitChange(change) local changes = self.db.profile.changes tinsert(changes,change) -- TODO: broadcast change end -- timestamp logic: -- use time() for comparisons - local clients use date() to make it pretty. only -- dowisde - we can't have a server timestamp. Which kind of sucks, but it turns -- out you can change timezones when you enter an instance server, so you really -- never know what time it is. -- There's unfortunately no hard-and-proven method for determining the true time -- difference between local time and server time. You can't just query the two -- and compare them because your server timezone can change (!) if you go into -- an instance server with a different timezone. This is apparently a big -- problem on Oceanic realms. -- -- Timestamp handling (brainstorming how to deal with drift): -- (not an issue) if someone sends you time in the future, update your offset so you won't -- send out events in the "past" to that person -- (not an issue - using local UTC now) on change-zone-event: check if you've changed timezones - might need update -- each time you add a change, check the tail of the change list; if this is -- less than that, you have a problem. Print a message. if this is equal, then -- that's ok, just bump it by 1 second. This could happen in the case of, say, -- spam-clicking the undo button or adding names to the list. The recipients -- should be ok with this since they'll follow the same algorithm. The only -- real chance for a problem is if two people click within the 1 second window? -- if someone sends you a past event, -- it's ok if it's newer than anything in the changes list -- otherwise ... causality has been violated. -- Whenever an admin signon event happens, have the admins each perform a -- timestamp check. Issue warnings for anyone with a clock that's more than -- X seconds out of sync with the others. Seriously, why isn't NTP a standard -- setting on all operating systems ... function bsk:ProcessChange(change) if change.action == "AddPlayer" then bsk:DoAddPlayer(change) elseif change.action == "CreateList" then bsk:DoCreateList(change) elseif change.action == "AddPlayerToList" then bsk:DoAddPlayerToList(change) elseif change.action == "SuicidePlayer" then bsk:DoSuicidePlayer(change) else bsk:Print("Unknown message encountered") bsk:PrintTable(change) assert(false) end end -- Action and DoAction defs {{{ -- -- The actual actions for changes start here -- -- Each action occurs as a pair of functions. The bsk:Action() function is from -- a list admin's point of view. Each will check for admin status, then create a -- change bundle, call the handler for that change (ie the DoAction func), and -- then record/transmist the bundle. These are simple and repetitive functions. -- -- The bsk:DoAction() function is tasked with executing the bundle and is what -- non-admins and admins alike will call to transform their working state via a -- change packet. Each Do() function will accept *only* a change packet, and -- it's assumed that the change has been vetted elsewhere. These are very blunt -- routines. -- -- Note that "undo" has no special voodoo to it. It's basically a change that -- reverses the prior change on the stack. -- Players list function bsk:DoAddPlayer(change) assert(change) assert(change.arg.guid) local arg = change.arg -- require admin local players = bsk.players local name = arg.name local guid = arg.guid assert(players[guid]==nil) players[guid] = name players.time=change.time return true end function bsk:AddPlayer(name) local players = bsk.players local guid = UnitGUID(name) -- TODO: check guid to be sure it's a player if not guid then self:Print(sformat("Could not add player %s - they must be in range or group",name)) return end if players[guid] and players[guid] ~= name then self:Print(sformat("Namechange detected for %s - new is %s, please rename the existing entry", players[guid], name)) return end if players[guid] ~= nil then self:Print(sformat("%s is already in the players list; disregarding", name)) return end local change = {action="AddPlayer",arg={name=name,guid=guid}} if bsk:DoAddPlayer(change) then bsk:CreateChange(change) end end function bsk:DoCreateList(change) -- TODO: this segment will probably be useful as bsk:SearchForListByName local lists = bsk.lists for i,v in pairs(lists) do if v.name == change.arg.name then self:Print(sformat("List %s already exists",v.name)) return false end end tinsert(lists,{name=change.arg.name,time=change.time}) return true end function bsk:CreateList(name) -- require admin local change={action="CreateList",arg={name=name}} bsk:StartChange(change) self:Print("Creating ... " .. name) if bsk:DoCreateList(change) then