--[[ Copyright (C) 2014- Rochet2 This program is free software you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program if not, write to the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. ]] --[=[ -- #API -- For example scripts see the Examples folder. The example files are named according to their final execution location. To run the examples place all of their files to `server_root/lua_scripts/`. -- AIO is required this way due to server and client differences with require function local AIO = AIO or require("AIO") -- Returns true if we are on server side, false if we are on client side isServer = AIO.IsServer() -- Returns AIO version - note the type is not guaranteed to be a number version = AIO.GetVersion() -- Adds the file at given path to files to send to players if called on server side. -- The addon code is trimmed according to settings in AIO.lua. -- The addon is cached on client side and will be updated only when needed. -- Returns false on client side and true on server side. By default the -- path is the current file's path and name is the file's name -- 'path' is relative to worldserver.exe but an absolute path can also be given. -- You should call this function only on startup to ensure everyone gets the same -- addons and no addon is duplicate. added = AIO.AddAddon([path, name]) -- The way this is designed to be used is at the top of an addon file so that the -- file is added and not run if we are on server, and just run if we are on client: if AIO.AddAddon() then return end -- Similar to AddAddon - Adds 'code' to the addons sent to players. The code is trimmed -- according to settings in AIO.lua. The addon is cached on client side and will -- be updated only when needed. 'name' is an unique name for the addon, usually -- you can use the file name or addon name there. Do note that short names are -- better since they are sent back and forth to indentify files. -- The function only exists on server side. -- You should call this function only on startup to ensure everyone gets the same -- addons and no addon is duplicate. AIO.AddAddonCode(name, code) -- Triggers the handler function that has the name 'handlername' from the handlertable -- added with AIO.AddHandlers(name, handlertable) for the 'name'. -- Can also trigger a function registered with AIO.RegisterEvent(name, func) -- All triggered handlers have parameters handler(player, ...) where varargs are -- the varargs in AIO.Handle or msg.Add -- This function is a shorthand for AIO.Msg():Add(name, handlername, ...):Send() -- For efficiency favour creating messages once and sending them rather than creating -- them over and over with AIO.Handle(). -- The server side version. AIO.Handle(player, name, handlername[, ...]) -- The client side version. AIO.Handle(name, handlername[, ...]) -- Adds a table of handler functions for the specified 'name'. When a message like: -- AIO.Handle(name, "HandlerName", ...) is received, the handlertable["HandlerName"] -- will be called with player and varargs as parameters. -- Returns the passed 'handlertable'. -- AIO.AddHandlers uses AIO.RegisterEvent internally, so same name can not be used on both. handlertable = AIO.AddHandlers(name, handlertable) -- Adds a new callback function that is called if a message with the given -- name is recieved. All parameters the sender sends in the message will -- be passed to func when called. -- Example message: AIO.Msg():Add(name, ...):Send() -- AIO.AddHandlers uses AIO.RegisterEvent internally, so same name can not be used on both. AIO.RegisterEvent(name, func) -- Adds a new function that is called when the initial message is sent to the player. -- The function is called before sending and the initial message is passed to it -- along with the player if available: func(msg[, player]) -- In the function you can modify the passed msg and/or return a new one to be -- used as initial message. Only on server side. -- This can be used to send for example initial values (like player stats) for the addons. -- If dynamic loading is preferred, you can use the messaging API to request the values -- on demand also. AIO.AddOnInit(func) -- Key is a key for a variable in the global table _G. -- The variable is stored when the player logs out and will be restored -- when he logs back in before the addon codes are run. -- These variables are account bound. -- Only exists on client side and you should call it only once per key. -- All saved data is saved to client side. AIO.AddSavedVar(key) -- Key is a key for a variable in the global table _G. -- The variable is stored when the player logs out and will be restored -- when he logs back in before the addon codes are run. -- These variables are character bound. -- Only exists on client side and you should call it only once per key. -- All saved data is saved to client side. AIO.AddSavedVarChar(key) -- Makes the addon frame save it's position and restore it on login. -- If char is true, the position saving is character bound, otherwise account bound. -- Only exists on client side and you should call it only once per