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57 lines
2.4 KiB
57 lines
2.4 KiB
5 years ago
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-- __ _ _______ _ __
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-- / / /\ | | |__ __| | | \ \
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-- / / / \ | |_ __ ___ | | ___ ___| |__ \ \
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-- < < / /\ \ | | '_ ` _ \| |/ _ \/ __| '_ \ > >
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-- \ \ / ____ \| | | | | | | | __/ (__| | | | / /
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-- \_\ /_/ \_\_|_| |_| |_|_|\___|\___|_| |_| /_/
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Quantum.Net = {}
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util.AddNetworkString( "quantum_menu_net" )
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util.AddNetworkString( "quantum_menu_button_net" )
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local function CacheDatatableMethod( id, datatable, ply )
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if( ply.cache == nil ) then ply.cache = {} end
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if( ply.cache[id] == nil ) then -- if this is the first time then create a cache record
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ply.cache[id] = {
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cache = datatable
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-- won't be defining the count here
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}
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end
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if( ply.cache[id].count == nil ) then ply.cache[id].count = 1 else ply.cache[id].count = ply.cache[id].count + 1 end -- keep count of how many times we have cached this datatable
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if( ply.cache[id].count > 1 ) then -- dont want to filter out data if this is the first time.
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for k, v in pairs( datatable ) do -- loop through the datatable
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for k2, v2 in pairs( table.GetKeys( ply.cache[id].cache ) ) do -- check each key with each key from the record cache
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if( tostring(k) == tostring(v2) ) then -- check if the keys are the same
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if( v == ply.cache[id].cache[tostring(v2)] ) then -- check if the value/contents are the same
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datatable[k] = nil -- if so then remove the key from the datatable
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else -- if the key's value has changed we dont remove it since the client needs to know about it
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ply.cache[id].cache[tostring(v2)] = v -- and then update the cache so we know about it next time
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end
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end
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end
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end
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end
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datatable.id = id -- give it the id so that the client side could handle it
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-- Always give the id since it is highly "valuable".
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-- Don't want the client mixing up the NPC, which this caching system could do if not handled correctly.
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return datatable
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end
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local function SendDatatableToClient( client, dt, type )
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local datatable = CacheDatatableMethod( type, dt, client ) -- before we actually send the stuff, cache it and remove unneeded stuff
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net.Start( "quantum_menu_net" )
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if( table.Count( datatable ) > 0 ) then -- if it's empty just dont send it because we will save 8 bits
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net.WriteTable( datatable ) -- send the data to the player
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end
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net.Send( client )
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end
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net.Receive( "quantum_menu_button_net", function( len, pl )
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local funcid = net.ReadString()
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local args = net.ReadTable()
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end)
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