bsk:CommitChange(change) end end function bsk:DoAddPlayerToList(change) local listIndex = change.arg.listIndex local slist = change.arg.slist local list = bsk.lists[listIndex] if #slist == 1 then -- end of list insertion - just one person tinsert(list,slist[1]) list.time = change.time else self:Print("Adding to middle of list is not yet supported") return false end return true end function bsk:AddPlayerToList(name,list) -- require admin local listIndex = bsk:GetListIndex(list) local slist = {name} -- TODO: support adding to elsewhere besides the end local change = {action="AddPlayerToList",arg={name=name,listIndex=listIndex,slist=slist}} bsk:StartChange(change) if bsk:DoAddPlayerToList(change) then bsk:CommitChange(change) end end function bsk:DoRemovePlayer(change) -- return true end function bsk:RemovePlayer(name) -- from both players and lists end function bsk:DoSuicidePlayer(change) local listIndex = change.arg.listIndex local list = bsk.lists[listIndex] local slist = shallowCopy(change.arg.list) -- the goal here is to rotate the suicide list by 1 -- then we can just mash it on top of the intersection between the original -- list and the working copy local stemp = shallowCopy(change.arg.list) local temp = table.remove(stemp,1) -- pop tinsert(stemp,temp) -- push_back --bsk:Print(sformat("Before suicide of %s on list %s",slist[1],list.name)) --bsk:PrintTable(list) for i = 1, #list do if list[i] == slist[1] then table.remove(slist,1) list[i] = stemp[1] table.remove(stemp,1) end end list.time=change.time --bsk:Print("After") --bsk:PrintTable(list) return true end function bsk:SuicidePlayer(name,list) -- require admin bsk:PopulateRaidList() local listIndex = bsk:GetListIndex(list) local slist=bsk:GetSuicideList(name,bsk.lists[listIndex]) local change = {action="SuicidePlayer",arg={names=names,list=slist,listIndex=listIndex}} bsk:StartChange(change) if bsk:DoSuicidePlayer(change) then bsk:CommitChange(change) end end --}}} -- Higher order actions (ie calls other Doers){{{ function bsk:AddMissingPlayers() bsk:PopulateRaidList() local t = {} for i,v in pairs(bsk.players) do t[v] = true end for i,v in pairs(RaidList) do if t[i] == nil then bsk:Print(sformat("Player %s is missing from the players list - adding",i)) bsk:AddPlayer(i) end end -- TODO: batch into a single op - no need to spam 25 messages in a row end function bsk:PopulateListRandom(index) -- difference (raid+reserve)^list, then random shuffle that, then add bsk:PopulateRaidList() local list = bsk.lists[index] local t = {} --for i = 1,#list do -- if not (RaidList(list[i]) or ReserveList(list[i])) then -- tinsert(t,) -- end --end end --}}} -- "Soft" actions- ie things that cause nonpermanent state {{{ -- reserves function bsk:AddReserve(name) ReserveList[name]=true -- TODO: communicate to others. don't store this in any way. end function bsk:RemoveReserve(name) ReserveList[name]=false -- TODO: communicate to others. don't store this in any way. end --function bsk:GetActiveList() -- return bsk.lists[1] -- todo! --end --}}} -- The following code is from Xinhuan (wowace forum member) -- Pre-create the unitID strings we will use local pID = {} local rID = {} for i = 1, 4 do pID[i] = format("party%d", i) end for i = 1, 40 do rID[i] = format("raid%d", i) end function bsk:PopulateRaidList() local inParty = GetNumPartyMembers() local inRaid = GetNumRaidMembers() wipe(RaidList) if inRaid > 0 then for i = 1, inRaid do RaidList[UnitName(rID[i])]=true end elseif inParty > 0 then for i = 1, inParty do RaidList[UnitName(pID[i])]=true end -- Now add yourself as the last party member RaidList[UnitName("player")]=true else -- You're alone RaidList[UnitName("player")]=true end end -- undo rules! -- only the most recent event can be undone -- ^^^ on a given list? -- algorithm is easy, given "Suicide A B C" -- just find A,B,C in the list and replace in order from the s message -- while undo is allowed *per-list*, certain events in the stream will -- prevent proper undo, such as add/delete player or add/delete list function bsk:GetSuicideList(name,list) --self:Print("Calculating changeset for "..name.." from list -") --self:PrintTable(list) local t = {} local ret = {} local pushing = false for i = 1, #list do if list[i] == name then pushing = true end if pushing and (RaidList[list[i]] or ReserveList[list[i]]) then tinsert(ret,list[i]) end end return ret end -- Support functions function bsk:GetListIndex(name) for i,v in pairs(bsk.lists) do if v.name == name then return i end end assert(false) end local shuffleArray = function(array) local arrayCount = #array for i = arrayCount, 2, -1 do local j = math.random(1, i) array[i], array[j] = array[j], array[i] end return array end