frame. -- All saved data is saved to client side. AIO.SavePosition(frame[, char]) -- AIO message class: -- Creates and returns a new AIO message that you can append stuff to and send to -- client or server. Example: AIO.Msg():Add("MyHandlerName", param1, param2):Send(player) -- These messages handle all client-server communication. msg = AIO.Msg() -- The name is used to identify the handler function on receiving end. -- A handler function registered with AIO.RegisterEvent(name, func) -- will be called on receiving end with the varargs. function msgmt:Add(name, ...) -- Appends messages to eachother, returns self msg = msg:Append(msg2) -- Sends the message, returns self -- Server side version - sends to all players passed msg = msg:Send(player, ...) -- Client side version - sends to server msg = msg:Send() -- Returns true if the message has something in it hasmsg = msg:HasMsg() -- Returns the message as a string msgstr = msg:ToString() -- Erases the so far built message and returns self msg = msg:Clear() -- Assembles the message string from added and appended data. Mainly for internal use. -- Returns self msg = msg:Assemble() ]=] -- Try to avoid multiple versions of AIO assert(not AIO, "AIO is already loaded. Possibly different versions!") ---------------------------------- -- Server-Client messaging config: ---------------------------------- -- When developing an addon it is advised to set AIO_ENABLE_PCALL false and AIO_CODE_OBFUSCATE to false -- Or alternatively set AIO_ENABLE_PCALL true, AIO_ENABLE_TRACEBACK to true and AIO_CODE_OBFUSCATE to false -- The defaults are recommended for normal use -- Enables some additional prints for debugging local AIO_ENABLE_DEBUG_MSGS = false -- default false -- Enables pcall to silence errors and continue running normally when an error occurs -- If AIO_ENABLE_PCALL is true, errors are printed and running is continued -- If AIO_ENABLE_PCALL is false, pcall is not used and errors occur normally -- Erroring out can be useful for debugging scripts local AIO_ENABLE_PCALL = true -- default true -- Enables using debug.traceback as the error handler to help locating errors -- on server side. Make sure you have default Eluna extensions in place. -- On client side uses _ERRORMESSAGE function to output errors with trace. -- Requires AIO_ENABLE_PCALL to be true local AIO_ENABLE_TRACEBACK = false -- default false -- prints all messages local AIO_ENABLE_MSGPRINT = false -- default false -- Max VM instructions to do before timeout -- Attempts to avoid server freeze on bad code and or user -- Use 0 to disable timeout -- Server side only local AIO_TIMEOUT_INSTRUCTIONCOUNT = 1e8 -- default 1e8 -- Amount of data to store per character at maximum -- Attempts to avoid consuming ram -- Server side only local AIO_MSG_CACHE_SPACE = 5e5 -- bytes -- default 5e5 -- Time to wait for a message to arrive -- Attempts to avoid consuming ram and storing incomplete messages local AIO_MSG_CACHE_TIME = 15*1000 -- ms -- default 15*1000 -- Delay between checking for outdated messages local AIO_MSG_CACHE_DELAY = 5*1000 -- ms -- default 5*1000 -- Delay between possible sending of full addon code -- User can potentially request the full addon list repeatedly -- this limits the ability to do that (avoid lagging from bad user) -- Server side only local AIO_UI_INIT_DELAY = 5*1000 -- ms -- default 5*1000 -- Setting to enable and disable LZW compressing for addons -- Server side only local AIO_MSG_COMPRESS = true -- default true -- Setting to enable and disable obfuscation for code to reduce size -- Note that error messages will not have correct line numbers since obfuscation rearranage the code -- for debugging purposes it is recommended to disable this option -- Server side only local AIO_CODE_OBFUSCATE = true -- default true -- Setting to send client errors to server -- Client must have AIO_ENABLE_PCALL enabled -- Client side only local AIO_ERROR_LOG = false -- default false ---------------------------------- ---------------------------------- local assert = assert local type = type local tostring = tostring local pairs = pairs local ipairs = ipairs local ssub = string.sub local match = string.match local ceil = ceil or math.ceil local floor = floor or math.floor local sbyte = strbyte or string.byte local schar = string.char local tconcat = table.concat local select = select local pcall = pcall local xpcall = xpcall -- Some lua compatibility between 5.1 and 5.2 loadstring = loadstring or load -- loadstring name varies with lua 5.1 and 5.2 unpack = unpack or table.unpack -- unpack place varies with lua 5.1 and 5.2 -- server client compatibility local AIO_GetTime = os and os.time or function() return GetTime()*1000 end local AIO_GetTimeDiff = os and os.difftime or function(_now, _then) return _now-_then end -- boolean value to define whether we are on server or client side local AIO_SERVER = type(GetLuaEngine) == "function" -- Client must have same version (basically same AIO file) local AIO_VERSION = 1.74 -- ID characters for client-server messaging local AIO_ShortMsg = schar(1)..schar(1) local AIO_Compressed = 'C' local AIO_Uncompressed = 'U' local AIO_Prefix = "AIO" AIO_Prefix = ssub((AIO_Prefix), 1, 16) -- shorten to max allowed local AIO_ServerPrefix = ssub(("S"..AIO_Prefix), 1, 16) local AIO_ClientPrefix = ssub(("C"..AIO_Prefix), 1, 16) assert(#AIO_ServerPrefix == #AIO_ClientPrefix) -- Client can send only 255 max size messages, but server can send more -- on different patches the limit varies, on 3.3.5 it is exactly 3004 and on cataclysm 2^23 -- thus we use 2560 that is about 10 times more data and below both max values. Too high value can crash client. -- Change if you need to :) local AIO_MsgLen = (AIO_SERVER and 2560 or 255) -1 -#AIO_ServerPrefix -#AIO_ShortMsg -- remove \t, prefix, msg ID local MSG_MIN = 1 local MSG_MAX = 2^16-767 -- AIO main table AIO = { -- AIO flavour functions unpack = unpack, } local AIO = AIO -- Client side table containing frames that need to have their position saved local AIO_SAVEDFRAMES = {} -- Client side tables that contain keys to _G table for saved variables -- you should add your variables here with AIO.AddSavedVar(key) or AIO.AddSavedVarChar(key) local AIO_SAVEDVARS = {} local AIO_SAVEDVARSCHAR = {} -- Client side flag for noting if the client has been inited or not local AIO_INITED = false -- Server and Client side functions to execute on AIO messages local AIO_HANDLERS = {} -- Server side functions to execute when an init msg is received local AIO_INITHOOKS = {} -- Server and Client side custom coded handlers for incoming data local AIO_BLOCKHANDLES = {} -- A server side table for correct order of addons to send -- you should add all addon code here with AIO.AddAddon local AIO_ADDONSORDER = {} -- Dependencies local LibWindow local LuaSrcDiet local NewQueue = NewQueue or require("queue") local Smallfolk = Smallfolk or require("smallfolk") local lualzw = lualzw or require("lualzw") if AIO_SERVER then LuaSrcDiet = require("LuaSrcDiet") else LibWindow = LibStub("LibWindow-1.1") end -- Returns true if we are on server function AIO.IsServer() return AIO_SERVER end -- Returns AIO version - note the type is not guaranteed to be a number function AIO.GetVersion() return AIO_VERSION end -- Converts an uint16 number to string (2 chars) -- Note that this escapes using \0 character so the full uint16 range is not usable local function AIO_16tostring(uint16) -- split 16bit to 2 8bit parts but without \0 assert(uint16 <= 2^16-767, "Too high value") assert(uint16 >= 0, "Negative value") local high = floor(uint16 / 254) local l = high +1 local r = uint16 - high * 254 +1 return schar(l)..schar(r) end -- Converts a string (2 chars) to uint16 number -- Note that the chars can not be \0 character so the full uint16 range is not usable local function AIO_stringto16(str) local l = sbyte(ssub(str, 1,1)) -1 local r = sbyte(ssub(str, 2,2)) -1 local val = l*254 + r assert(val <= 2^16-767, "Too high value") assert(val >= 0, "Negative value") return val end -- Resets AIO saved variables on client side local AIO_RESET if not AIO_SERVER then function AIO_RESET() AIO_SAVEDVARS = nil AIO_SAVEDVARSCHAR = nil AIO_sv_Addons = nil AIO_SAVEDFRAMES = {} end end -- Used to print debug messages if AIO_ENABLE_DEBUG_MSGS is true function AIO_debug(...) if AIO_ENABLE_DEBUG_MSGS then print("AIO:", ...) end end -- returns the amount of varargs from passed varargs local function AIO_extractN(...) return select("#", ...), ... end -- Calls function f with parameters ... with pcall -- Shows errors with print or AIO_debug local function AIO_pcall(f, ...) assert(type(f) == 'function') if not AIO_ENABLE_PCALL then return f(...) end local data if AIO_SERVER and AIO_ENABLE_TRACEBACK and debug.traceback then data = {AIO_extractN(xpcall(f, debug.traceback, ...))} else data = {AIO_extractN(pcall(f, ...))} end if not data[2] then if AIO_SERVER then AIO_debug(data[3]) else if AIO_ERROR_LOG then AIO.Handle("AIO", "Error", data[3]) end if AIO_ENABLE_TRACEBACK then _ERRORMESSAGE(data[3]) else print(data[3]) end end return end return unpack(data, 3, data[1]+1) end -- Reads a file at given absolute or relative to server root path -- and returns the full file contents as a string local function AIO_ReadFile(path) AIO_debug("Reading a file") assert(type(path) == 'string', "#1 string expected") local f = assert(io.open(path, "rb")) local str = f:read("*all") f:close() return str end -- player data handler local plrdata = {} local removeque = NewQueue() local function RemoveData(guid, msgid) local pdata = plrdata[guid] if pdata then if msgid then local data = pdata[msgid] if data then pdata[msgid] = nil pdata.ramque:gettable()[data.ramquepos] = nil removeque:gettable()[data.remquepos] = nil end else local que = pdata.ramque:gettable() local l, r = pdata.ramque:getrange() for i = l, r do if que[i] then removeque:gettable()[que[i].remquepos] = nil end end plrdata[guid] = nil end end end local function ProcessRemoveQue() if removeque:empty() then return end local now = AIO_GetTime() local l, r = removeque:getrange() for i = l, r do local v = removeque:popleft() if v then if AIO_GetTimeDiff(now, v.stamp) < AIO_MSG_CACHE_TIME