Difference between revisions of "Event Handler"
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-- Do Stuff -- | -- Do Stuff -- | ||
end | end | ||
− | ) | + | ) |
− | + | ||
− | + | {| class="wikitable" | |
+ | |- | ||
+ | ! Header text !! Header text !! Header text | ||
+ | |- | ||
+ | | Example || Example || Example | ||
+ | |- | ||
+ | | Example || Example || Example | ||
+ | |- | ||
+ | | Example || Example || Example | ||
+ | |} | ||
+ | |||
+ | == Event Types == | ||
+ | {| class="wikitable" | ||
+ | ! EventType !! Parameters !! Description | ||
+ | |- | ||
+ | | EventType.Arrived || | ||
+ | |- | ||
+ | | EventType.ClientUserCommand || | ||
+ | |- | ||
+ | | EventType.ClientObjectCommand || | ||
+ | |- | ||
+ | | EventType.ClientTargetAnyObjResponse || | ||
+ | |- | ||
+ | | EventType.ClientTargetGameObjResponse || | ||
+ | |- | ||
+ | | EventType.ClientTargetLocResponse || | ||
+ | |- | ||
+ | | EventType.ContainerItemAdded || | ||
+ | |- | ||
+ | | EventType.ContainerItemRemoved || | ||
+ | |- | ||
+ | | EventType.ContextMenuResponse || | ||
+ | |- | ||
+ | | EventType.CreatedObject || || Fired upon item creation. | ||
+ | |- | ||
+ | | EventType.Destroyed || || Fired on [[GameObject]].Destroy() | ||
+ | |- | ||
+ | | EventType.DynamicWindowResponse || | ||
+ | |- | ||
+ | | EventType.EnterView || | ||
+ | |- | ||
+ | | EventType.GlobalVarUpdateResult || | ||
+ | |- | ||
+ | | EventType.ItemEquipped || | ||
+ | |- | ||
+ | | EventType.ItemUnequipped || | ||
+ | |- | ||
+ | | EventType.LoadedFromBackup || || Fired when a module is 'attached' from backup data, useful for putting something back into the state it was last in. Think player login and server startup loading from backup files. | ||
+ | |- | ||
+ | | EventType.LeaveView || | ||
+ | |- | ||
+ | | EventType.Message || [[Message]] ID || Fired when a [[Message]] is received. | ||
+ | |- | ||
+ | | EventType.ModuleAttached || [[Module]] Name || Fired when the [[Module]] this is declared in is attached to another [[GameObject]] | ||
+ | |- | ||
+ | | EventType.PlayerSpeech || | ||
+ | |- | ||
+ | | EventType.RequestDrop || | ||
+ | |- | ||
+ | | EventType.RequestEquip || | ||
+ | |- | ||
+ | | EventType.RequestPickUp || | ||
+ | |- | ||
+ | | EventType.StartMoving || | ||
+ | |- | ||
+ | | EventType.Timer || [[Timer]] ID || Fired when a [[ScheduleTimerDelay]] completes. | ||
+ | |- | ||
+ | | EventType.Use || | ||
+ | |- | ||
+ | | EventType.UserLogout || | ||
+ | |} | ||
Example: | Example: | ||
Line 63: | Line 133: | ||
== Overriding and Modding EventHandlers == | == Overriding and Modding EventHandlers == | ||
+ | [[OverrideEventHandler]] | ||
+ | |||
The Problem: | The Problem: | ||
− | <br>''Building upon functions defined within event handlers | + | <br>''Building upon functions defined within event handlers'' |
− | <br>In an attempt to avoid excessive code maintenance when the base code changes between versions, I am trying to write all my mods as stand alone methods which override existing methods (and sometimes refer to the super method). This is working in most cases, but I have hit a few snags in which the base script defines a method directly within an EventHandler. For these situations I have been using OverrideEventHandler and then copying the entire base function and putting in my changes. Is there a better way to do this so I can avoid | + | <br>''In an attempt to avoid excessive code maintenance when the base code changes between versions, I am trying to write all my mods as stand alone methods which override existing methods (and sometimes refer to the super method). This is working in most cases, but I have hit a few snags in which the base script defines a method directly within an EventHandler. For these situations I have been using OverrideEventHandler and then copying the entire base function and putting in my changes. Is there a better way to do this so I can avoid |
copying base code (in case of future changes)?'' | copying base code (in case of future changes)?'' | ||
<br>[[http://shardsonline.com/forums/discussion/comment/9494/#Comment_9494 Forum Link]] | <br>[[http://shardsonline.com/forums/discussion/comment/9494/#Comment_9494 Forum Link]] | ||
− | - A - | + | |
+ | The basic problem concerning modding here is to understand, that the [[RegisterEventHandler]] function links the event to the address of the function, not the function identifier (function name). Thus, if you mod the function you simply pirate the name of it and put your own stuff into it, but the event still works with the original function at the old address. | ||
+ | <br>The following writeup illustrates the issue: | ||
+ | |||
+ | Situation - A - | ||
<syntaxhighlight lang="lua"> | <syntaxhighlight lang="lua"> | ||
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end | end | ||
) | ) | ||