then AIO_debug("removing outdated incomplete message") removeque:pushleft(v) break end RemoveData(v.guid, v.id) end end end if AIO_SERVER then CreateLuaEvent(ProcessRemoveQue, AIO_MSG_CACHE_DELAY, 0) else local frame = CreateFrame("Frame") local timer = AIO_MSG_CACHE_DELAY local function ONUPDATE(self, diff) if timer > diff then timer = timer - diff else ProcessRemoveQue() timer = AIO_MSG_CACHE_DELAY end end frame:SetScript("OnUpdate", ONUPDATE) end -- Erase data on logout if AIO_SERVER then local function Erase(event, player) RemoveData(player:GetGUIDLow()) end RegisterPlayerEvent(4, Erase) end -- Selects a method to send the string to the player depending on whether -- running on client or server side. From client to server no player needed local function AIO_SendAddonMessage(msg, player) if AIO_SERVER then -- server -> client player:SendAddonMessage(AIO_ServerPrefix, msg, 7, player) else -- client -> server SendAddonMessage(AIO_ClientPrefix, msg, "WHISPER", UnitName("player")) end end -- Sends a string to given players (vararg). -- Can have one or more receiver players (no receivers when sending from client -> server) -- Splits too long messages into smaller pieces local function AIO_Send(msg, player, ...) assert(type(msg) == "string", "#1 string expected") assert(not AIO_SERVER or type(player) == 'userdata', "#2 player expected") AIO_debug("Sending message length:", #msg) if AIO_ENABLE_MSGPRINT then print("sent:", msg) end -- split message to 255 character packets if needed (send long message) if #msg <= AIO_MsgLen then -- Send short <= AIO_MsgLen msg AIO_SendAddonMessage(AIO_ShortMsg..msg, player) else -- Send long > AIO_MsgLen msg local guid = AIO_SERVER and player:GetGUIDLow() or 1 if not plrdata[guid] then plrdata[guid] = { stored = 0, ramque = NewQueue(), MSG_GUID = MSG_MIN, } end local pdata = plrdata[guid] -- the chars can not contain \0 -- 16bit -> Message ID -- 0 reserved for identifying short msg -- 16bit -> Number of parts (should be > 1) -- 16bit -> Part ID -- Rest -> Message String -- msglen - 4 bits for header data, messageid is already substracted local msglen = (AIO_MsgLen-4) -- Calculate amount of messages to send local parts = ceil(#msg / msglen) -- assemble header local header = AIO_16tostring(pdata.MSG_GUID)..AIO_16tostring(parts) -- update guid if pdata.MSG_GUID >= MSG_MAX then pdata.MSG_GUID = MSG_MIN else pdata.MSG_GUID = pdata.MSG_GUID+1 end -- send messages for i = 1, parts do AIO_SendAddonMessage(header..AIO_16tostring(i)..ssub(msg, ((i-1)*msglen)+1, (i*msglen)), player) end end -- More than one receiver, mass send message if ... then for i = 1, select('#',...) do AIO_Send(msg, select(i, ...)) end end end -- Message class metatable local msgmt = {} function msgmt.__index(tbl, key) return msgmt[key] end -- Add a new block to message and returns self -- A block is a chunk of data identified by a string name -- blocks are sent between server and client and handled on the receiving end -- by block handlers. Blockhandlers are functions you can assign to -- a specific name as a handler with AIO.RegisterEvent(name, func) -- The All values in the block after it's name will be passed to the handler -- function in same order. function msgmt:Add(Name, ...) assert(Name, "#1 Block must have name") self.params[#self.params+1] = {select('#', ...), Name, ...} self.assemble = true return self end -- Function to append messages together, returns self -- Example AIO.Msg():Append(msg):Append(msg2):Send(...) function msgmt:Append(msg2) assert(type(msg2) == 'table', "#1 table expected") for i = 1, #msg2.params do assert(type(msg2.params[i]) == 'table', "#1["..i.."] table expected") self.params[#self.params+1] = msg2.params[i] end self.assemble = true return self end -- Assembles the message string from stored data function msgmt:Assemble() if not self.assemble then return self end self.MSG = Smallfolk.dumps(self.params) self.assemble = false return self end -- Function to send the message to given players function msgmt:Send(player, ...) assert(not AIO_SERVER or player, "#1 player is nil") AIO_Send(self:ToString(), player, ...) return self end -- Erases the so far built message and returns self function msgmt:Clear() for i = 1, #self.params do self.params[i] = nil end self.MSG = nil self.assemble = false return self end -- Returns the message string or an empty string function msgmt:ToString() return self:Assemble().MSG end -- Returns true if the message has something in it function msgmt:HasMsg() return #self.params > 0 end -- Creates and returns a new message that you can append stuff to and send to client or server -- Example: AIO.Msg():Add("MyHandlerName", param1, param2):Send(player) function AIO.Msg() local msg = {params = {}, MSG = nil, assemble = false} setmetatable(msg, msgmt) return msg end -- Calls the handler for block, see AIO.RegisterEvent -- for adding handlers for blocks local preinitblocks = {} local function AIO_HandleBlock(player, data, skipstored) local HandleName = data[2] assert(HandleName, "Invalid handle, no handle name") if not AIO_SERVER and not AIO_INITED and (HandleName ~= 'AIO' or data[3] ~= 'Init') then -- store blocks received before initialization preinitblocks[#preinitblocks+1] = data AIO_debug("Received block before Init:", HandleName, data[1], data[3]) return end local handledata = AIO_BLOCKHANDLES[HandleName] if not handledata then error("Unknown AIO block handle: '"..tostring(HandleName).."'") end -- found the block handler and arguments match the format. -- call the block handler if AIO_SERVER and data[1] > 15 then error("Received AIO block with over 15 arguments. Try using tables instead") return end handledata(player, unpack(data, 3, data[1]+2)) if not skipstored and not AIO_SERVER and AIO_INITED and HandleName == 'AIO' and data[3] == 'Init' then -- handle stored blocks after initialization, if they are not init messages for i = 1, #preinitblocks do AIO_HandleBlock(player, preinitblocks[i], true) preinitblocks[i] = nil end end end -- Extracts blocks from assembled addon messages local curmsg = '' local function AIO_Timeout() error(string.format("AIO Timeout. Your code ran over %s instructions with message:\n%s", ''..AIO_TIMEOUT_INSTRUCTIONCOUNT, (curmsg or 'nil'))) end local function _AIO_ParseBlocks(msg, player) if AIO_SERVER and AIO_TIMEOUT_INSTRUCTIONCOUNT > 0 then curmsg = msg debug.sethook(AIO_Timeout, "", AIO_TIMEOUT_INSTRUCTIONCOUNT) end AIO_debug("Received messagelength:", #msg) if AIO_ENABLE_MSGPRINT then print("received:", msg) end -- deserialize the message local data = AIO_pcall(Smallfolk.loads, msg, #msg) if not data or type(data) ~= 'table' then AIO_debug("Received invalid message - data not a table") return end -- Handle parsing of all blocks for i = 1, #data do -- Using pcall here so errors wont stop handling other blocks in the msg AIO_pcall(AIO_HandleBlock, player, data[i]) end if AIO_SERVER and AIO_TIMEOUT_INSTRUCTIONCOUNT > 0 then debug.sethook() end end local function AIO_ParseBlocks(msg, player) AIO_pcall(_AIO_ParseBlocks, msg, player) end -- Handles cleaning and assembling the messages received -- Messages can be 255 characters long, so big messages will be split local function _AIO_HandleIncomingMsg(msg, player) -- Received a long message part (msg split into 255 character parts) local msgid = ssub(msg, 1,2) if msgid == AIO_ShortMsg then -- Received <= 255 char msg, direct parse, take out the msg tag first AIO_ParseBlocks(ssub(msg, 3), player) return end -- the chars can not contain \0 -- 16bit -> Message ID -- 0 reserved for identifying short msg -- 16bit -> Number of parts (should be > 1) -- 16bit -> Part ID -- Rest -> Message String if #msg < 3*2 then return end local messageId = AIO_stringto16(msgid) local parts = AIO_stringto16(ssub(msg, 3,4)) local partId = AIO_stringto16(ssub(msg, 5,6)) if partId <= 0 or partId > parts then error("received long message with invalid amount of parts. id, parts: "..partId.." "..parts) return end msg = ssub(msg, 7) -- guid is used to store information about long messages for specific player local guid = AIO_SERVER and player:GetGUIDLow() or 1 if not plrdata[guid] then plrdata[guid] = { stored = 0, ramque = NewQueue(), MSG_GUID = MSG_MIN, } end local pdata = plrdata[guid] pdata[messageId] = pdata[messageId] or {} local data = pdata[messageId] -- Different message with same ID, scrap previous message (probably reloaded UI) -- Or new message so parts is nil if not data.parts or data.parts.n ~= parts then if data.parts then for i = 0, data.parts.n do data.parts[i] = nil end end data.guid = guid data.parts = {n=parts} data.id = messageId data.stamp = AIO_GetTime() data.remquepos = removeque:pushright(data) data.ramquepos = pdata.ramque:pushright(data) end data.parts[partId] = msg pdata.stored = pdata.stored + #msg if AIO_SERVER and pdata.stored > AIO_MSG_CACHE_SPACE then local l, r = pdata.ramque:getrange() for i = l, r-1 do -- -1 for leaving at least one message -- remove message from stores leaving it for GC local msgdata = pdata.ramque:popleft() if msgdata then removeque:gettable()[msgdata.remquepos] = nil pdata[msgdata.id] = nil -- count the data it holds and substract from stored data for j = 1, msgdata.parts.n do if msgdata.parts[j] then pdata.stored = pdata.stored - #msgdata.parts[j] end end -- check if enough freed to hold latest message in the cache if pdata.stored <= AIO_MSG_CACHE_SPACE then break end end end -- if still error even though tried freeing all memory possible to free -- throw error and clear cache if pdata.stored > AIO_MSG_CACHE_SPACE then RemoveData(guid) error("AIO_MSG_CACHE_SPACE is too small for received message") return end end -- Has all parts, process if #data.parts == data.parts.n then local cat = tconcat(data.parts) RemoveData(guid, messageId) AIO_ParseBlocks(cat, player) end end local function AIO_HandleIncomingMsg(msg, player) AIO_pcall(_AIO_HandleIncomingMsg, msg, player) end -- Adds a new callback function for AIO that is called if -- a block with the same name is recieved. -- All parameters the client sends will be passed to func when called -- Only one function can be a handler for one name (subject for change) function