− | <syntaxhighlight> | + | </syntaxhighlight> |
The situation above has to be resolved by copying the code. | The situation above has to be resolved by copying the code. | ||
Line 92: | Line 168: | ||
end | end | ||
) | ) | ||
− | <syntaxhighlight> | + | </syntaxhighlight> |
− | - B - | + | Situation - B - |
<syntaxhighlight lang="lua"> | <syntaxhighlight lang="lua"> | ||
Line 102: | Line 178: | ||
end | end | ||
RegisterEventHandler(EventType.Message,"TestMessage", HandleTestMessage) | RegisterEventHandler(EventType.Message,"TestMessage", HandleTestMessage) | ||
− | <syntaxhighlight> | + | </syntaxhighlight> |
This is better code. Still not optimal, since it requires to override the eventhandler if you alter the function or it will use the old function, | This is better code. Still not optimal, since it requires to override the eventhandler if you alter the function or it will use the old function, | ||
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end | end | ||
OverrideEventHandler("AnotherOriginalScript",EventType.Message,"TestMessage", HandleTestMessage) | OverrideEventHandler("AnotherOriginalScript",EventType.Message,"TestMessage", HandleTestMessage) | ||
− | <syntaxhighlight> | + | </syntaxhighlight> |
+ | |||
+ | Situation - C - | ||
− | |||
<syntaxhighlight lang="lua"> | <syntaxhighlight lang="lua"> | ||
-- AndFinallyAThirdScript.lua | -- AndFinallyAThirdScript.lua | ||
Line 124: | Line 201: | ||
function HandleTestMessage() FinallyDoTheTestMessage() end | function HandleTestMessage() FinallyDoTheTestMessage() end | ||
RegisterEventHandler(EventType.Message,"TestMessage", HandleTestMessage) | RegisterEventHandler(EventType.Message,"TestMessage", HandleTestMessage) | ||
− | <syntaxhighlight> | + | </syntaxhighlight> |
+ | |||
Most convenient solution: | Most convenient solution: | ||
You can safely override FinallyDoTheTestMessage() without touching the event handler, | You can safely override FinallyDoTheTestMessage() without touching the event handler, | ||
but it adds another function call. Your modded script would look like: | but it adds another function call. Your modded script would look like: | ||
+ | |||
<syntaxhighlight lang="lua"> | <syntaxhighlight lang="lua"> | ||
-- AndFinallyAThirdScript.lua -- modded version | -- AndFinallyAThirdScript.lua -- modded version | ||
Line 136: | Line 215: | ||
DebugMessage("Modded additional Info") | DebugMessage("Modded additional Info") | ||
end | end | ||
− | <syntaxhighlight> | + | </syntaxhighlight> |
[[Category:Drafts]][[Category:Event]] | [[Category:Drafts]][[Category:Event]] |
Latest revision as of 18:52, 6 November 2016
Contents
Definition
An Event Handler is a function registered in a special way to be called when certain things (events) happen.
Official Documentation
Official Events Documentation: [Events]
Registering an EventHandler
- Registering a function as EventHandler in its general abstract form is:
RegisterEventHandler( (EventType)mEvent, (string)mEventIdentifier, (function)mEventHandler)
The registered function can also be declared inline:
RegisterEventHandler( (EventType)mEvent, (string)mEventIdentifier, function(...) -- Do Stuff -- end )
Header text | Header text | Header text |
---|---|---|
Example | Example | Example |
Example | Example | Example |
Example | Example | Example |
Event Types
EventType | Parameters | Description |
---|---|---|
EventType.Arrived | ||
EventType.ClientUserCommand | ||
EventType.ClientObjectCommand | ||
EventType.ClientTargetAnyObjResponse | ||
EventType.ClientTargetGameObjResponse | ||
EventType.ClientTargetLocResponse | ||
EventType.ContainerItemAdded | ||
EventType.ContainerItemRemoved | ||
EventType.ContextMenuResponse | ||
EventType.CreatedObject | Fired upon item creation. | |
EventType.Destroyed | Fired on GameObject.Destroy() | |
EventType.DynamicWindowResponse | ||
EventType.EnterView | ||
EventType.GlobalVarUpdateResult | ||
EventType.ItemEquipped | ||
EventType.ItemUnequipped | ||
EventType.LoadedFromBackup | Fired when a module is 'attached' from backup data, useful for putting something back into the state it was last in. Think player login and server startup loading from backup files. | |
EventType.LeaveView | ||
EventType.Message | Message ID | Fired when a Message is received. |
EventType.ModuleAttached | Module Name | Fired when the Module this is declared in is attached to another GameObject |
EventType.PlayerSpeech | ||
EventType.RequestDrop | ||
EventType.RequestEquip | ||
EventType.RequestPickUp | ||
EventType.StartMoving | ||
EventType.Timer | Timer ID | Fired when a ScheduleTimerDelay completes. |
EventType.Use | ||
EventType.UserLogout |
Example:
RegisterEventHandler(EventType.Timer, "MyCoolestTimer", HandleTick)
Explanation: This Registers the Function "HandleTick" as Handler for the Timer named "MyCoolestTimer", and it is called whenever this specific timer fires.