AIO.RegisterEvent(name, func) assert(name ~= nil, "name of the registered event expected not nil") assert(type(func) == "function", "callback function must be a function") assert(not AIO_BLOCKHANDLES[name], "an event is already registered for the name: "..name) AIO_BLOCKHANDLES[name] = func end -- Adds a table of handler functions for the specified name. -- You can fill a table with functions and use this to add them for a name. -- Then when a message like AIO.Msg():Add("MyName", "HandlerName"):Send() -- is received, the handlertable["HandlerName"] will be executed with player and additional params passed to the block. -- Returns the passed table function AIO.AddHandlers(name, handlertable) assert(name ~= nil, "#1 expected not nil") assert(type(handlertable) == 'table', "#2 a table expected") for k,v in pairs(handlertable) do assert(type(v) == 'function', "#2 a table of functions expected, found a "..type(v).." value") end local function handler(player, key, ...) if key and handlertable[key] then handlertable[key](player, ...) end end AIO.RegisterEvent(name, handler) return handlertable end -- Adds the current file as an AIO sent addon. -- Can be used from server and client, but on client does nothing. -- You can provide path and/or name of the lua file to add, but if -- omitted the file the function is executed in will be used as path -- and the path's or given path's file name will be used. -- Returns true if addon was added function AIO.AddAddon(path, name) if AIO_SERVER then path = path or debug.getinfo(2, 'S').source:sub(2) name = name or match(path, "([^/]*)$") local code = AIO_ReadFile(path) AIO.AddAddonCode(name, code) AIO_debug("Added addon path&name:", path, name) return true end end if AIO_SERVER then -- A shorthand for sending a message for a handler. function AIO.Handle(player, name, handlername, ...) assert(type(player) == 'userdata', "#1 player expected") assert(name ~= nil, "#2 expected not nil") return AIO.Msg():Add(name, handlername, ...):Send(player) end -- Adds the addon code to the sent addons on login. -- The addon code is trimmed according to settings at top of this file. -- The addon is cached on client side and will be updated if needed. -- name is an unique ID for the addon, usually you can use the file name or addon name there -- Do note that short names are better since they are sent back and forth to indentify files local crc32 = require("crc32lua").crc32 function AIO.AddAddonCode(name, code) assert(type(name) == 'string', "#1 string expected") assert(type(code) == 'string', "#2 string expected") if AIO_CODE_OBFUSCATE then code = LuaSrcDiet(code, 3) end if AIO_MSG_COMPRESS then code = AIO_Compressed..assert(lualzw.compress(code)) else code = AIO_Uncompressed..code end AIO_ADDONSORDER[#AIO_ADDONSORDER+1] = {name=name, crc=crc32(code), code=code} end -- Adds a new function that is called when an init message -- is about to be sent by server. The function is called before sending and -- the message is passed to it along with the player if available: -- func(msg[, player]) -- you can modify the passed message and or return a new one function AIO.AddOnInit(func) assert(type(func) == 'function', "#1 function expected") table.insert(AIO_INITHOOKS, func) end -- This restricts player's ability to request the initial UI to some set time delay local timers = {} local function RemoveInitTimer(eventid, playerguid) if type(playerguid) == "number" then timers[playerguid] = nil end end -- This handles sending initial UI to player. -- The Client sends a request to the server for the addons along with it's cached addon data. -- Then the server checks what files it has to send back and what it has to remove from the client's cache. -- Then after server sends the required data to client, the client will one by one execute the addons -- in the same order as they are sent from the server. local versionmsg = AIO.Msg():Add("AIO", "Init", AIO_VERSION) function AIO_HANDLERS.Init(player, version, clientdata) -- check that the player is not on cooldown for init calling local guid = player:GetGUIDLow() if timers[guid] then return end -- make a new cooldown for init calling timers[guid] = CreateLuaEvent(function(e) RemoveInitTimer(e, guid) end, AIO_UI_INIT_DELAY, 1) -- the timer here (AIO_UI_INIT_DELAY) is the min time in ms between inits the player can do -- Check for bad version and send version back for error directly if version ~= AIO_VERSION then versionmsg:Send(player) return end local istable = type(clientdata) == 'table' local addons = {} local cached = {} for i = 1, #AIO_ADDONSORDER do local data = AIO_ADDONSORDER[i] local clientcrc = istable and clientdata[data.name] or nil if clientcrc and clientcrc == data.crc then -- valid - send name only cached[i] = data.name else -- not cached or outdated - send new addons[i] = data end end local initmsg = AIO.Msg():Add("AIO", "Init", AIO_VERSION, #AIO_ADDONSORDER, addons, cached) for k,v in ipairs(AIO_INITHOOKS) do initmsg = v(initmsg, player) or initmsg end initmsg:Send(player) end -- Handler that catches client errors -- can be used to log client errors to server function AIO_HANDLERS.Error(player, errmsg) if not AIO_ERROR_LOG or type(errmsg) ~= 'string' then return end PrintInfo(errmsg) end -- An addon message event handler for the lua engine -- If the message data is correct, move the message forward to the AIO message handler. local function ONADDONMSG(event, sender, Type, prefix, msg, target) if prefix == AIO_ClientPrefix and tostring(sender) == tostring(target) and #msg < 510 then AIO_HandleIncomingMsg(msg, sender) end end RegisterServerEvent(30, ONADDONMSG) for k,v in ipairs(GetPlayersInWorld()) do AIO.Handle(v, "AIO", "ForceReload") end else -- A shorthand for sending a message for a handler. function AIO.Handle(name, handlername, ...) assert(name ~= nil, "#1 expected not nil") return AIO.Msg():Add(name, handlername, ...):Send() end -- Key is a key for a variable in the global table _G -- The variable is stored when the player logs out and will be restored -- when he logs back in before the addon codes are run -- these variables are account bound function AIO.AddSavedVar(key) assert(key ~= nil, "#1 table key expected") AIO_SAVEDVARS[key] = true end -- Key is a key for a variable in the global table _G -- The variable is stored when the player logs out and will be restored -- when he logs back in before the addon codes are run -- these variables are character bound function AIO.AddSavedVarChar(key) assert(key ~= nil, "#1 table key expected") AIO_SAVEDVARSCHAR[key] = true end AIO_FRAMEPOSITIONS = AIO_FRAMEPOSITIONS or {} AIO.AddSavedVar("AIO_FRAMEPOSITIONS") AIO_FRAMEPOSITIONSCHAR = AIO_FRAMEPOSITIONSCHAR or {} AIO.AddSavedVarChar("AIO_FRAMEPOSITIONSCHAR") -- Makes the frame save it's position over relog -- If char is true, the position saving is character bound, otherwise account bound function AIO.SavePosition(frame, char) assert(frame:GetName(), "Called AIO.SavePosition on a nameless frame") local store = char and AIO_FRAMEPOSITIONSCHAR or AIO_FRAMEPOSITIONS if not store[frame:GetName()] then store[frame:GetName()] = {} end LibWindow.RegisterConfig(frame, store[frame:GetName()]) LibWindow.RestorePosition(frame) LibWindow.SavePosition(frame) table.insert(AIO_SAVEDFRAMES, frame) end -- A client side event handler -- Passes the incoming message to AIO message handler if it is valid local function ONADDONMSG(self, event, prefix, msg, Type, sender) if prefix == AIO_ServerPrefix then if event == "CHAT_MSG_ADDON" and sender == UnitName("player") then -- Normal AIO message handling from addon messages AIO_HandleIncomingMsg(msg, sender) end end end local MsgReceiver = CreateFrame("Frame") MsgReceiver:RegisterEvent("CHAT_MSG_ADDON") MsgReceiver:SetScript("OnEvent", ONADDONMSG) -- A block handler for Init name, checks the version number and errors out if needed -- On wrong version prevents handling any more messages -- Stores new and changed addons to cache and runs the addons from cache -- Also removes removed and outdated addons local function RunAddon(name) -- Check if code is compressed and uncompress if needed local code = AIO_sv_Addons[name] and AIO_sv_Addons[name].code assert(code, "Addon doesnt exist") local compression, compressedcode = ssub(code, 1, 1), ssub(code, 2) if compression == AIO_Compressed then compressedcode = assert(lualzw.decompress(compressedcode)) end assert(loadstring(compressedcode, name))() end function AIO_HANDLERS.Init(player, version, N, addons, cached) if(AIO_VERSION ~= version) then AIO_INITED = true -- stop handling any incoming messages AIO_HandleBlock = function() end print("You have AIO version "..AIO_VERSION.." and the server uses "..(version or "nil")..". Get the same version") return end assert(type(N) == 'number') assert(type(addons) == 'table') assert(type(cached) == 'table') local validAddons = {} for i = 1, N do local name if addons[i] then name = addons[i].name AIO_sv_Addons[name] = addons[i] validAddons[name] = true elseif cached[i] then name = cached[i] validAddons[name] = true else error("Unexpected behavior, try /aio reset") end AIO_pcall(RunAddon, name) end local invalidAddons = {} for name, data in pairs(AIO_sv_Addons) do if not validAddons[name] then invalidAddons[#invalidAddons+1] = name end end for i = 1, #invalidAddons do AIO_sv_Addons[invalidAddons[i]] = nil end AIO_INITED = true print("Initialized AIO version "..AIO_VERSION..". Type '/aio help' for commands") end -- Forces reload of UI for user on next action function AIO_HANDLERS.ForceReload(player) local frame = CreateFrame("BUTTON") frame:SetToplevel(true) frame:SetFrameStrata("TOOLTIP") frame:SetFrameLevel(100) frame:SetAllPoints(WorldFrame) -- frame.texture = frame:CreateTexture() -- frame.texture:SetAllPoints(frame) -- frame.texture:SetTexture(0.1, 0.1, 0.1, 0.5) frame:SetScript("OnClick", ReloadUI) print("AIO: Force reloading UI") message("AIO: Force reloading UI") end -- Forces reset of UI for user on next action function AIO_HANDLERS.ForceReset(player) AIO_RESET() AIO_HANDLERS.ForceReload(player) end local frame = CreateFrame("FRAME") -- Need a frame to respond to events frame:RegisterEvent("ADDON_LOADED") -- Fired when saved variables