An inline function definition for this timer would look like this:
RegisterEventHandler(EventType.Timer, "MyCoolestTimer", function() print("MyCoolestTimer just fired") end )
E.G. this:FireTimer("MyCoolestTimer")
would fire the timer and thus call the "HandleTick" function.
You can optionally pass data to an event when triggering it and thus give this data to the Event Handler.
E.G: in the last Example we could have called this:FireTimer("MyCoolestTimer",{name="MyData",content="Stuff"})
which would pass a table to the timer and the handler. If the handler can handle this data depends on its definition.
Also: Some events pass default data to the handlers, it is necessary to know which events pass which data. You can find this information in the official documentation.
Declaring EventHandlers
As you could see above, the functions handling the triggered events can be declared externally or inline inside the RegisterEventHandler function.
Whatever you do: To let these functions do something meaningful they usually need to get some data and thus the following rule applies:
A function definition for an EventHandler, be it declared inline or externally must declare its parameters in a way which is predefined by the type of the event it is handling. Handlers for Timer Events have different parameters than Handlers for Message or CreatedObject events. Otherwise errors occur or the function simply has no data available.
Check the official documentation to find out about these parameters If we want to use a timer like this:
this:FireTimer("MyCoolTimer", {name="Stuff", data = "Moar Stuff"} )
we have to declare the Handler accordingly either inline:
RegisterEventHandler(EventType.Timer, "MyCoolTimer",
function(data)
-- tostring is used for handling nil values and numbers or table data properly
print(tostring(data.name).." is the name and "..tostring(data.data).." is the data")
end
)
Or externally:
function HandleCoolTimer(data)
-- tostring is used for handling nil values and numbers or table data properly
print(tostring(data.name).." is the name and "..tostring(data.data).." is the data")
end
RegisterEventHandler(EventType.Timer, "MyCoolTimer", HandleCoolTimer )
Overriding and Modding EventHandlers
The Problem:
Building upon functions defined within event handlers
In an attempt to avoid excessive code maintenance when the base code changes between versions, I am trying to write all my mods as stand alone methods which override existing methods (and sometimes refer to the super method). This is working in most cases, but I have hit a few snags in which the base script defines a method directly within an EventHandler. For these situations I have been using OverrideEventHandler and then copying the entire base function and putting in my changes. Is there a better way to do this so I can avoid
copying base code (in case of future changes)?
[Forum Link]
The basic problem concerning modding here is to understand, that the RegisterEventHandler function links the event to the address of the function, not the function identifier (function name). Thus, if you mod the function you simply pirate the name of it and put your own stuff into it, but the event still works with the original function at the old address.
The following writeup illustrates the issue:
Situation - A -
-- OriginalScript.lua
RegisterEventHandler(EventType.Message,"TestMessage",
function()
DebugMessage("Just a test")
end
)
The situation above has to be resolved by copying the code.
Your override would look like:
-- OriginalScript.lua - modded version in mods/mymod/scripts
require 'default:OriginalScript'
OverrideEventHandler("default:OriginalScript",EventType.Message,"TestMessage",
function()
DebugMessage("Just a test")
DebugMessage("Modded additional Info")
end
)
Situation - B -
-- AnotherOriginalScript.lua
function HandleTestMessage()
DebugMessage("Just a test")
end
RegisterEventHandler(EventType.Message,"TestMessage", HandleTestMessage)
This is better code. Still not optimal, since it requires to override the eventhandler if you alter the function or it will use the old function, despite your override. Your override would look like:
-- AnotherOriginalScript.lua -- modded version
require 'default:AnotherOriginalScript'
OldHandleTestMessage = HandleTestMessage
function HandleTestMessage()
OldHandleTestMessage()
DebugMessage("Modded additional Info")
end
OverrideEventHandler("AnotherOriginalScript",EventType.Message,"TestMessage", HandleTestMessage)
Situation - C -
-- AndFinallyAThirdScript.lua
function FinallyDoTheTestMessage() DebugMessage("Just a test") end
function HandleTestMessage() FinallyDoTheTestMessage() end
RegisterEventHandler(EventType.Message,"TestMessage", HandleTestMessage)
Most convenient solution: You can safely override FinallyDoTheTestMessage() without touching the event handler, but it adds another function call. Your modded script would look like:
-- AndFinallyAThirdScript.lua -- modded version
require 'AndFinallyAThirdScript'
OldFinallyDoTheTestMessage = FinallyDoTheTestMessage
function FinallyDoTheTestMessage()
OldFinallyDoTheTestMessage()
DebugMessage("Modded additional Info")
end