are loaded frame:RegisterEvent("PLAYER_LOGOUT") -- Fired when about to log out -- message to request initialization of UI function frame:OnEvent(event, addon) if event == "ADDON_LOADED" and addon == "AIO_Client" then -- Register addon channel on cata+ local _,_,_, tocversion = GetBuildInfo() if tocversion and tocversion >= 40100 and RegisterAddonMessagePrefix then RegisterAddonMessagePrefix("C"..AIO_Prefix) end -- Our saved variables are ready at this point. If there is no save, they will be nil -- Must be before any other addon action like sending init request if type(AIO_sv) ~= 'table' then AIO_sv = {} -- This is the first time this addon is loaded; initialize the var end if type(AIO_sv_char) ~= 'table' then AIO_sv_char = {} -- This is the first time this addon is loaded; initialize the var end if type(AIO_sv_Addons) ~= 'table' then AIO_sv_Addons = {} -- This is the first time this addon is loaded; initialize the var end -- Restore addon saved variables to global namespace -- Must be before sending init request for k,v in pairs(AIO_sv) do if _G[k] then AIO_debug("Overwriting global var _G["..k.."] with a saved var") end _G[k] = v end for k,v in pairs(AIO_sv_char) do if _G[k] then AIO_debug("Overwriting global var _G["..k.."] with a saved character var") end _G[k] = v end -- Request initialization of UI if not done yet -- works by timer for every second. Timer shut down after inited. -- initmsg consists of the version and all known crc codes for cached addons. local rem = {} local addons = {} for name, data in pairs(AIO_sv_Addons) do if type(name) ~= 'string' or type(data) ~= 'table' or type(data.crc) ~= 'number' or type(data.code) ~= 'string' then table.insert(rem, name) else addons[name] = data.crc end end for _,name in ipairs(rem) do AIO_sv_Addons[name] = nil -- remove invalid addons end local initmsg = AIO.Msg():Add("AIO", "Init", AIO_VERSION, addons) local reset = 1 local timer = reset local function ONUPDATE(self, diff) if AIO_INITED then self:SetScript("OnUpdate", nil) initmsg = nil reset = nil timer = nil return end if timer < diff then initmsg:Send() timer = reset reset = reset * 1.5 else timer = timer - diff end end frame:SetScript("OnUpdate", ONUPDATE) -- initmsg:Send() elseif event == "PLAYER_LOGOUT" then -- On logout we must store all global namespace to saved vars AIO_sv = {} -- discard vars that no longer exist for key,_ in pairs(AIO_SAVEDVARS or {}) do AIO_sv[key] = _G[key] end AIO_sv_char = {} -- discard vars that no longer exist for key,_ in pairs(AIO_SAVEDVARSCHAR or {}) do AIO_sv_char[key] = _G[key] end for k,v in ipairs(AIO_SAVEDFRAMES or {}) do LibWindow.SavePosition(v) end end end frame:SetScript("OnEvent", frame.OnEvent) end -- Adds all handlers from AIO_HANDLERS for the "AIO" msg handler AIO.AddHandlers("AIO", AIO_HANDLERS) -- Tables holding the command functions and the help messages -- both are indexed by the command name. See below for how to add a command and help local cmds = {} local helps = {} -- A print selector local function pprint(player, ...) if player then player:SendBroadcastMessage(tconcat({...}, " ")) else print(...) end end if AIO_SERVER then local function OnCommand(event, player, msg) msg = msg:lower() if ssub(msg, 1, 3) ~= 'aio' then return end msg = ssub(msg, 5) if msg and msg ~= "" then for k,v in pairs(cmds) do if k:find(msg, 1, true) == 1 then v(player) return false end end end pprint(player, "Unknown command .aio "..tostring(msg)) cmds.help(player) return false end RegisterPlayerEvent(42, OnCommand) else SLASH_AIO1 = "/aio" function SlashCmdList.AIO(msg) local msg = msg:lower() if msg and msg ~= "" then for k,v in pairs(cmds) do if k:find(msg, 1, true) == 1 then v() return end end end print("Unknown command /aio "..tostring(msg)) cmds.help() end end -- Define slash commands and helps for them -- triggered with /aio helps.help = "prints this list" function cmds.help(player) pprint(player, "Available commands:") for k,v in pairs(cmds) do pprint(player, (AIO_SERVER and '.' or '/').."aio "..k.." - "..(helps[k] or "no info")) end end if not AIO_SERVER then helps.reset = "resets local AIO cache - clears saved addons and their saved variables and reloads the UI" function cmds.reset() AIO_RESET() ReloadUI() end end helps.trace = "toggles using debug.traceback or _ERRORMESSAGE" function cmds.trace(player) AIO_ENABLE_TRACEBACK = not AIO_ENABLE_TRACEBACK pprint(player, "using trace is now", AIO_ENABLE_TRACEBACK and "on" or "off") end helps.debug = "toggles showing of debug messages" function cmds.debug(player) AIO_ENABLE_DEBUG_MSGS = not AIO_ENABLE_DEBUG_MSGS pprint(player, "showing debug messages is now", AIO_ENABLE_DEBUG_MSGS and "on" or "off") end helps.pcall = "toggles using pcall" function cmds.pcall(player) AIO_ENABLE_PCALL = not AIO_ENABLE_PCALL pprint(player, "using pcall is now", AIO_ENABLE_PCALL and "on" or "off") end helps.printio = "toggles printing all sent and received messages" function cmds.printio(player) AIO_ENABLE_MSGPRINT = not AIO_ENABLE_MSGPRINT pprint(player, "printing IO is now", AIO_ENABLE_MSGPRINT and "on" or "off") end return AIO